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C++ FArchive::Logf方法代码示例

本文整理汇总了C++中FArchive::Logf方法的典型用法代码示例。如果您正苦于以下问题:C++ FArchive::Logf方法的具体用法?C++ FArchive::Logf怎么用?C++ FArchive::Logf使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FArchive的用法示例。


在下文中一共展示了FArchive::Logf方法的6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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DumpSimpleSet

bool UParticleSystemAuditCommandlet::DumpSimpleSet(TSet<FString>& InSet, const TCHAR* InShortFilename, const TCHAR* InObjectClassName)
{
	if (InSet.Num() > 0)
	{
		check(InShortFilename != NULL);
		check(InObjectClassName != NULL);

		FArchive* OutputStream = GetOutputFile(InShortFilename);
		if (OutputStream != NULL)
		{
			UE_LOG(LogParticleSystemAuditCommandlet, Log, TEXT("Dumping '%s' results..."), InShortFilename);
			OutputStream->Logf(TEXT("%s,..."), InObjectClassName);
			for (TSet<FString>::TIterator DumpIt(InSet); DumpIt; ++DumpIt)
			{
				FString ObjName = *DumpIt;
				OutputStream->Logf(TEXT("%s"), *ObjName);
			}

			OutputStream->Close();
			delete OutputStream;
		}
		else
		{
			return false;
		}
	}
	return true;
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:28,代码来源:ParticleSystemAuditCommandlet.cpp

示例2: DumpFrameTimesToStatsLog

/**
 * Dumps the frame times information to the special stats log file.
 */
void UEngine::DumpFrameTimesToStatsLog( float TotalTime, float DeltaTime, int32 NumFrames, const FString& InMapName )
{
#if ALLOW_DEBUG_FILES
	// Create folder for FPS chart data.
	const FString OutputDir = CreateOutputDirectory();

	// Create archive for log data.
	const FString ChartType = GetFPSChartType();
	const FString ChartName = OutputDir / CreateFileNameForChart( ChartType, InMapName, TEXT( ".csv" ) );
	FArchive* OutputFile = IFileManager::Get().CreateDebugFileWriter( *ChartName );

	if( OutputFile )
	{
		OutputFile->Logf(TEXT("Percentile,Frame (ms), GT (ms), RT (ms), GPU (ms)"));
		TArray<float> FrameTimesCopy = GFrameTimes;
		TArray<float> GameThreadFrameTimesCopy = GGameThreadFrameTimes;
		TArray<float> RenderThreadFrameTimesCopy = GRenderThreadFrameTimes;
		TArray<float> GPUFrameTimesCopy = GGPUFrameTimes;
		// using selection a few times should still be faster than full sort once,
		// since it's linear vs non-linear (O(n) vs O(n log n) for quickselect vs quicksort)
		for (int32 Percentile = 25; Percentile <= 75; Percentile += 25)
		{
			OutputFile->Logf(TEXT("%d,%.2f,%.2f,%.2f,%.2f"), Percentile,
				GetPercentileValue(FrameTimesCopy, Percentile) * 1000,
				GetPercentileValue(GameThreadFrameTimesCopy, Percentile) * 1000,
				GetPercentileValue(RenderThreadFrameTimesCopy, Percentile) * 1000,
				GetPercentileValue(GPUFrameTimesCopy, Percentile) * 1000
				);
		}

		OutputFile->Logf(TEXT("Time (sec),Frame (ms), GT (ms), RT (ms), GPU (ms)"));
		float ElapsedTime = 0;
		for( int32 i=0; i<GFrameTimes.Num(); i++ )
		{
			OutputFile->Logf(TEXT("%.2f,%.2f,%.2f,%.2f,%.2f"),ElapsedTime,GFrameTimes[i]*1000,GGameThreadFrameTimes[i]*1000,GRenderThreadFrameTimes[i]*1000,GGPUFrameTimes[i]*1000);
			ElapsedTime += GFrameTimes[i];
		}
		delete OutputFile;
	}
#endif
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:44,代码来源:ChartCreation.cpp

示例3: Main

int32 UFixupRedirectsCommandlet::Main( const FString& Params )
{
	// Retrieve list of all packages in .ini paths.
	TArray<FString> PackageList;
	FEditorFileUtils::FindAllPackageFiles(PackageList);
	if( !PackageList.Num() )
	{
		return 0;
	}

	// process the commandline
	FString Token;
	const TCHAR* CommandLine	= *Params;
	bool bIsQuietMode			= false;
	bool bIsTestOnly			= false;
	bool bShouldRestoreProgress= false;
	bool bIsSCCDisabled		= false;
	bool bUpdateEnginePackages = false;
	bool bDeleteRedirects		= true;
	bool bDeleteOnlyReferencedRedirects = false;
	bool bAutoSubmit			= false;
	bool bSandboxed			= IFileManager::Get().IsSandboxEnabled();

	while (FParse::Token(CommandLine, Token, 1))
	{
		if (Token == TEXT("-nowarn"))
		{
			bIsQuietMode = true;
		}
		else if (Token == TEXT("-testonly"))
		{
			bIsTestOnly = true;
		}
		else if (Token == TEXT("-restore"))
		{
			bShouldRestoreProgress = true;
		}
		else if (Token == TEXT("-NoAutoCheckout"))
		{
			bIsSCCDisabled = true;
		}
		else if (Token == TEXT("-AutoSubmit"))
		{
			bAutoSubmit = true;
		}
		else if (Token == TEXT("-UpdateEnginePackages"))
		{
			bUpdateEnginePackages = true;
		}
		else if (Token == TEXT("-NoDelete"))
		{
			bDeleteRedirects = false;
		}
		else if (Token == TEXT("-NoDeleteUnreferenced"))
		{
			bDeleteOnlyReferencedRedirects = true;
		}
		else if ( Token.Left(1) != TEXT("-") )
		{
			FPackageName::SearchForPackageOnDisk(Token, &GRedirectCollector.FileToFixup);
		}
	}

	if (bSandboxed)
	{
		UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Running in a sandbox."));
		bIsSCCDisabled = true;
		bAutoSubmit = false;
		bDeleteRedirects = false;
	}


	bool bShouldSkipErrors = false;

	// Setup file Output log in the Saved Directory
	const FString ProjectDir = FPaths::GetPath(FPaths::GetProjectFilePath());
	const FString LogFilename = FPaths::Combine(*ProjectDir, TEXT("Saved"), TEXT("FixupRedirect"), TEXT("FixupRedirect.log"));
	FArchive* LogOutputFile = IFileManager::Get().CreateFileWriter(*LogFilename);
	LogOutputFile->Logf(TEXT("[Redirects]"));

	/////////////////////////////////////////////////////////////////////
	// Display any script code referenced redirects
	/////////////////////////////////////////////////////////////////////

	TArray<FString> UpdatePackages;
	TArray<FString> RedirectorsThatCantBeCleaned;

	if (!bShouldRestoreProgress)
	{
		// load all string asset reference targets, and add fake redirectors for them
		GRedirectCollector.ResolveStringAssetReference();

		for (int32 RedirIndex = 0; RedirIndex < GRedirectCollector.Redirections.Num(); RedirIndex++)
		{
			FRedirection& Redir = GRedirectCollector.Redirections[RedirIndex];
			UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Boot redirector can't be cleaned: %s(%s) -> %s(%s)"), *Redir.RedirectorName, *Redir.RedirectorPackageFilename, *Redir.DestinationObjectName, *Redir.PackageFilename);
			RedirectorsThatCantBeCleaned.AddUnique(Redir.RedirectorName);
		}

		/////////////////////////////////////////////////////////////////////
//.........这里部分代码省略.........
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:101,代码来源:FixupRedirectsCommandlet.cpp

示例4: ExportText

bool UAnimExporterITP::ExportText(const FExportObjectInnerContext* Context, UObject* Object, const TCHAR* Type, FOutputDevice& Ar, FFeedbackContext* Warn, uint32 PortFlags /*= 0*/)
{
	UAnimSequence* AnimSeq = CastChecked<UAnimSequence>(Object);

	USkeleton* Skeleton = AnimSeq->GetSkeleton();
	const FReferenceSkeleton& RefSkeleton = Skeleton->GetReferenceSkeleton();
	USkeletalMesh* SkelMesh = Skeleton->GetPreviewMesh();
	if (AnimSeq->SequenceLength == 0.f)
	{
		// something is wrong
		return false;
	}

	const float FrameRate = AnimSeq->NumFrames / AnimSeq->SequenceLength;

	// Open another archive
	FArchive* File = IFileManager::Get().CreateFileWriter(*UExporter::CurrentFilename);

	// Let's try the header...
	File->Logf(TEXT("{"));
	File->Logf(TEXT("\t\"metadata\":{"));
	File->Logf(TEXT("\t\t\"type\":\"itpanim\","));
	File->Logf(TEXT("\t\t\"version\":2"));
	File->Logf(TEXT("\t},"));

	File->Logf(TEXT("\t\"sequence\":{"));
	File->Logf(TEXT("\t\t\"frames\":%d,"), AnimSeq->NumFrames);
	File->Logf(TEXT("\t\t\"length\":%f,"), AnimSeq->SequenceLength);
	File->Logf(TEXT("\t\t\"bonecount\":%d,"), RefSkeleton.GetNum());
	File->Logf(TEXT("\t\t\"tracks\":["));

	bool firstOutput = false;

	for (int32 BoneIndex = 0; BoneIndex < RefSkeleton.GetNum(); ++BoneIndex)
	{
		//int32 BoneTreeIndex = Skeleton->GetSkeletonBoneIndexFromMeshBoneIndex(SkelMesh, BoneIndex);
		int32 BoneTrackIndex = Skeleton->GetAnimationTrackIndex(BoneIndex, AnimSeq);
		
		if (BoneTrackIndex == INDEX_NONE)
		{
			// If this sequence does not have a track for the current bone, then skip it
			continue;
		}
	
		if (firstOutput)
		{
			File->Logf(TEXT("\t\t\t},"));
		}

		firstOutput = true;

		File->Logf(TEXT("\t\t\t{"));
		File->Logf(TEXT("\t\t\t\t\"bone\":%d,"), BoneIndex);
		File->Logf(TEXT("\t\t\t\t\"transforms\":["));
		float AnimTime = 0.0f;
		float AnimEndTime = AnimSeq->SequenceLength;
		// Subtracts 1 because NumFrames includes an initial pose for 0.0 second
		double TimePerKey = (AnimSeq->SequenceLength / (AnimSeq->NumFrames - 1));
		const float AnimTimeIncrement = TimePerKey;

		bool bLastKey = false;
		// Step through each frame and add the bone's transformation data
		while (!bLastKey)
		{
			const TArray<FBoneNode>& BoneTree = Skeleton->GetBoneTree();

			FTransform BoneAtom;
			AnimSeq->GetBoneTransform(BoneAtom, BoneTrackIndex, AnimTime, true);

			bLastKey = AnimTime >= AnimEndTime;

			File->Logf(TEXT("\t\t\t\t\t{"));

			FQuat rot = BoneAtom.GetRotation();
			// For the root bone, we need to fix-up the rotation because Unreal exports
			// animations with Y-forward for some reason (maybe because Maya?)
			if (BoneIndex == 0)
			{
				FQuat addRot(FVector(0.0f, 0.0f, 1.0f), -1.57f);
				rot = addRot * rot;
			}
			File->Logf(TEXT("\t\t\t\t\t\t\"rot\":[%f,%f,%f,%f],"), rot.X, rot.Y, rot.Z, rot.W);
			FVector trans = BoneAtom.GetTranslation();

			// Sanjay: If it's skeleton retargeting, change the translation to be from the ref pose skeleton
			if (BoneTree[BoneIndex].TranslationRetargetingMode == EBoneTranslationRetargetingMode::Skeleton)
			{
				const FTransform& BoneTransform = RefSkeleton.GetRefBonePose()[BoneIndex];
				trans = BoneTransform.GetTranslation();
			}

			File->Logf(TEXT("\t\t\t\t\t\t\"trans\":[%f,%f,%f]"), trans.X, trans.Y, trans.Z);

			if (!bLastKey)
			{
				File->Logf(TEXT("\t\t\t\t\t},"));
			}
			else
			{
				File->Logf(TEXT("\t\t\t\t\t}"));
//.........这里部分代码省略.........
开发者ID:caioteixeira,项目名称:GameEngines,代码行数:101,代码来源:AnimExporterITP.cpp

示例5: EndFrame

void FSlateStatCycleCounter::EndFrame(double CurrentTime)
{
    // Ensure the overhead is tracked at minimum even if all other detail levels are turned off.
    const int32 SLATE_STATS_DETAIL_LEVEL_FORCE_ON = INT_MIN;
    SLATE_CYCLE_COUNTER_SCOPE_FLAT_DETAILED(SLATE_STATS_DETAIL_LEVEL_FORCE_ON, GSlateStatsOverhead);

    // dump stats hierarchy if one was collected this frame.
    if (FSlateStatHierarchy::Get().GetStatEntries().Num() > 0)
    {
        // Place in the <UE4>\<GAME>\Saved\<InFolderName> folder
        FString Filename = FString::Printf(TEXT("%sSlateHierachyStats-%s.csv"), *FPaths::GameSavedDir(), *FDateTime::Now().ToString());
        UE_LOG(LogSlate, Log, TEXT("Dumping Slate Hierarchy Stats to %s..."), *Filename);
        FArchive* OutputStream = IFileManager::Get().CreateFileWriter(*Filename, EFileWrite::FILEWRITE_NoReplaceExisting);

        // some state vars used to print the path of the stat.
        const int kMaxDepth = 100;
        int32 Path[kMaxDepth] = { 0 };
        int32 PathCurrentDepth = -1;
        TCHAR PathStr[4 * kMaxDepth] = { 0 };
        TCHAR* PathStrCurrent = PathStr;
        FSlateStatHierarchy::Get().ComputeExclusiveTimes();

        for (const auto& Entry : FSlateStatHierarchy::Get().GetStatEntries())
        {
            const bool bDescending = Entry.StackDepth > PathCurrentDepth;
            const bool bAscending = Entry.StackDepth < PathCurrentDepth;
            const bool bOverflow = PathCurrentDepth >= (int32)ARRAY_COUNT(Path);
            const int PathPrevDepth = PathCurrentDepth;
            PathCurrentDepth = Entry.StackDepth;

            if (!bOverflow)
            {
                if (bDescending)
                {
                    // we always increment the ordinal, so init to -1 so the first value is zero.
                    Path[PathCurrentDepth] = -1;
                    // put a dot after the current depth and track the new position to put new depths.
                    if (PathCurrentDepth > 0)
                    {
                        while (*PathStrCurrent != 0) ++PathStrCurrent;
                        *PathStrCurrent++ = '.';
                        *PathStrCurrent = 0;
                    }
                }
                else if (bAscending)
                {
                    // back up until we find the dot matching our current depth (or get to depth zero)
                    if (PathCurrentDepth == 0)
                    {
                        // we are at level zero, so just back up all the way. Saves us from checking boundaries in the loop below when we are not at zero depth.
                        PathStrCurrent = PathStr;
                    }
                    else
                    {
                        int LevelsAscended = 0;
                        const int LevelsToAscend = PathPrevDepth - PathCurrentDepth;
                        while (LevelsAscended < LevelsToAscend)
                        {
                            // we are not back to level zero, so we know we will find a '.' eventually.
                            PathStrCurrent -= 2; // back us up before the dot marking this level
                            // keep backing up until we find the dot for the previous level.
                            while (*(PathStrCurrent - 1) != '.')
                            {
                                --PathStrCurrent;
                            }
                            ++LevelsAscended;
                        }
                    }
                }
                // increment the ordinal at this depth
                ++Path[PathCurrentDepth];
                FCString::Sprintf(PathStrCurrent, TEXT("%4d"), Path[PathCurrentDepth]);
            }

            OutputStream->Logf(TEXT("%s,%s,%s,%.8f,%.8f"), PathStr, *Entry.CounterName.ToString(), Entry.CustomName != NAME_None ? *Entry.CustomName.ToString() : TEXT(""), Entry.InclusiveTime*1000, Entry.ExclusiveTime*1000);
            //UE_LOG(LogSlate, Log, TEXT("%s,%s,%s,%.8f,%.8f"), PathStr, *Entry.CounterName.ToString(), Entry.CustomName != NAME_None ? *Entry.CustomName.ToString() : TEXT(""), Entry.InclusiveTime*1000, Entry.ExclusiveTime*1000);
        }
        OutputStream->Close();
        delete OutputStream;
        OutputStream = nullptr;
        UE_LOG(LogSlate, Log, TEXT("Done dumping Slate Hierarchy Stats!"), *Filename);
    }

    // static state for tracking when to re-average the stats
    static double Time = CurrentTime;
    static double LastTime = CurrentTime;
    static double NumFrames = 0.0;
    NumFrames += 1.0;
    Time = CurrentTime;
    const double Delta = Time - LastTime;
    // let things settle down before taking the first real sample
    static double NextDelta = GSlateStatsFlatIntervalWindowSec;
    // ensure this gets reset every frame.
    GAverageInclusiveTimesWereUpdatedThisFrame = false;

    // output flat stats if it's time to do so
    if (Delta > NextDelta)
    {
        LastTime = Time;
        NumFrames = NumFrames / 1000.0; // convert to ms.
//.........这里部分代码省略.........
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:101,代码来源:SlateStats.cpp

示例6: DumpFPSChartToStatsLog

/**
 * Dumps the FPS chart information to the special stats log file.
 */
void UEngine::DumpFPSChartToStatsLog( float TotalTime, float DeltaTime, int32 NumFrames, const FString& InMapName )
{
#if ALLOW_DEBUG_FILES
	const FString OutputDir = CreateOutputDirectory();
	
	// Create archive for log data.
	const FString ChartType = GetFPSChartType();
	const FString ChartName = OutputDir / CreateFileNameForChart( ChartType, InMapName, TEXT( ".log" ) );
	FArchive* OutputFile = IFileManager::Get().CreateDebugFileWriter( *ChartName, FILEWRITE_Append );

	if( OutputFile )
	{
		OutputFile->Logf(TEXT("Dumping FPS chart at %s using build %s built from changelist %i"), *FDateTime::Now().ToString(), *GEngineVersion.ToString(), GetChangeListNumberForPerfTesting() );

		// Get OS info
		FString OSMajor;
		FString OSMinor;
		FPlatformMisc::GetOSVersions(OSMajor, OSMinor);

		// Get settings info
		const Scalability::FQualityLevels& Quality = GEngine->GetGameUserSettings()->ScalabilityQuality;

		OutputFile->Logf(TEXT("Machine info:"));
		OutputFile->Logf(TEXT("\tOS: %s %s"), *OSMajor, *OSMinor);
		OutputFile->Logf(TEXT("\tCPU: %s %s"), *FPlatformMisc::GetCPUVendor(), *FPlatformMisc::GetCPUBrand());
		OutputFile->Logf(TEXT("\tGPU: %s"), *FPlatformMisc::GetPrimaryGPUBrand());
		OutputFile->Logf(TEXT("\tResolution Quality: %d"), Quality.ResolutionQuality);
		OutputFile->Logf(TEXT("\tView Distance Quality: %d"), Quality.ViewDistanceQuality);
		OutputFile->Logf(TEXT("\tAnti-Aliasing Quality: %d"), Quality.AntiAliasingQuality);
		OutputFile->Logf(TEXT("\tShadow Quality: %d"), Quality.ShadowQuality);
		OutputFile->Logf(TEXT("\tPost-Process Quality: %d"), Quality.PostProcessQuality);
		OutputFile->Logf(TEXT("\tTexture Quality: %d"), Quality.TextureQuality);
		OutputFile->Logf(TEXT("\tEffects Quality: %d"), Quality.EffectsQuality);

		int32 NumFramesBelow30 = 0; // keep track of the number of frames below 30 FPS
		float PctTimeAbove30 = 0;	// Keep track of percentage of time at 30+ FPS.
		int32 NumFramesBelow60 = 0; // keep track of the number of frames below 60 FPS
		float PctTimeAbove60 = 0;	// Keep track of percentage of time at 60+ FPS.

		// Iterate over all buckets, dumping percentages.
		for( int32 BucketIndex=0; BucketIndex<ARRAY_COUNT(GFPSChart); BucketIndex++ )
		{
			// Figure out bucket time and frame percentage.
			const float BucketTimePercentage  = 100.f * GFPSChart[BucketIndex].CummulativeTime / TotalTime;
			const float BucketFramePercentage = 100.f * GFPSChart[BucketIndex].Count / NumFrames;

			int32 StartFPS = 0;
			int32 EndFPS = 0;
			CalcQuantisedFPSRange(BucketIndex, StartFPS, EndFPS);

			// Keep track of time spent at 30+ FPS.
			if (StartFPS >= 30)
			{
				PctTimeAbove30 += BucketTimePercentage;
			}
			else
			{
				NumFramesBelow30 += GFPSChart[BucketIndex].Count;
			}
			
			// Keep track of time spent at 60+ FPS.
			if (StartFPS >= 60)
			{
				PctTimeAbove60 += BucketTimePercentage;
			}
			else
			{
				NumFramesBelow60 += GFPSChart[BucketIndex].Count;
			}

			// Log bucket index, time and frame Percentage.
			OutputFile->Logf(TEXT("Bucket: %2i - %2i  Time: %5.2f  Frame: %5.2f"), StartFPS, EndFPS, BucketTimePercentage, BucketFramePercentage);
		}

		OutputFile->Logf(TEXT("%i frames collected over %4.2f seconds, disregarding %4.2f seconds for a %4.2f FPS average, %4.2f percent of time spent > 30 FPS, %4.2f percent of time spent > 60 FPS"), 
			NumFrames, 
			DeltaTime, 
			FMath::Max<float>( 0, DeltaTime - TotalTime ), 
			NumFrames / TotalTime,
			PctTimeAbove30, PctTimeAbove60 );
		OutputFile->Logf(TEXT("Average GPU frame time: %4.2f ms"), float((GTotalGPUTime / NumFrames)*1000.0));
		OutputFile->Logf(TEXT("BoundGameThreadPct: %4.2f  BoundRenderThreadPct: %4.2f  BoundGPUPct: %4.2f PercentFrames30+: %f   PercentFrames60+: %f   BoundGameTime: %f  BoundRenderTime: %f  BoundGPUTime: %f  PctTimeAbove30: %f  PctTimeAbove60: %f ")
			, (float(GNumFramesBound_GameThread)/float(NumFrames))*100.0f
			, (float(GNumFramesBound_RenderThread)/float(NumFrames))*100.0f
			, (float(GNumFramesBound_GPU)/float(NumFrames))*100.0f
			, float(NumFrames - NumFramesBelow30) / float(NumFrames)*100.0f
			, float(NumFrames - NumFramesBelow60) / float(NumFrames)*100.0f
			, (GTotalFramesBoundTime_GameThread / DeltaTime)*100.0f
			, ((GTotalFramesBoundTime_RenderThread)/DeltaTime)*100.0f
			, ((GTotalFramesBoundTime_GPU)/DeltaTime)*100.0f
			, PctTimeAbove30
			, PctTimeAbove60
			);

		// Dump hitch data
		{
			OutputFile->Logf( TEXT( "Hitch chart:" ) );
//.........这里部分代码省略.........
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:101,代码来源:ChartCreation.cpp


注:本文中的FArchive::Logf方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。