2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-09-04 12:55:44 -04:00
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#include "LaunchFromProfileCommand.h"
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#include "DesktopPlatformModule.h"
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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
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#include "Interfaces/ILauncherProfile.h"
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#include "Interfaces/ILauncherProfileManager.h"
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#include "Interfaces/ILauncherTask.h"
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#include "Interfaces/ILauncherWorker.h"
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#include "Interfaces/ILauncher.h"
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#include "Interfaces/ILauncherServicesModule.h"
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#include "Interfaces/ITargetDeviceServicesModule.h"
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2015-09-04 12:55:44 -04:00
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#include "UserInterfaceCommand.h"
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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
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#include "Misc/CommandLine.h"
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#include "Misc/OutputDeviceRedirector.h"
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2015-09-04 12:55:44 -04:00
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DEFINE_LOG_CATEGORY_STATIC(LogUFECommands, All, All);
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void FLaunchFromProfileCommand::Run(const FString& Params)
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{
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// Get the name of the profile from the command line.
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FString ProfileName;
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FParse::Value(FCommandLine::Get(), TEXT("-PROFILENAME="), ProfileName);
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if (ProfileName.IsEmpty())
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{
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UE_LOG(LogUFECommands, Warning, TEXT("Profile name was found. Please use '-PROFILENAME=' in your command line."));
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return;
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}
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// Loading the launcher services module to get the needed profile.
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ILauncherServicesModule& LauncherServicesModule = FModuleManager::LoadModuleChecked<ILauncherServicesModule>(TEXT("LauncherServices"));
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ILauncherProfileManagerRef ProfileManager = LauncherServicesModule.GetProfileManager();
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ILauncherProfilePtr Profile = ProfileManager->FindProfile(ProfileName);
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// Loading the Device Proxy Manager to get the needed Device Manager.
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ITargetDeviceServicesModule& DeviceServiceModule = FModuleManager::LoadModuleChecked<ITargetDeviceServicesModule>(TEXT("TargetDeviceServices"));
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ITargetDeviceProxyManagerRef DeviceProxyManager = DeviceServiceModule.GetDeviceProxyManager();
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2015-10-28 08:58:16 -04:00
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UE_LOG(LogUFECommands, Display, TEXT("Begin the process of launching a project using the provided profile."));
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2015-09-04 12:55:44 -04:00
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ILauncherRef LauncherRef = LauncherServicesModule.CreateLauncher();
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ILauncherWorkerPtr LauncherWorkerPtr = LauncherRef->Launch(DeviceProxyManager, Profile.ToSharedRef());
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// This will allow us to pipe the launcher messages into the command window.
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LauncherWorkerPtr.Get()->OnOutputReceived().AddStatic(&FLaunchFromProfileCommand::MessageReceived);
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// Allows us to exit this command once the launcher worker has completed or is canceled
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LauncherWorkerPtr.Get()->OnCompleted().AddRaw(this, &FLaunchFromProfileCommand::LaunchCompleted);
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LauncherWorkerPtr.Get()->OnCanceled().AddRaw(this, &FLaunchFromProfileCommand::LaunchCanceled);
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TArray<ILauncherTaskPtr> TaskList;
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int32 NumOfTasks = LauncherWorkerPtr->GetTasks(TaskList);
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2015-10-28 08:58:16 -04:00
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UE_LOG(LogUFECommands, Display, TEXT("There are '%i' tasks to be completed."), NumOfTasks);
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2015-09-04 12:55:44 -04:00
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// Holds the current element in the TaskList array.
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int32 TaskIndex = 0;
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// Holds the name of the current tasked.
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FString TriggeredTask;
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bTestRunning = true;
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while (bTestRunning)
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{
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if (TaskIndex >= NumOfTasks) continue;
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ILauncherTaskPtr CurrentTask = TaskList[TaskIndex];
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// Log the current task, but only once per run.
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if (CurrentTask->GetStatus() == ELauncherTaskStatus::Busy)
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{
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if (CurrentTask->GetDesc() == TriggeredTask) continue;
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TriggeredTask = *CurrentTask->GetDesc();
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2015-10-28 08:58:16 -04:00
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UE_LOG(LogUFECommands, Display, TEXT("Current Task is %s"), *TriggeredTask);
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2015-09-04 12:55:44 -04:00
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TaskIndex++;
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}
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}
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}
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void FLaunchFromProfileCommand::MessageReceived(const FString& InMessage)
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{
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GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *InMessage);
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}
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void FLaunchFromProfileCommand::LaunchCompleted(bool Outcome, double ExecutionTime, int32 ReturnCode)
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{
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UE_LOG(LogUFECommands, Log, TEXT("Profile launch command %s."), Outcome ? TEXT("is SUCCESSFUL") : TEXT("has FAILED"));
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bTestRunning = false;
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}
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void FLaunchFromProfileCommand::LaunchCanceled(double ExecutionTime)
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{
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UE_LOG(LogUFECommands, Log, TEXT("Profile launch command was canceled."));
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bTestRunning = false;
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}
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