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