void FProfilerManager::ProfilerSession_OnCaptureFileProcessed( const FGuid ProfilerInstanceID ) { const FProfilerSessionRef* ProfilerSession = FindSessionInstance( ProfilerInstanceID ); if( ProfilerSession && ProfilerWindow.IsValid()) { TrackDefaultStats(); RequestFilterAndPresetsUpdateEvent.Broadcast(); GetProfilerWindow()->UpdateEventGraph( ProfilerInstanceID, (*ProfilerSession)->GetEventGraphDataAverage(), (*ProfilerSession)->GetEventGraphDataMaximum(), true ); bHasCaptureFileFullyProcessed = true; } }
void FProfilerManager::ProfilerClient_OnProfilerData( const FGuid& InstanceID, const FProfilerDataFrame& Content, const float DataLoadingProgress ) { SCOPE_CYCLE_COUNTER(STAT_PM_HandleProfilerData); const FProfilerSessionRef* ProfilerSession = FindSessionInstance( InstanceID ); if( ProfilerSession && ProfilerWindow.IsValid()) { (*ProfilerSession)->UpdateProfilerData( Content ); // Game thread should always be enabled. TrackDefaultStats(); // Update the notification that a file is being loaded. GetProfilerWindow()->ManageLoadingProgressNotificationState( (*ProfilerSession)->GetName(), EProfilerNotificationTypes::LoadingOfflineCapture, ELoadingProgressStates::InProgress, DataLoadingProgress ); } }