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C++ ADD_LATENT_AUTOMATION_COMMAND函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



注:本文中的ADD_LATENT_AUTOMATION_COMMAND函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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