本文整理汇总了C++中ADD_LATENT_AUTOMATION_COMMAND函数的典型用法代码示例。如果您正苦于以下问题:C++ ADD_LATENT_AUTOMATION_COMMAND函数的具体用法?C++ ADD_LATENT_AUTOMATION_COMMAND怎么用?C++ ADD_LATENT_AUTOMATION_COMMAND使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了ADD_LATENT_AUTOMATION_COMMAND函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: ADD_LATENT_AUTOMATION_COMMAND
bool FAllUnitTestsTest::RunTest(const FString& Parameters)
{
ADD_LATENT_AUTOMATION_COMMAND(FAutomationConsoleCommand(FString::Printf(TEXT("UnitTest %s"), *Parameters)));
ADD_LATENT_AUTOMATION_COMMAND(FNUTWaitForUnitTests());
return true;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:7,代码来源:AllUnitTestsTest.cpp
示例2: Delimiter
bool FRevertTest::RunTest(const FString& Parameters)
{
// parameter is the provider we want to use followed by the filename
const FString Delimiter(TEXT(" "));
TArray<FString> ParamArray;
Parameters.ParseIntoArray(&ParamArray, *Delimiter, true);
ensure(ParamArray.Num() == 2);
ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*ParamArray[0])));
ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(FAsyncCommandHelper()));
struct Local
{
static void AddDepedentCommands(const FString& InParameter)
{
ADD_LATENT_AUTOMATION_COMMAND(FMarkForAddLatentCommand(FAsyncCommandHelper(InParameter)));
ADD_LATENT_AUTOMATION_COMMAND(FRevertLatentCommand(FAsyncCommandHelper(InParameter)));
ADD_LATENT_AUTOMATION_COMMAND(FDeletePackageLatentCommand(InParameter));
}
};
ADD_LATENT_AUTOMATION_COMMAND(FCreatePackageLatentCommand(FLatentCommandChain(ParamArray[1], FAddLatentCommands::CreateStatic(&Local::AddDepedentCommands))))
return true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:25,代码来源:SourceControlTests.cpp
示例3: ADD_LATENT_AUTOMATION_COMMAND
/**
* Execute the loading of each map and performance captures
*
* @param Parameters - Should specify which map name to load
* @return TRUE if the test was successful, FALSE otherwise
*/
bool FLoadAllMapsInGameTest::RunTest(const FString& Parameters)
{
FString MapName = Parameters;
//Open the map
GEngine->Exec(GetSimpleEngineAutomationTestGameWorld(GetTestFlags()), *FString::Printf(TEXT("Open %s"), *MapName));
if( FAutomationTestFramework::GetInstance().IsScreenshotAllowed() )
{
//Generate the screen shot name and path
FString ScreenshotFileName;
const FString TestName = FString::Printf(TEXT("LoadAllMaps_Game/%s"), *FPaths::GetBaseFilename(MapName));
AutomationCommon::GetScreenshotPath(TestName, ScreenshotFileName, true);
//Give the map some time to load
ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(1.5f));
//Take the screen shot
ADD_LATENT_AUTOMATION_COMMAND(FTakeViewportScreenshotCommand(ScreenshotFileName));
//Give the screen shot a chance to capture the scene
ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(0.5f));
}
//Kick off any Automation matinees that are in this map
ADD_LATENT_AUTOMATION_COMMAND(FEnqueuePerformanceCaptureCommands());
return true;
}
开发者ID:johndpope,项目名称:UE4,代码行数:33,代码来源:EngineAutomationTests.cpp
示例4: ADD_LATENT_AUTOMATION_COMMAND
bool FSteamLeaderBoardTest::RunTest(const FString& Parameters)
{
ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(3.0));
ADD_LATENT_AUTOMATION_COMMAND(FExecStringLatentCommand(TEXT("online sub=steam test leaderboards")));
return true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,代码来源:OSSTests.cpp
示例5: FOpenAllAssetTests
void FOpenAllAssetTests(OpenAssetParameters& AssetList)
{
ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f));
ADD_LATENT_AUTOMATION_COMMAND(FOpenAllofAssetTypeCommand(AssetList));
ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f));
ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand());
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:7,代码来源:EditorOpenAssetAutomationTests.cpp
示例6: ADD_LATENT_AUTOMATION_COMMAND
bool FMatineePerformanceCaptureCommand::Update()
{
//for every matinee actor in the level
for (TObjectIterator<AMatineeActor> It; It; ++It)
{
AMatineeActor* MatineeActor = *It;
FString MatineeFOOName = MatineeActor->GetName();
if (MatineeActor->GetName().Equals(MatineeName,ESearchCase::IgnoreCase))
{
//add latent action to execute this matinee
ADD_LATENT_AUTOMATION_COMMAND(FPlayMatineeLatentCommand(MatineeActor));
//Run the Stat FPS Chart command
ADD_LATENT_AUTOMATION_COMMAND(FExecWorldStringLatentCommand(TEXT("StartFPSChart")));
//add action to wait until matinee is complete
ADD_LATENT_AUTOMATION_COMMAND(FWaitForMatineeToCompleteLatentCommand(MatineeActor));
//Stop the Stat FPS Chart command
ADD_LATENT_AUTOMATION_COMMAND(FExecWorldStringLatentCommand(TEXT("StopFPSChart")));
}
else
{
UE_LOG(LogEngineAutomationLatentCommand, Log, TEXT("'%s' is not the matinee name that is being searched for."), *MatineeActor->GetName())
}
}
return true;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:32,代码来源:AutomationTestCommon.cpp
示例7: ADD_LATENT_AUTOMATION_COMMAND
bool FConnectTest::RunTest(const FString& Parameters)
{
// parameter is the provider we want to use
ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*Parameters)));
ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(FAsyncCommandHelper()));
return true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:SourceControlTests.cpp
示例8: ADD_LATENT_AUTOMATION_COMMAND
bool FStartFTestsOnMap::Update()
{
//should really be wait until the map is properly loaded....in PIE or gameplay....
//ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(10.f));
ADD_LATENT_AUTOMATION_COMMAND(FTriggerFTests);
ADD_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish);
return true;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,代码来源:ClientFuncTestPerforming.cpp
示例9: Delimiter
bool FGetRevisionTest::RunTest(const FString& Parameters)
{
// parameter is the provider we want to use followed by the filename
const FString Delimiter(TEXT(" "));
TArray<FString> ParamArray;
Parameters.ParseIntoArray(ParamArray, *Delimiter, true);
ensure(ParamArray.Num() == 2);
ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*ParamArray[0])));
ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(SourceControlAutomationCommon::FAsyncCommandHelper()));
ADD_LATENT_AUTOMATION_COMMAND(FUpdateStatusLatentCommand(SourceControlAutomationCommon::FAsyncCommandHelper(ParamArray[1])));
ADD_LATENT_AUTOMATION_COMMAND(FGetRevisionLatentCommand(ParamArray[1]));
return true;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:15,代码来源:SourceControlTests.cpp
示例10: UE_LOG
void PlayFabApiTest_GetUserData::OnSuccess(const PlayFab::ClientModels::FGetUserDataResult& Result)
{
int actualValue = -1;
FDateTime updateTime;
const PlayFab::ClientModels::FUserDataRecord* target = Result.Data.Find(TEST_DATA_KEY_1);
if (target != NULL)
{
actualValue = FCString::Atoi(*(target->Value));
updateTime = target->LastUpdated;
}
if (expectedValue != -1 && expectedValue != actualValue)
{
// If I know what value I'm expecting, and I did not get it, log an error
UE_LOG(LogTemp, Error, TEXT("GetUserData: Update value did not match new value %d!=%d"), expectedValue, actualValue);
}
else if (expectedValue != -1 && expectedValue == actualValue)
{
// If I know what value I'm expecting, and I got it, test passed, exit
CheckTimestamp(target->LastUpdated); // If the value was updated correctly, check the timestamp
UE_LOG(LogTemp, Log, TEXT("GetUserData Success"));
}
else if (expectedValue == -1)
{
// If I don't know what value I was expecting, Call Update with (actualValue + 1)
actualValue = (actualValue + 1) % 100;
ADD_LATENT_AUTOMATION_COMMAND(PlayFabApiTest_UpdateUserData(TEST_DATA_KEY_1, TEST_DATA_KEY_2, actualValue));
}
}
开发者ID:fordream,项目名称:UnrealCppSdk,代码行数:30,代码来源:PlayFabApiTests.cpp
示例11: FOpenActualAssetEditors
bool FOpenActualAssetEditors(const FString& Parameters)
{
//start with all editors closed
FAssetEditorManager::Get().CloseAllAssetEditors();
// below is all latent action, so before sending there, verify the asset exists
UObject* Object = StaticLoadObject(UObject::StaticClass(), NULL, *Parameters);
if (!Object)
{
UE_LOG(LogEditorAutomationTests, Error, TEXT("Failed to find object: %s."), *Parameters);
return false;
}
ADD_LATENT_AUTOMATION_COMMAND(FOpenEditorForAssetCommand(*Parameters));
ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f));
ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand());
return true;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:19,代码来源:EditorOpenAssetAutomationTests.cpp
示例12: TEXT
bool FIdenitiyInterfacetFunctionalLoginLogoutTest::RunTest( const FString& Parameters )
{
// Get the user info that is used for logging in and out of the subsystem.
FString Username = TEXT( "" );
FString Password = TEXT( "" );
if ( !OSSUtilsTestHelper::GetUserInfo( Username, Password ) ) return false;
// Two identity structs are created because the test function will delete the object after each run.
FTestIdentityInterfaceStruct LoginTestStruct( Username, Password, TEXT( "epic" ), Parameters );
FTestIdentityInterfaceStruct LogoutTestStruct( Username, Password, TEXT("epic"), Parameters );
LogoutTestStruct.bIsLogoutTest = true;
/* The first latent command will run the login test.*/
ADD_LATENT_AUTOMATION_COMMAND( FTestIdentityInterfaceLoginOut( LoginTestStruct ) );
/* This second latent command will run the logout test.*/
ADD_LATENT_AUTOMATION_COMMAND( FTestIdentityInterfaceLoginOut( LogoutTestStruct ) );
return true;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:19,代码来源:OnlineSubsystemUtilitiesTests.cpp
示例13: check
/**
* Execute the loading of one map to verify screen captures and performance captures work
*
* @param Parameters - Unused for this test
* @return TRUE if the test was successful, FALSE otherwise
*/
bool FPerformanceCaptureTest::RunTest(const FString& Parameters)
{
UAutomationTestSettings const* AutomationTestSettings = GetDefault<UAutomationTestSettings>();
check(AutomationTestSettings);
FString MapName = AutomationTestSettings->AutomationTestmap.FilePath;
GEngine->Exec(GetSimpleEngineAutomationTestGameWorld(GetTestFlags()), *FString::Printf(TEXT("Open %s"), *MapName));
ADD_LATENT_AUTOMATION_COMMAND(FEnqueuePerformanceCaptureCommands());
return true;
}
开发者ID:johndpope,项目名称:UE4,代码行数:17,代码来源:EngineAutomationTests.cpp
示例14: AutomationOpenMap
/**
* Execute the loading of each map and performance captures
*
* @param Parameters - Should specify which map name to load
* @return TRUE if the test was successful, FALSE otherwise
*/
bool FClientFunctionalTestingMapsBase::RunTest(const FString& Parameters)
{
FString MapName = Parameters;
bool bCanProceed = AutomationOpenMap(MapName);
if (bCanProceed)
{
ADD_LATENT_AUTOMATION_COMMAND(FStartFTestsOnMap());
return true;
}
UE_LOG(LogFunctionalTesting, Error, TEXT("Failed to start the %s map (possibly due to BP compilation issues)"), *MapName);
return false;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:21,代码来源:ClientFuncTestPerforming.cpp
示例15: UE_LOG
/**
* Launch the external tool as a process and wait for it to complete
*
* @param Parameters - The command to launch the external tool
* @return TRUE if the test was successful, FALSE otherwise
*/
bool FRunExternalToolTest::RunTest(const FString& Parameters)
{
TArray<FString> Commands;
Parameters.ParseIntoArray(&Commands,TEXT(";"),false);
if( Commands.Num() != 3 )
{
UE_LOG(LogBaseAutomationTests, Error, TEXT("ERROR Parsing commands for external tool: %s"),*Parameters);
return false;
}
const FString& Executable = Commands[0];
const FString& Options = Commands[1];
const FString& WorkingDirectory = Commands[2];
//Create the pipes that we can use to read the output of the process
ExternalProcessHelper::ExternalProcessInfo ProcessInfo;
if (!FPlatformProcess::CreatePipe(ProcessInfo.ReadPipe, ProcessInfo.WritePipe))
{
return false;
}
//Create the new process
ProcessInfo.ProcessHandle = FPlatformProcess::CreateProc(*Executable,
*Options,
true,
false,
false,
NULL,
0,
WorkingDirectory.Len() > 0 ? *WorkingDirectory : NULL,
ProcessInfo.WritePipe);
//Check that we got a valid process handle
if( ProcessInfo.ProcessHandle.IsValid() )
{
ADD_LATENT_AUTOMATION_COMMAND(FWaitForProcessToCompleteLatentCommand(ProcessInfo));
}
else
{
UE_LOG(LogBaseAutomationTests, Error, TEXT("Failed to launch executable (%s) for external tool %s"),*Executable, *Parameters);
FPlatformProcess::ClosePipe(ProcessInfo.ReadPipe, ProcessInfo.WritePipe);
return false;
}
return true;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:53,代码来源:ExternalToolTest.cpp
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