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UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/Private/AndroidTargetDeviceOutput.inl

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreTypes.h"
#include "CoreFwd.h"
class FAndroidDeviceOutputReaderRunnable;
class FAndroidTargetDevice;
class FAndroidTargetDeviceOutput;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
inline FAndroidDeviceOutputReaderRunnable::FAndroidDeviceOutputReaderRunnable(const FString& InAdbFilename, const FString& InDeviceSerialNumber, FOutputDevice* InOutput)
: StopTaskCounter(0)
, AdbFilename(InAdbFilename)
, DeviceSerialNumber(InDeviceSerialNumber)
, Output(InOutput)
, LogcatReadPipe(nullptr)
, LogcatWritePipe(nullptr)
{
}
inline bool FAndroidDeviceOutputReaderRunnable::StartLogcatProcess(void)
{
FString Params = FString::Printf(TEXT(" -s %s logcat UE4:V DEBUG:V *:S -v tag"), *DeviceSerialNumber);
LogcatProcHandle = FPlatformProcess::CreateProc(*AdbFilename, *Params, true, false, false, NULL, 0, NULL, LogcatWritePipe);
return LogcatProcHandle.IsValid();
}
inline bool FAndroidDeviceOutputReaderRunnable::Init(void)
{
FPlatformProcess::CreatePipe(LogcatReadPipe, LogcatWritePipe);
return StartLogcatProcess();
}
inline void FAndroidDeviceOutputReaderRunnable::Exit(void)
{
if (LogcatProcHandle.IsValid())
{
FPlatformProcess::CloseProc(LogcatProcHandle);
}
FPlatformProcess::ClosePipe(LogcatReadPipe, LogcatWritePipe);
}
inline void FAndroidDeviceOutputReaderRunnable::Stop(void)
{
StopTaskCounter.Increment();
}
inline uint32 FAndroidDeviceOutputReaderRunnable::Run(void)
{
while (StopTaskCounter.GetValue() == 0 && LogcatProcHandle.IsValid())
{
if (!FPlatformProcess::IsProcRunning(LogcatProcHandle))
{
// When user plugs out USB cable adb process stops
// Keep trying to restore adb connection until code that uses this object will not kill us
Output->Serialize(TEXT("Trying to restore connection to device..."), ELogVerbosity::Log, NAME_None);
FPlatformProcess::CloseProc(LogcatProcHandle);
if (StartLogcatProcess())
{
FPlatformProcess::Sleep(1.0f);
}
else
{
Output->Serialize(TEXT("Failed to start adb proccess"), ELogVerbosity::Log, NAME_None);
Stop();
}
}
else
{
FString LogcatOutput = FPlatformProcess::ReadPipe(LogcatReadPipe);
if (LogcatOutput.Len() > 0)
{
TArray<FString> OutputLines;
LogcatOutput.ParseIntoArray(OutputLines, TEXT("\n"), false);
for (int32 i = 0; i < OutputLines.Num(); ++i)
{
Output->Serialize(*OutputLines[i], ELogVerbosity::Log, NAME_None);
}
}
FPlatformProcess::Sleep(0.1f);
}
}
return 0;
}
inline bool FAndroidTargetDeviceOutput::Init(const FAndroidTargetDevice& TargetDevice, FOutputDevice* Output)
{
check(Output);
// Output will be produced by background thread
check(Output->CanBeUsedOnAnyThread());
DeviceSerialNumber = TargetDevice.GetSerialNumber();
DeviceName = TargetDevice.GetName();
FString AdbFilename;
if (FAndroidTargetDevice::GetAdbFullFilename(AdbFilename))
{
auto* Runnable = new FAndroidDeviceOutputReaderRunnable(AdbFilename, DeviceSerialNumber, Output);
DeviceOutputThread = TUniquePtr<FRunnableThread>(FRunnableThread::Create(Runnable, TEXT("FAndroidDeviceOutputReaderRunnable")));
return true;
}
return false;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00