182 lines
5.9 KiB
C
182 lines
5.9 KiB
C
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//
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// BlueprintErrors: Better error handling for blueprint errors.
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//
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "HAL/Platform.h"
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#include "Misc/OutputDeviceError.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "BlueprintErrors.generated.h"
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/*
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* enum class ElxLogVerbosity, below, contains all the same error severity levels
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* as ELogVerbosity, but in a form that the blueprint editor can manipulate.
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*
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* We deliberately moved 'Fatal' to the end of the list, and made 'Error' option 0.
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* We did that because we want the editor to default to 'Error' in most cases.
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* Unfortunately, that means the numeric values of the two enums don't match up,
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* so we will need a conversion function.
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*
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*/
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/** Log Verbosity: The importance of an error message, which affects which logs the error
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* message gets written to, and how that message gets filtered.
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*
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*/
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UENUM(BlueprintType)
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enum class ElxLogVerbosity : uint8 {
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/* Prints an error to the console and log file. The editor collects and reports errors. */
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Error,
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/* Prints a warning to the console and log file. The editor collects and report warnings. */
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Warning,
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/* Prints a message to the console and log file. */
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Display,
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/* Prints a message to the log file, however, it does not print to the console. */
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Log,
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/* Prints a message to a log file only if Verbose logging is enabled for the given category. This is usually used for detailed logging. */
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Verbose,
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/* Prints a message to a log file. If VeryVerbose logging is enabled, then this is used for detailed logging that would otherwise spam output. */
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VeryVerbose,
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/* Danger! Prints a fatal error to the console and log file, then crashes (this crashes the editor too). */
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Fatal,
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};
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/** Display Duration: How long to display an error message in the game's viewport.
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*
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*/
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UENUM(BlueprintType)
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enum class ElxErrorDisplayDuration : uint8 {
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/* Do not display the message in the viewport */
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No_Show = 0,
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/* Display the message in the viewport for 1 seconds */
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Show_1_Seconds = 1,
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/* Display the message in the viewport for 2 seconds */
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Show_2_Seconds = 2,
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/* Display the message in the viewport for 3 seconds */
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Show_3_Seconds = 3,
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/* Display the message in the viewport for 4 seconds */
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Show_4_Seconds = 4,
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/* Display the message in the viewport for 5 seconds */
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Show_5_Seconds = 5,
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/* Display the message in the viewport for 10 seconds */
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Show_10_Seconds = 10,
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/* Display the message in the viewport for 20 seconds */
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Show_20_Seconds = 20,
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/* Display the message in the viewport for 30 seconds */
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Show_30_Seconds = 30,
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/* Display the message in the viewport for 40 seconds */
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Show_40_Seconds = 40,
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/* Display the message in the viewport for 50 seconds */
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Show_50_Seconds = 50,
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/* Display the message in the viewport for 60 seconds */
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Show_60_Seconds = 60,
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/* Display the message in the viewport for 70 seconds */
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Show_70_Seconds = 70,
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/* Display the message in the viewport for 80 seconds */
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Show_80_Seconds = 80,
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/* Display the message in the viewport for 90 seconds */
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Show_90_Seconds = 90,
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/* Display the message in the viewport for 1 minutes */
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Show_1_Minutes = 101,
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/* Display the message in the viewport for 2 minutes */
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Show_2_Minutes = 102,
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/* Display the message in the viewport for 3 minutes */
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Show_3_Minutes = 103,
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/* Display the message in the viewport for 4 minutes */
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Show_4_Minutes = 104,
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/* Display the message in the viewport for 5 minutes */
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Show_5_Minutes = 105,
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};
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/* A library containing assorted useful functions for blueprint error handling.
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*
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*/
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UCLASS(MinimalAPI)
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class UlxBlueprintErrorLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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// The Format Error Message blueprint node macroexpands, the following
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// function is the core of the expansion. The actual K2Node itself is in
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// its own source file.
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//
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UFUNCTION(BlueprintCallable, meta=(WorldContext = "Context", BlueprintInternalUseOnly = "true"))
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static void FormatErrorInternal(UObject *Context, ElxLogVerbosity Verbosity, ElxErrorDisplayDuration DisplayDuration, const FString &InPattern, TArray<FFormatArgumentData> InArgs);
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// Convert an ElxLogVerbosity to an ELogVerbosity::Type
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//
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static ELogVerbosity::Type ConvertElxLogVerbosity(ElxLogVerbosity Verbosity);
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};
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/* Debug Blueprint Errors output device.
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*
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* When an error message gets written to the log, using "Format Error Message,"
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* or any other means that writes an error message to the log,
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* we can optionally notify the blueprint debugger to pause execution.
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* This only affects errors that are generated during blueprint execution.
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* Errors in other threads do not pause the blueprint.
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*
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*/
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struct FlxDebugBlueprintErrorsOutputDevice : public FOutputDevice
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{
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public:
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// The constructor and destructor automatically register this output device with GLog.
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//
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// This struct doesn't store the sensitivity threshold. It relies on some blueprint
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// class to do that, so that the threshold can be easily edited with the blueprint
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// editor. This struct must be initialized with a reference to the threshold variable.
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//
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FlxDebugBlueprintErrorsOutputDevice(const ElxLogVerbosity &SensitivityRef);
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~FlxDebugBlueprintErrorsOutputDevice();
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// Inspect a log message.
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//
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INTEGRATION_API virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const FName& Category) override;
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// If the device is marked 'CanBeUsedOnMultipleThreads,' then UE_LOG will
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// call Serialize from the current thread, otherwise, it will call Serialize from
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// the logging thread. Using the logging thread would defeat the purpose of this
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// device, so it's imperative that we set this flag.
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//
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INTEGRATION_API virtual bool CanBeUsedOnMultipleThreads() const override { return true; }
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private:
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const ElxLogVerbosity &Sensitivity;
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};
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