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- process breakpoints only for instances matching the debugged asset #rnx #rb mieszko.zielinksi #preflight 641455a05d3e25354f16708f [CL 24687988 by yoan stamant in ue5-main branch]
40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_STATETREE_DEBUGGER
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#include "IStateTreeTraceProvider.h"
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#include "Model/PointTimeline.h"
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#include "StateTreeTypes.h" // required to compile TMap<FStateTreeInstanceDebugId, ...>
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namespace TraceServices { class IAnalysisSession; }
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enum class EStateTreeTraceInstanceEventType : uint8;
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class UStateTree;
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class FStateTreeTraceProvider : public IStateTreeTraceProvider
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{
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public:
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static FName ProviderName;
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explicit FStateTreeTraceProvider(TraceServices::IAnalysisSession& InSession);
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void AppendEvent(FStateTreeInstanceDebugId InInstanceId, double InTime, const FStateTreeTraceEventVariantType& Event);
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void AppendInstance(
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const UStateTree* InStateTree,
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const FStateTreeInstanceDebugId InInstanceId,
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const TCHAR* InInstanceName,
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const EStateTreeTraceInstanceEventType EventType);
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protected:
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/** IStateTreeDebuggerProvider interface */
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virtual void GetActiveInstances(TArray<FStateTreeDebuggerInstanceDesc>& OutInstances) const override;
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virtual bool ReadTimelines(const FStateTreeInstanceDebugId InstanceId, TFunctionRef<void(const FStateTreeInstanceDebugId ProcessedInstanceId, const FEventsTimeline&)> Callback) const override;
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private:
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TraceServices::IAnalysisSession& Session;
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TArray<FStateTreeDebuggerInstanceDesc> ActiveInstances;
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TMap<FStateTreeInstanceDebugId, uint32> InstanceIdToDebuggerEntryTimelines;
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TArray<TSharedRef<TraceServices::TPointTimeline<FStateTreeTraceEventVariantType>>> EventsTimelines;
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};
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#endif // WITH_STATETREE_DEBUGGER
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