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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248
https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring
371 lines
12 KiB
C++
371 lines
12 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "Math/RandomStream.h"
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#include "FunctionalTest.generated.h"
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class UBillboardComponent;
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//Experimental effort at automated cpu captures from the functional testing.
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class FFunctionalTestExternalProfiler : public FScopedExternalProfilerBase
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{
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public:
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void StartProfiler(const bool bWantPause){ StartScopedTimer(bWantPause); }
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void StopProfiler(){StopScopedTimer();}
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};
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// Used to measure a distribution
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struct FStatisticalFloat
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{
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public:
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FStatisticalFloat()
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: MinValue(0.0)
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, MaxValue(0.0)
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, Accumulator(0.0)
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, NumSamples(0)
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{
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}
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void AddSample(double Value)
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{
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if (NumSamples == 0)
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{
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MinValue = MaxValue = Value;
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}
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else
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{
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MinValue = FMath::Min(MinValue, Value);
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MaxValue = FMath::Max(MaxValue, Value);
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}
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Accumulator += Value;
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++NumSamples;
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}
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double GetMinValue() const
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{
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return MinValue;
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}
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double GetMaxValue() const
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{
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return MaxValue;
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}
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double GetAvgValue() const
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{
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return Accumulator / (double)NumSamples;
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}
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int32 GetCount() const
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{
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return NumSamples;
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}
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private:
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double MinValue;
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double MaxValue;
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double Accumulator;
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int32 NumSamples;
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};
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struct FStatsData
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{
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FStatsData() :NumFrames(0), SumTimeSeconds(0.0f){}
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uint32 NumFrames;
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uint32 SumTimeSeconds;
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FStatisticalFloat FrameTimeTracker;
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FStatisticalFloat GameThreadTimeTracker;
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FStatisticalFloat RenderThreadTimeTracker;
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FStatisticalFloat GPUTimeTracker;
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};
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/** A set of simple perf stats recorded over a period of frames. */
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struct FUNCTIONALTESTING_API FPerfStatsRecord
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{
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FPerfStatsRecord(FString InName);
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FString Name;
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/** Stats data for the period we're interested in timing. */
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FStatsData Record;
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/** Stats data for the baseline. */
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FStatsData Baseline;
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float GPUBudget;
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float RenderThreadBudget;
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float GameThreadBudget;
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void SetBudgets(float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget);
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void Sample(UWorld* Owner, float DeltaSeconds, bool bBaseline);
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FString GetReportString()const;
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FString GetBaselineString()const;
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FString GetRecordString()const;
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FString GetOverBudgetString()const;
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void GetGPUTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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void GetGameThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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void GetRenderThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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bool IsWithinGPUBudget()const;
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bool IsWithinGameThreadBudget()const;
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bool IsWithinRenderThreadBudget()const;
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};
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/**
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* Class for use with functional tests which provides various performance measuring features.
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* Recording of basic, unintrusive performance stats.
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* Automatic captures using external CPU and GPU profilers.
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* Triggering and ending of writing full stats to a file.
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*/
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UCLASS(Blueprintable)
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class FUNCTIONALTESTING_API UAutomationPerformaceHelper : public UObject
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{
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GENERATED_BODY()
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TArray<FPerfStatsRecord> Records;
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bool bRecordingBasicStats;
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bool bRecordingBaselineBasicStats;
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bool bRecordingCPUCapture;
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bool bRecordingStatsFile;
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/** If true we check the GPU times vs GPU budget each tick and trigger a GPU trace if we fall below budget.*/
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bool bGPUTraceIfBelowBudget;
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public:
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UAutomationPerformaceHelper();
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//Begin basic stat recording
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UFUNCTION(BlueprintCallable, Category = Perf)
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void Tick(float DeltaSeconds);
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/** Adds a sample to the stats counters for the current performance stats record. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void Sample(float DeltaSeconds);
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/** Begins recording a new named performance stats record. We start by recording the baseline */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginRecordingBaseline(FString RecordName);
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/** Stops recording the baseline and moves to the main record. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndRecordingBaseline();
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/** Begins recording a new named performance stats record. We start by recording the baseline. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginRecording(FString RecordName, float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget);
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/** Stops recording performance stats. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndRecording();
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/** Writes the current set of performance stats records to a csv file in the profiling directory. An additional directory and an extension override can also be used. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void WriteLogFile(const FString& CaptureDir, const FString& CaptureExtension);
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/** Returns true if this stats tracker is currently recording performance stats. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsRecording()const;
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/** Does any init work across all tests.. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void OnBeginTests();
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/** Does any final work needed as all tests are complete. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void OnAllTestsComplete();
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const FPerfStatsRecord* GetCurrentRecord()const;
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FPerfStatsRecord* GetCurrentRecord();
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinGPUBudget()const;
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinGameThreadBudget()const;
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinRenderThreadBudget()const;
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//End basic stats recording.
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// Automatic traces capturing
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/** Communicates with external profiler to being a CPU capture. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void StartCPUProfiling();
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/** Communicates with external profiler to end a CPU capture. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void StopCPUProfiling();
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/** Will trigger a GPU trace next time the current test falls below GPU budget. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void TriggerGPUTraceIfRecordFallsBelowBudget();
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/** Begins recording stats to a file. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginStatsFile(const FString& RecordName);
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/** Ends recording stats to a file. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndStatsFile();
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FFunctionalTestExternalProfiler ExternalProfiler;
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/** The path and base name for all output files. */
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FString OutputFileBase;
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FString StartOfTestingTime;
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};
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UENUM()
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namespace EFunctionalTestResult
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{
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enum Type
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{
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Invalid,
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Error,
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Running,
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Failed,
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Succeeded,
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};
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}
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFunctionalTestEventSignature);
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DECLARE_DELEGATE_OneParam(FFunctionalTestDoneSignature, class AFunctionalTest*);
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UCLASS(Blueprintable, MinimalAPI)
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class AFunctionalTest : public AActor
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{
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GENERATED_UCLASS_BODY()
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static const uint32 DefaultTimeLimit = 60; // seconds
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private_subobject:
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DEPRECATED_FORGAME(4.6, "SpriteComponent should not be accessed directly, please use GetSpriteComponent() function instead. SpriteComponent will soon be private and your code will not compile.")
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UPROPERTY()
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UBillboardComponent* SpriteComponent;
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public:
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UPROPERTY(BlueprintReadWrite, Category=FunctionalTesting)
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TEnumAsByte<EFunctionalTestResult::Type> Result;
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/** If test is limited by time this is the result that will be returned when time runs out */
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UPROPERTY(EditAnywhere, Category=FunctionalTesting)
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TEnumAsByte<EFunctionalTestResult::Type> TimesUpResult;
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/** Test's time limit. '0' means no limit */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=FunctionalTesting)
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float TimeLimit;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FunctionalTesting)
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FText TimesUpMessage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FunctionalTesting)
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AActor* ObservationPoint;
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/** Called when the test is started */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestStart;
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/** Called when the test is finished. Use it to clean up */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestFinished;
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UPROPERTY(Transient)
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TArray<AActor*> AutoDestroyActors;
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FString FailureMessage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FunctionalTesting)
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FRandomStream RandomNumbersStream;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = FunctionalTesting)
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FString Description;
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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class UFuncTestRenderingComponent* RenderComp;
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#endif // WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=FunctionalTesting)
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uint32 bIsEnabled:1;
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/** List of causes we need a re-run. */
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TArray<FName> RerunCauses;
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/** Cause of the current rerun if we're in a named rerun. */
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FName CurrentRerunCause;
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public:
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virtual bool StartTest(const TArray<FString>& Params = TArray<FString>());
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void FinishTest(TEnumAsByte<EFunctionalTestResult::Type> TestResult, const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void LogMessage(const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void SetTimeLimit(float NewTimeLimit, TEnumAsByte<EFunctionalTestResult::Type> ResultWhenTimeRunsOut);
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/** Used by debug drawing to gather actors this test is using and point at them on the level to better understand test's setup */
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UFUNCTION(BlueprintImplementableEvent, Category = "FunctionalTesting")
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TArray<AActor*> DebugGatherRelevantActors() const;
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virtual void GatherRelevantActors(TArray<AActor*>& OutActors) const;
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/** retrieves information whether test wants to have another run just after finishing */
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UFUNCTION(BlueprintImplementableEvent, Category="FunctionalTesting")
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bool OnWantsReRunCheck() const;
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virtual bool WantsToRunAgain() const { return false; }
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/** Causes the test to be rerun for a specific named reason. */
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UFUNCTION(BlueprintCallable, Category = "FunctionalTesting")
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void AddRerun(FName Reason);
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/** Returns the current re-run reason if we're in a named re-run. */
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UFUNCTION(BlueprintCallable, Category = "FunctionalTesting")
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FName GetCurrentRerunReason()const;
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UFUNCTION(BlueprintImplementableEvent, Category = "FunctionalTesting")
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FString OnAdditionalTestFinishedMessageRequest(EFunctionalTestResult::Type TestResult) const;
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virtual FString GetAdditionalTestFinishedMessage(EFunctionalTestResult::Type TestResult) const { return FString(); }
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/** ACtors registered this way will be automatically destroyed (by limiting their lifespan)
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* on test finish */
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UFUNCTION(BlueprintCallable, Category="Development", meta=(Keywords = "Delete"))
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virtual void RegisterAutoDestroyActor(AActor* ActorToAutoDestroy);
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/** Called to clean up when tests is removed from the list of active tests after finishing execution.
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* Note that FinishTest gets called after every "cycle" of a test (where further cycles are enabled by
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* WantsToRunAgain calls). CleanUp gets called when all cycles are done. */
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virtual void CleanUp();
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virtual FString GetReproString() const { return GetFName().ToString(); }
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#if WITH_EDITOR
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void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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static void OnSelectObject(UObject* NewSelection);
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#endif // WITH_EDITOR
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// AActor interface begin
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virtual void Tick(float DeltaSeconds) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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// AActor interface end
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bool IsSuccessful() const { return Result == EFunctionalTestResult::Succeeded; }
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bool IsRunning() const { return !!bIsRunning; }
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protected:
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void GoToObservationPoint();
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public:
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FFunctionalTestDoneSignature TestFinishedObserver;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=FunctionalTesting)
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bool bIsRunning;
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float TotalTime;
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public:
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/** Returns SpriteComponent subobject **/
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UBillboardComponent* GetSpriteComponent();
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};
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