Files
UnrealEngine/Engine/Source/Developer/FunctionalTesting/Private/FunctionalTestingManager.cpp
2025-05-18 13:04:45 +08:00

460 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "FunctionalTestingManager.h"
#include "TimerManager.h"
#include "Engine/World.h"
#include "EngineUtils.h"
#include "FunctionalTestingModule.h"
#include "NavigationSystem.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "Misc/RuntimeErrors.h"
#include "GameFramework/PlayerController.h"
#if WITH_EDITOR
#include "TickableEditorObject.h"
#endif
#include UE_INLINE_GENERATED_CPP_BY_NAME(FunctionalTestingManager)
namespace FFunctionalTesting
{
const TCHAR* ReproStringTestSeparator = TEXT("@");
const TCHAR* ReproStringParamsSeparator = TEXT("#");
}
#if WITH_EDITOR
namespace UE::Private
{
class FTickEditorTest final : public FTickableEditorObject
{
public:
FTickEditorTest(TObjectPtr<AFunctionalTest> InActor)
: FTickableEditorObject()
, Actor(InActor)
{
}
private:
virtual void Tick( float DeltaTime ) override;
virtual ETickableTickType GetTickableTickType() const override
{
return ETickableTickType::Always;
}
virtual TStatId GetStatId() const override
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FTickEditorTest, STATGROUP_Tickables);
}
TStrongObjectPtr<AFunctionalTest> Actor;
};
void FTickEditorTest::Tick(float DeltaTime)
{
const TGuardValue ScriptExecutionGuard(GAllowActorScriptExecutionInEditor, true);
if(Actor)
{
Actor->Tick(DeltaTime);
}
}
}
#endif
UFunctionalTestingManager::UFunctionalTestingManager( const FObjectInitializer& ObjectInitializer )
: Super(ObjectInitializer)
, bIsRunning(false)
, bFinished(false)
, bLooped(false)
, bInitialDelayApplied(false)
, bIsTearingDown(false)
, CurrentIteration(INDEX_NONE)
{
if (HasAnyFlags(RF_ClassDefaultObject) == false)
{
TestFinishedObserver = FFunctionalTestDoneSignature::CreateUObject(this, &UFunctionalTestingManager::OnTestDone);
}
}
void UFunctionalTestingManager::SetUpTests()
{
OnSetupTests.Broadcast();
}
struct FSortTestActorsByName
{
FORCEINLINE bool operator()(const AFunctionalTest& A, const AFunctionalTest& B) const
{
return A.GetName() > B.GetName();
}
};
bool UFunctionalTestingManager::RunAllFunctionalTests(UObject* WorldContextObject, bool bNewLog /*= true*/, bool bRunLooped /*= true*/, FString ReproString /*= TEXT("")*/)
{
UFunctionalTestingManager* Manager = GetManager(WorldContextObject);
if (!ensureAsRuntimeWarning(Manager != nullptr))
{
return false;
}
if (Manager->bIsRunning)
{
UE_LOG(LogFunctionalTest, Log, TEXT("Functional tests are already running."));
return true;
}
UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
GEngine->ForceGarbageCollection(true);
Manager->bFinished = false;
Manager->bLooped = bRunLooped;
Manager->CurrentIteration = 0;
Manager->TestsLeft.Reset();
Manager->AllTests.Reset();
Manager->SetReproString(ReproString);
Manager->SetUpTests();
if (Manager->TestReproStrings.Num() > 0)
{
UE_LOG(LogFunctionalTest, Log, TEXT("Running tests indicated by Repro String: %s"), *ReproString);
Manager->TriggerFirstValidTest();
}
else
{
for (TActorIterator<APhasedAutomationActorBase> It(World); It; ++It)
{
APhasedAutomationActorBase* PAA = (*It);
Manager->OnTestsComplete.AddDynamic(PAA, &APhasedAutomationActorBase::OnFunctionalTestingComplete);
Manager->OnTestsBegin.AddDynamic(PAA, &APhasedAutomationActorBase::OnFunctionalTestingBegin);
}
for (TActorIterator<AFunctionalTest> It(World); It; ++It)
{
AFunctionalTest* Test = (*It);
if (Test != nullptr && Test->IsEnabled() == true)
{
Manager->AllTests.Add(Test);
}
}
Manager->AllTests.Sort(FSortTestActorsByName());
if (Manager->AllTests.Num() > 0)
{
Manager->TestsLeft = Manager->AllTests;
Manager->OnTestsBegin.Broadcast();
Manager->TriggerFirstValidTest();
}
}
if (Manager->bIsRunning == false)
{
UE_LOG(LogFunctionalTest, Warning, TEXT("No tests defined on map or . DONE."));
return false;
}
return true;
}
void UFunctionalTestingManager::TriggerFirstValidTest()
{
UWorld* World = GetWorld();
check(World);
bIsRunning = true;
bool bIsWorldInitialized =
(World->AreActorsInitialized() &&
(!World->GetWorldSettings()->IsNavigationSystemEnabled() || !UNavigationSystemV1::IsNavigationBeingBuilt(World)) &&
(World->GetNumPlayerControllers() != 0) && World->GetFirstPlayerController()->GetPawnOrSpectator() != nullptr);
#if WITH_EDITOR
const bool bInEditorWorld = (World->WorldType == EWorldType::Editor);
// editor world doesn't need to wait for navigation, controllers, pawns, or actor initialization:
bIsWorldInitialized |= bInEditorWorld;
bInitialDelayApplied |= bInEditorWorld; // skip initial delay in editor world, wastes time and would require a different timer manager
// The ability to run actor based tests in the editor world is new
// so I'm adding a logging statement so that we have a fingerprint
// in the log of any behavior change:
if(bInEditorWorld)
{
UE_LOG(LogTemp, Log, TEXT("Running %s in Editor World"), TestReproStrings.Num() > 0 ? *TestReproStrings[0] : TEXT("unknown test"));
}
#endif
if (bInitialDelayApplied == true && bIsWorldInitialized)
{
bIsRunning = RunFirstValidTest();
if (bIsRunning == false)
{
AllTestsDone();
}
}
else
{
bInitialDelayApplied = true;
static const float WaitingTime = 0.25f;
World->GetTimerManager().SetTimer(TriggerFirstValidTestTimerHandle, this, &UFunctionalTestingManager::TriggerFirstValidTest, WaitingTime);
}
}
UFunctionalTestingManager* UFunctionalTestingManager::GetManager(UObject* WorldContext)
{
UFunctionalTestingManager* Manager = IFunctionalTestingModule::Get().GetCurrentManager();
if (Manager == nullptr)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContext, EGetWorldErrorMode::LogAndReturnNull))
{
if (World->WorldType == EWorldType::PIE || World->WorldType == EWorldType::Game
#if WITH_EDITOR
|| World->WorldType == EWorldType::Editor
#endif
)
{
Manager = NewObject<UFunctionalTestingManager>(World);
IFunctionalTestingModule::Get().SetManager(Manager);
// add to root and get notified on world cleanup to remove from root on map cleanup
Manager->AddToRoot();
FWorldDelegates::OnWorldCleanup.AddUObject(Manager, &UFunctionalTestingManager::OnWorldCleanedUp);
}
}
else
{
ensureMsgf(false, TEXT("Tried to add a functional test manager to a non-game world."));
}
}
return Manager;
}
UWorld* UFunctionalTestingManager::GetWorld() const
{
return GEngine->GetWorldFromContextObjectChecked(GetOuter());
}
void UFunctionalTestingManager::OnWorldCleanedUp(UWorld* World, bool bSessionEnded, bool bCleanupResources)
{
UWorld* MyWorld = GetWorld();
if (MyWorld == World)
{
RemoveFromRoot();
// Clear the functional test manager once the world is removed.
IFunctionalTestingModule::Get().SetManager(nullptr);
bIsTearingDown = true;
}
}
void UFunctionalTestingManager::OnTestDone(AFunctionalTest* FTest)
{
// add a delay
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.Requesting to build next tile if necessary"),
STAT_FSimpleDelegateGraphTask_RequestingToBuildNextTileIfNecessary,
STATGROUP_TaskGraphTasks);
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateUObject(this, &UFunctionalTestingManager::NotifyTestDone, FTest),
GET_STATID(STAT_FSimpleDelegateGraphTask_RequestingToBuildNextTileIfNecessary), NULL, ENamedThreads::GameThread);
}
void UFunctionalTestingManager::NotifyTestDone(AFunctionalTest* FTest)
{
#if WITH_EDITOR
EditorTick.Reset();
#endif
if (FTest->OnWantsReRunCheck() == false && FTest->WantsToRunAgain() == false)
{
//We can also do named reruns. These are lower priority than those triggered above.
//These names can be queried by phases to alter behavior in re-runs.
if (FTest->RerunCauses.Num() > 0)
{
FTest->CurrentRerunCause = FTest->RerunCauses.Pop();
}
else
{
TestsLeft.RemoveSingle(FTest);
FTest->CleanUp();
}
}
if ((TestsLeft.Num() > 0 || TestReproStrings.Num() > 0) && !bIsTearingDown)
{
bIsRunning = RunFirstValidTest();
}
else
{
bIsRunning = false;
}
if (bIsRunning == false)
{
AllTestsDone();
}
}
void UFunctionalTestingManager::AllTestsDone()
{
if (bLooped == true)
{
++CurrentIteration;
// reset
ensure(TestReproStrings.Num() == 0);
SetReproString(StartingReproString);
TestsLeft = AllTests;
UE_LOG(LogFunctionalTest, Log, TEXT("----- Starting iteration %d -----"), CurrentIteration);
bIsRunning = RunFirstValidTest();
if (bIsRunning == false)
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Failed to start another iteration."));
}
}
else
{
OnTestsComplete.Broadcast();
bFinished = true;
#if WITH_EDITOR
EditorTick.Reset();
#endif
IFunctionalTestingModule::Get().SetManager(nullptr);
RemoveFromRoot();
}
}
bool UFunctionalTestingManager::RunFirstValidTest()
{
bool bTestSuccessfullyTriggered = false;
if (TestReproStrings.Num() > 0)
{
UWorld* World = GetWorld();
if (World == nullptr)
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Unable to find testing world!"));
return bTestSuccessfullyTriggered;
}
while (TestReproStrings.Num() > 0)
{
TArray<FString> TestParams;
const FString SingleTestReproString = TestReproStrings[0];
TestReproStrings.RemoveAt(0);
SingleTestReproString.ParseIntoArray(TestParams, TEXT("#"), /*InCullEmpty=*/true);
if (TestParams.Num() == 0)
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Unable to parse \'%s\'"), *SingleTestReproString);
continue;
}
// first param is the test name. Look for it
const FString TestName = TestParams[0];
TestParams.RemoveAt(0, EAllowShrinking::No);
AFunctionalTest* TestToRun = nullptr;
for (TActorIterator<AFunctionalTest> It(World); It; ++It)
{
if (It->GetName() == TestName)
{
TestToRun = *It;
}
}
if (TestToRun)
{
// Add the test we found to the tests left to run, so that if re-runs occur we continue to process this test until
// it has finished.
TestsLeft.Add(TestToRun);
TestToRun->TestFinishedObserver = TestFinishedObserver;
if (TestToRun->RunTest(TestParams))
{
#if WITH_EDITOR
if(!World->HasBegunPlay() && World->WorldType == EWorldType::Editor)
{
EditorTick = MakeUnique<UE::Private::FTickEditorTest>(TestToRun);
}
else
{
EditorTick.Reset();
}
#endif
bTestSuccessfullyTriggered = true;
break;
}
else
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Test \'%s\' failed to start"), *TestToRun->GetName());
}
}
else
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Unable to find test \'%s\' in world %s, the available tests are..."), *TestName, *World->GetFullName());
// Find Actors by type (needs a UWorld object)
for (TActorIterator<AFunctionalTest> It(World); It; ++It)
{
UE_LOG(LogFunctionalTest, Warning, TEXT("\'%s\'."), *It->GetName());
}
}
}
}
if (bTestSuccessfullyTriggered == false)
{
for (int32 Index = TestsLeft.Num()-1; Index >= 0; --Index)
{
bool bRemove = TestsLeft[Index] == NULL;
if (TestsLeft[Index] != NULL)
{
ensure(TestsLeft[Index]->IsEnabled());
TestsLeft[Index]->TestFinishedObserver = TestFinishedObserver;
if (TestsLeft[Index]->RunTest())
{
if (TestsLeft[Index]->IsRunning() == true)
{
bTestSuccessfullyTriggered = true;
break;
}
else
{
// test finished instantly, remove it
bRemove = true;
}
}
else
{
UE_LOG(LogFunctionalTest, Warning, TEXT("Test: %s failed to start"), *TestsLeft[Index]->GetName());
bRemove = true;
}
}
if (bRemove)
{
TestsLeft.RemoveAtSwap(Index, EAllowShrinking::No);
}
}
}
return bTestSuccessfullyTriggered;
}
void UFunctionalTestingManager::SetReproString(FString ReproString)
{
TestReproStrings.Reset();
StartingReproString = ReproString;
if (ReproString.IsEmpty() == false)
{
ReproString.ParseIntoArray(TestReproStrings, FFunctionalTesting::ReproStringTestSeparator, /*InCullEmpty=*/true);
}
}