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Name |
Description |
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AccessPrivate |
This template, is used to link an arbitrary class member, to the GetPrivate function. |
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ANUTActor |
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FAssertHookDevice |
Output device for replacing GError, and catching specific asserts so they don't crash the game. |
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FContextPointer |
There is a problem with the parser API, where the Context you pass into the Evaluate function is marked: const ContextType* Context |
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FDynamicOutputDevice |
Output device for allowing quick/dynamic creation of a customized output device, using lambda's passed to delegates |
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FErrorLog |
Struct used for storing and classifying each log error line |
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FExecuteOnServer |
Delegate for executing a unit test function on the server |
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FFuncReflection |
Why do you use InFuncName below, in cases where you already know the UFunction? Examine/refactor this. |
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FHookOutputDevice |
Output device for hijacking/hooking an existing output device (e.g. to hijack GError, to block specific asserts) Inherit this class, to implement desired hook behaviour in subclass |
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FLogStackTraceManager |
NOTE: Don't move the log stack trace manager to .cpp yet; not until you decide how to implement, the similar ProcessEvent hook that will tie in to the trace manager, as you may try to generalize the below for that A log hook, which watches the log for specified log entries, and ties them into the stack trace manager |
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FMinClientHooks |
Delegate hooks for the minimal client - also directly inherited by UMinimalClient |
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FMinClientParms |
Parameters for configuring the minimal client - also directly inherited by UMinimalClient |
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FNUTModuleInterface |
Module interface that plugins containing unit tests should use - to support hot reload properly |
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FNUTStackTrace |
When you continue implementing this, as a part of the ProcessEvent stack trace feature below, merge this class with the very similar 'FProcessEventHook' class in NUTUtilNet.h, then make the stack trace hook use that. |
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FProtMinClientHooks |
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FProtMinClientParms |
Sidestep header parser enforcement of 'public' on inheritance below. |
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FReflEvaluationContext |
FVMReflectionParser - A string interface for FVMReflection, which performs reflection on the UE virtual machine. |
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FScopedLog |
Use this following code snippet, to execute the above function. |
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FScopedLogNet |
Version of FScopedLog, for scoped logging of all netcode-related logs |
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FScopedLogSuppress |
Version of FScopedLog, for suppressing instead of enabling log entries |
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FStackTraceManager |
Manager for handling multiple debug stack traces on-the-fly, and allowing abstraction of stack traces, so you don't have to manually handle FNUTStackTrace objects (which can be complicated/bug-prone). |
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FStackTrackerbIsEnabledAccessor |
Enable access to FStackTracker.bIsEnabled. |
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FTestResultPointer |
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FUnitLogInterface |
Implements an interface for using the UNIT_LOG etc. macros above, within a class |
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FUnitLogRedirect |
Implements a UNIT_LOG interface, which redirects to another unit log interface (e.g. redirect MinimalClient UNIT_LOG's to a UnitTest) |
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FUnitStatusLog |
Structs Used for storing unit-test-specific logs, which are displayed in the status window (upon completion of unit testing, a final summary is printed using this data, but in a more-ordered/easier-to-read fashion) |
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FUnitTestEnvironment |
Class for handling per-game implementation of unit test environmental defaults |
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FUnitTestProcess |
Struct used for handling a launched UE client/server process |
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FVMReflection |
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FVMReflectionParser |
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INetcodeUnitTest |
Public interface for the NetcodeUnitTest module |
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NUTDebug |
General debug functions |
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NUTUtil |
General utility functions |
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NUTUtilRefl |
NUTUtilRefl - general reflection helper utility functions |
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TIsUStruct |
Currently supported fields (field list taken from UEd class viewer) - Field |
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UClientUnitTest |
Base class for all unit tests depending upon a MinimalClient connecting to a server. |
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UMinimalClient |
Base class for implementing a barebones/stripped-down game client, capable of connecting to a regular game server, but stripped/locked-down so that the absolute minimum of client/server netcode functionality is executed, for connecting the client. |
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UNUTGlobals |
Stores globals/static-variables for NetcodeUnitTest - for compatibility with hot reload |
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UProcessUnitTest |
Base class for all unit tests which launch child processes, whether they be UE child processes, or other arbitrary programs. |
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UUnitTask |
UnitTask's are used to implement supporting code for UnitTest's, for handling complex behind-the-scenes setup prior to test execution (e.g. primarily for implementing game-specific server/client environment setup), which is shared between many unit tests, and which is better to abstract-away from visibility in unit tests themselves, for code clarity. |
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UUnitTest |
Base class for all unit tests |
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UUnitTestBase |
Base class for the unit test framework event implementation (all engine/external-triggered events are wrapped, in order to hook logs triggered during their execution) |
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UUnitTestCommandlet |
A commandlet for running unit tests, without having to launch the game client. |
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UUnitTestManager |
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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NMT_NUTControl |
Custom control channel message, used to communicate with the server NUTActor over the control channel. |
Name |
Description |
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FOnHandleClientPlayer |
Delegate for hooking the HandlerClientPlayer event |
FOnMinClientConnected |
Delegate for marking the minimal client as having connected fully |
FOnMinClientNetActor |
Delegate for notifying AFTER an actor channel actor has been created |
FOnMinClientNetworkFailure |
Delegate for passing back a network connection failure |
FOnMinClientReceivedControlBunch |
Delegate for hooking the control channel's 'ReceivedBunch' call |
FOnMinClientReceivedRawPacket |
Delegate for hooking the net connections 'ReceivedRawPacket' |
FOnMinClientRepActorSpawn |
Delegate for notifying on (and optionally blocking) replicated actor creation |
FOnRPCFailure |
Delegate for notifying of failure during call of SendRPCChecked |
FOnSuspendStateChange |
Delegate notifying that a process suspend state has changed |
FProcessLogWatch |
Delegate for implementing process log watches |
Name |
Description |
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EErrorLogStage |
Enum for different stages of error log parsing (mainly applicable to Unreal Engine processes) |
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ELogType |
EnumsUsed to help identify what type of log is being processed |
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EMinClientFlags |
Flags for configuring the minimal client, what parts of the netcode should be enabled etc. |
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ENUTControlCommand |
Enum for defining custom NetcodeUnitTest control channel commands (sent through NMT_NUTControl) |
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ESuspendState |
Enum for specifying the suspend state of a process (typically the server) |
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EUnitTaskFlags |
Determine if some UnitTask's will need to remain around persistently - this is quite possible, with the MCP auth stuff, and needing a place to store/access the auth info |
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EUnitTestFlags |
Flags for configuring how individual unit tests make use of the base client unit test framework. |
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EUnitTestResetStage |
The different stages that unit tests can be reset to - a global/non-locally-customizable list, for now |
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EUnitTestVerification |
Enums The verification status of the current unit test - normally its execution completes immediately after positive/negative verification |
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EVMRefWarning |
Used for specifying the warning level, for reflection helpers |
Name | Description | ||
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EMinClientFl... |
FromUnitTestFlags ( |
Converts any EUnitTestFlags values, to their EMinClientFlags equivalent EMinClientFlags |
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GetUnitTaskPriority ( |
Returns the numeric priority for the specified UnitTask flags EUnitTaskFlags |
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GetUnitTestFlagName ( |
Used to get name values for the above enum EUnitTestFlags |
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GetUnitTestResetStageName ( |
EUnitTestResetStage |
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GGlobalExec ( |
Provides a globally-accessible wrapper for the Exec function, which all modules can use (including those that don't inherit Engine), for executing console commands - useful for debugging e.g. pre-Engine netcode (such as the PacketHandler code). |
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if ( |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! ( |
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constexpr EU... |
operator& ( |
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constexpr EM... |
operator& ( |
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constexpr EU... |
operator& ( |
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constexpr EL... |
operator& |
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EUnitTestFla... |
operator&= ( |
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EMinClientFl... |
operator&= ( |
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ELogType & |
operator&= |
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EUnitTaskFla... |
operator&= ( |
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constexpr EU... |
operator^ ( |
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constexpr EM... |
operator^ ( |
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constexpr EU... |
operator^ ( |
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constexpr EL... |
operator^ |
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EUnitTestFla... |
operator^= ( |
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EUnitTaskFla... |
operator^= ( |
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EMinClientFl... |
operator^= ( |
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ELogType & |
operator^= |
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constexpr EL... |
operator| |
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constexpr EU... |
operator| ( |
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constexpr EM... |
operator| ( |
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constexpr EU... |
operator| ( |
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EUnitTaskFla... |
operator|= ( |
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EMinClientFl... |
operator|= ( |
Required for bitwise operations with the above enum. |
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EUnitTestFla... |
operator|= ( |
Required for bitwise operations with the above enum. |
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ELogType & |
operator|= |
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constexpr EU... |
operator~ ( |
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constexpr EM... |
operator~ ( |
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constexpr EL... |
operator~ ( |
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constexpr EU... |
operator~ ( |
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OptionalFlags ( |
Macro defines Helper function, for macro defines - allows the 'UnitLogTypeFlags' macro parameters below, to be optional |
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EMinClientFl... |
ValidateMinFlags ( |
Validates, both at compile time (template param) or at runtime (function param), that the specified EMinClientFlags flags are valid. |
Name | Description | ||
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EntryItemGuidProp |
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FGuid * |
EntryItemGuidRef |
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GActiveLogEngineEvent |
See if this needs updating Document |
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GActiveLogInterface |
GlobalsUsed by to aid in hooking log messages triggered by unit tests Globals |
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GActiveLogTypeFlags |
The current ELogType flag modifiers, associated with a UNIT_LOG or UNIT_STATUS_LOG/STATUS_LOG call |
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UWorld * |
GActiveLogWorld |
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UNetConnection ... |
GActiveReceiveUnitConnection |
Keeps track of the UUnitTestNetConnection, currently processing received data (to aid with selective log hooking) |
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GIsInitializingActorChan |
Whether not an actor channel, is in the process of initializing the remote actor Globals |
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GLogTraceManager |
Log hook for managing tying of log entry detection to the trace manager |
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GTraceManager |
Provides a globally accessible trace manager, for easy access to stack trace debugging Globals |
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GUnitTestManager |
Globals/externsHolds a reference to the object in charge of managing unit tests |
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InvItemsArray |
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InvItemsEntryProp |
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void * |
InvItemsEntryRef |
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FArrayProperty ... |
InvItemsProp |
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UnitTestEnvironments |
The list of registered unit test environments, mapped to game name (unit test modules should add to this, within StartupModule) |
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WIInventoryProp |
FVMReflection - Reflection Helper |
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void * |
WIInventoryRef |