Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerPlayerManager.cpp
Marc Audy 4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#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]
2016-02-24 14:23:53 -05:00

186 lines
5.0 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerCategoryReplicator.h"
#include "GameplayDebuggerLocalController.h"
#include "Components/InputComponent.h"
AGameplayDebuggerPlayerManager::AGameplayDebuggerPlayerManager(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bAllowTickOnDedicatedServer = true;
PrimaryActorTick.bTickEvenWhenPaused = true;
PrimaryActorTick.bStartWithTickEnabled = false;
PrimaryActorTick.TickInterval = 0.5f;
#if WITH_EDITOR
SetIsTemporarilyHiddenInEditor(true);
#endif
#if WITH_EDITORONLY_DATA
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
#endif
bIsLocal = false;
}
void AGameplayDebuggerPlayerManager::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
const ENetMode NetMode = World->GetNetMode();
bHasAuthority = (NetMode != NM_Client);
bIsLocal = (NetMode != NM_DedicatedServer);
if (bHasAuthority)
{
UpdateAuthReplicators();
SetActorTickEnabled(true);
}
}
void AGameplayDebuggerPlayerManager::EndPlay(const EEndPlayReason::Type Reason)
{
Super::EndPlay(Reason);
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
TestData.Controller = nullptr;
}
}
}
void AGameplayDebuggerPlayerManager::TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction)
{
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
UpdateAuthReplicators();
};
void AGameplayDebuggerPlayerManager::UpdateAuthReplicators()
{
UWorld* World = GetWorld();
for (int32 Idx = PlayerData.Num() - 1; Idx >= 0; Idx--)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (!IsValid(TestData.Replicator) || !IsValid(TestData.Replicator->GetReplicationOwner()))
{
if (IsValid(TestData.Replicator))
{
World->DestroyActor(TestData.Replicator);
}
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
}
PlayerData.RemoveAt(Idx, 1, false);
}
}
for (FConstPlayerControllerIterator It = World->GetPlayerControllerIterator(); It; It++)
{
APlayerController* TestPC = *It;
if (TestPC)
{
const bool bNeedsReplicator = (GetReplicator(*TestPC) == nullptr);
if (bNeedsReplicator)
{
AGameplayDebuggerCategoryReplicator* Replicator = World->SpawnActorDeferred<AGameplayDebuggerCategoryReplicator>(AGameplayDebuggerCategoryReplicator::StaticClass(), FTransform::Identity);
Replicator->SetReplicatorOwner(TestPC);
Replicator->FinishSpawning(FTransform::Identity, true);
}
}
}
PrimaryActorTick.TickInterval = PlayerData.Num() ? 5.0f : 0.5f;
}
void AGameplayDebuggerPlayerManager::RegisterReplicator(AGameplayDebuggerCategoryReplicator& Replicator)
{
APlayerController* OwnerPC = Replicator.GetReplicationOwner();
if (OwnerPC == nullptr)
{
return;
}
// keep all player related objects together for easy access and GC
FGameplayDebuggerPlayerData NewData;
NewData.Replicator = &Replicator;
if (bIsLocal)
{
NewData.InputComponent = NewObject<UInputComponent>(OwnerPC, TEXT("GameplayDebug_Input"));
NewData.InputComponent->Priority = -1;
NewData.Controller = NewObject<UGameplayDebuggerLocalController>(OwnerPC, TEXT("GameplayDebug_Controller"));
NewData.Controller->Initialize(Replicator, *this);
NewData.Controller->BindInput(*NewData.InputComponent);
OwnerPC->PushInputComponent(NewData.InputComponent);
}
else
{
NewData.Controller = nullptr;
NewData.InputComponent = nullptr;
}
PlayerData.Add(NewData);
}
void AGameplayDebuggerPlayerManager::RefreshInputBindings(AGameplayDebuggerCategoryReplicator& Replicator)
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator == &Replicator)
{
TestData.InputComponent->ClearActionBindings();
TestData.InputComponent->ClearBindingValues();
TestData.InputComponent->KeyBindings.Empty();
TestData.Controller->BindInput(*TestData.InputComponent);
}
}
}
AGameplayDebuggerCategoryReplicator* AGameplayDebuggerPlayerManager::GetReplicator(const APlayerController& OwnerPC) const
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
AGameplayDebuggerCategoryReplicator* TestReplicator = PlayerData[Idx].Replicator;
if (TestReplicator && TestReplicator->GetReplicationOwner() == &OwnerPC)
{
return TestReplicator;
}
}
return nullptr;
}
UInputComponent* AGameplayDebuggerPlayerManager::GetInputComponent(const APlayerController& OwnerPC) const
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
const FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator && TestData.Replicator->GetReplicationOwner() == &OwnerPC)
{
return TestData.InputComponent;
}
}
return nullptr;
}