jak-project/test/offline/config/config.h
Tyler Wilding 9c631e11fe
offline-test: Partition by DGO and colorize/condense output (#2045)
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular

The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it


https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
2022-12-22 13:41:33 -05:00

33 lines
949 B
C++

#pragma once
#include <string>
#include <string_view>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include "common/common_types.h"
class OfflineTestConfig {
public:
OfflineTestConfig(const std::string_view& _game_name,
const std::string& _iso_data_path,
const u32 _num_threads,
const bool _dump_mode,
const bool _fail_on_cmp,
const bool _fail_on_compile,
const bool _pretty_print);
std::string game_name;
std::string iso_data_path;
u32 num_threads;
bool dump_mode;
bool fail_on_cmp = false;
bool fail_on_compile = false;
bool pretty_print = false;
std::vector<std::string> dgos;
std::unordered_set<std::string> skip_compile_files;
std::unordered_set<std::string> skip_compile_functions;
std::unordered_map<std::string, std::unordered_set<std::string>> skip_compile_states;
};