| UObjectBase
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Module |
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Header |
/Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/UnitTestManager.h |
Include |
#include "UnitTestManager.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=UnitTest)
class UUnitTestManager :
public UObject,
public FTickableGameObject,
public FOutputDevice
Manages centralized execution and tracking of unit tests, as well as handling console commands, and some misc tasks like local log hooking
Name | Description | ||
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TSharedPtr< SWi... |
AbortAllDialog |
The 'abort all' dialog |
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ActiveUnitTests |
Holds a list of currently active unit tests |
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AutoCloseMemoryPercent |
As above, but when reaching this limit, recently started unit test(s) will be terminated/re-queued, to get back within limits |
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bAbortedFirstRunUnitTest |
If a unit test was aborted on its first run, strictly cap all first-run unit tests to one at a time |
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bAllowRequeuingUnitTests |
Whether or not to allow re-queuing of unit tests |
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bCapUnitTestCount |
Whether or not to cap the maximum number of unit tests that can be active at any given time |
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bCapUnitTestMemory |
Whether or not to cap active unit tests, based on memory usage |
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FinishedUnitTests |
Unit tests which are finished, and are kept around until printing the final summary |
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MaxAutoCloseCount |
Limits the number of auto-aborts a particular unit test will allow, before it is no longer accepted for re-queueing |
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MaxMemoryPercent |
When total physical memory usage, as a percentage, reaches this limit, no new unit tests can be started |
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MaxUnitTestCount |
Specifies the maximum number of unit tests that can be run at any given time |
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PendingUnitTests |
Holds a list of unit tests pending execution |
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TUniquePtr< FOu... |
StatusLog |
The log file for outputting overall unit test status |
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TSharedPtr< SLo... |
StatusWindow |
The log window which displays the overall status of unit testing |
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UnitTestSessionCount |
The number of recorded session where UE4 has run unit tests (max one per each run of the UE4 process) |
Name | Description | |
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UUnitTestManager ( |
Name | Description | |
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~UUnitTestManager() |
Destructor for handling removal of log registration |
Name | Description | ||
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DumpStatus ( |
Dumps status information for running/pending unit tests, to the status window and log |
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Exec ( |
Handles exec commands starting with 'UnitTest' |
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UUnitTestMan... |
Get() |
Static getter for the unit test manager |
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const FStrin... |
GetBaseUnitLogDir() |
Returns the base log directory used by unit tests |
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GetDefaultStatusColor() |
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Initialize() |
Initialize the unit test manager |
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InitializeLogs() |
Initialize unit test log output |
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IsRunningUnitTests() |
Returns whether or not there are unit tests running (or about to be run) |
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NotifyCloseAllDialogResult ( |
When the main status window is closed, a dialog pops up asking if you want to abort all running unit tests; this returns the result |
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NotifyCloseDialogResult ( |
When a log window is closed, a dialog pops up asking if the unit test should be aborted - this returns the result NOTE: This dialog is non-modal, i.e. doesn't block the game thread - so the unit test is not guaranteed to still exist |
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NotifyLogWindowClosed ( |
Notifies when a log window has closed |
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NotifyUnitTestCleanup ( |
Notification that is triggered when a unit test is cleaning up |
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NotifyUnitTestComplete |
Notification that is triggered when a unit test completes |
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OpenStatusWindow() |
Opens the status log window |
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OpenUnitTestLogWindow ( |
Opens the log window, for a unit test |
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PollUnitTestQueue() |
Checks to see if we're ready to execute any unit tests in the queue, and if so, begins execution |
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PrintFinalSummary() |
Prints the final unit test summary, when all active/pending unit tests have completed |
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PrintUnitTestResult |
Prints the results information for a single unit test |
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QueueUnitTest |
Queues a unit test for execution |
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Serialize ( |
We're hiding UObject::Serialize() by declaring this. That's OK, but Clang will warn about it. |
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SetStatusColor ( |
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SetStatusLog ( |
Getters/Setters |
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WithinUnitTestLimits ( |
Tests whether currently active unit tests, and optionally/additionally, a unit test about to be executed, fall within limits/restrictions on unit test counts and memory usage |
Name | Description | ||
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IsTickableWhenPaused() |
Used to determine if an object should be ticked when the game is paused. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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IsTickable() |
Must override in subclasses, that need ticking. |
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Tick ( |
FTickableGameObject methods |