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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
157 lines
4.6 KiB
C++
157 lines
4.6 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivatePCH.h"
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#include "GameplayDebuggerExtension.h"
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#include "GameplayDebuggerAddonManager.h"
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FGameplayDebuggerAddonManager::FGameplayDebuggerAddonManager()
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{
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}
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void FGameplayDebuggerAddonManager::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
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{
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FGameplayDebuggerCategoryInfo NewInfo;
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NewInfo.MakeInstanceDelegate = MakeInstanceDelegate;
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NewInfo.CategoryState = CategoryState;
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NewInfo.SlotIdx = SlotIdx;
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CategoryMap.Add(CategoryName, NewInfo);
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}
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void FGameplayDebuggerAddonManager::UnregisterCategory(FName CategoryName)
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{
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CategoryMap.Remove(CategoryName);
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}
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void FGameplayDebuggerAddonManager::NotifyCategoriesChanged()
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{
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struct FSlotInfo
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{
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FName CategoryName;
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int32 CategoryId;
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int32 SlotIdx;
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bool operator<(const FSlotInfo& Other) const { return (SlotIdx == Other.SlotIdx) ? (CategoryName < Other.CategoryName) : (SlotIdx < Other.SlotIdx); }
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};
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TArray<FSlotInfo> AssignList;
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TSet<int32> OccupiedSlots;
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int32 CategoryId = 0;
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for (auto It : CategoryMap)
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{
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FSlotInfo SlotInfo;
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SlotInfo.CategoryId = CategoryId;
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SlotInfo.CategoryName = It.Key;
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SlotInfo.SlotIdx = It.Value.SlotIdx;
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CategoryId++;
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AssignList.Add(SlotInfo);
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OccupiedSlots.Add(It.Value.SlotIdx);
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}
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AssignList.Sort();
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int32 MaxSlotIdx = 0;
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for (int32 Idx = 0; Idx < AssignList.Num(); Idx++)
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{
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FSlotInfo& SlotInfo = AssignList[Idx];
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if (SlotInfo.SlotIdx == INDEX_NONE)
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{
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int32 FreeSlotIdx = 0;
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while (OccupiedSlots.Contains(FreeSlotIdx))
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{
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FreeSlotIdx++;
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}
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SlotInfo.SlotIdx = FreeSlotIdx;
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OccupiedSlots.Add(FreeSlotIdx);
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}
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MaxSlotIdx = FMath::Max(MaxSlotIdx, SlotInfo.SlotIdx);
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}
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SlotMap.Reset();
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SlotNames.Reset();
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SlotMap.AddDefaulted(MaxSlotIdx + 1);
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SlotNames.AddDefaulted(MaxSlotIdx + 1);
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for (int32 Idx = 0; Idx < AssignList.Num(); Idx++)
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{
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FSlotInfo& SlotInfo = AssignList[Idx];
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if (SlotNames[SlotInfo.SlotIdx].Len())
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{
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SlotNames[SlotInfo.SlotIdx] += TEXT('+');
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}
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SlotNames[SlotInfo.SlotIdx] += SlotInfo.CategoryName.ToString();
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SlotMap[SlotInfo.SlotIdx].Add(SlotInfo.CategoryId);
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}
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OnCategoriesChanged.Broadcast();
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}
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void FGameplayDebuggerAddonManager::CreateCategories(AGameplayDebuggerCategoryReplicator& Owner, TArray<TSharedRef<FGameplayDebuggerCategory> >& CategoryObjects)
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{
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UWorld* World = Owner.GetWorld();
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const ENetMode NetMode = World->GetNetMode();
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const bool bHasAuthority = (NetMode != NM_Client);
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const bool bIsLocal = (NetMode != NM_DedicatedServer);
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const bool bIsSimulate = FGameplayDebuggerAddonBase::IsSimulateInEditor();
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TArray<TSharedRef<FGameplayDebuggerCategory> > UnsortedCategories;
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for (auto It : CategoryMap)
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{
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TSharedRef<FGameplayDebuggerCategory> CategoryObjectRef = It.Value.MakeInstanceDelegate.Execute();
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FGameplayDebuggerCategory& CategoryObject = CategoryObjectRef.Get();
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CategoryObject.RepOwner = &Owner;
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CategoryObject.CategoryId = CategoryObjects.Num();
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CategoryObject.CategoryName = It.Key;
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CategoryObject.bHasAuthority = bHasAuthority;
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CategoryObject.bIsLocal = bIsLocal;
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CategoryObject.bIsEnabled =
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(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInGameAndSimulate) ||
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(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInGame && !bIsSimulate) ||
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(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInSimulate && bIsSimulate);
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UnsortedCategories.Add(CategoryObjectRef);
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}
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// sort by slots for drawing order
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for (int32 SlotIdx = 0; SlotIdx < SlotMap.Num(); SlotIdx++)
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{
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for (int32 Idx = 0; Idx < SlotMap[SlotIdx].Num(); Idx++)
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{
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const int32 CategoryId = SlotMap[SlotIdx][Idx];
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CategoryObjects.Add(UnsortedCategories[CategoryId]);
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}
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}
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}
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void FGameplayDebuggerAddonManager::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
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{
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ExtensionMap.Add(ExtensionName, MakeInstanceDelegate);
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}
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void FGameplayDebuggerAddonManager::UnregisterExtension(FName ExtensionName)
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{
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ExtensionMap.Remove(ExtensionName);
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}
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void FGameplayDebuggerAddonManager::NotifyExtensionsChanged()
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{
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OnExtensionsChanged.Broadcast();
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}
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void FGameplayDebuggerAddonManager::CreateExtensions(AGameplayDebuggerCategoryReplicator& Replicator, TArray<TSharedRef<FGameplayDebuggerExtension> >& ExtensionObjects)
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{
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for (auto It : ExtensionMap)
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{
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TSharedRef<FGameplayDebuggerExtension> ExtensionObjectRef = It.Value.Execute();
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FGameplayDebuggerExtension& ExtensionObject = ExtensionObjectRef.Get();
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ExtensionObject.RepOwner = &Replicator;
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ExtensionObjects.Add(ExtensionObjectRef);
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}
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}
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