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UnrealEngineUWP/Engine/Source/Programs/UnrealFrontend/Private/Commands/LaunchFromProfileCommand.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
#include "LaunchFromProfileCommand.h"
#include "DesktopPlatformModule.h"
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 "Interfaces/ILauncherProfile.h"
#include "Interfaces/ILauncherProfileManager.h"
#include "Interfaces/ILauncherTask.h"
#include "Interfaces/ILauncherWorker.h"
#include "Interfaces/ILauncher.h"
#include "Interfaces/ILauncherServicesModule.h"
#include "Interfaces/ITargetDeviceServicesModule.h"
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
#include "UserInterfaceCommand.h"
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 "Misc/CommandLine.h"
#include "Misc/OutputDeviceRedirector.h"
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
DEFINE_LOG_CATEGORY_STATIC(LogUFECommands, All, All);
void FLaunchFromProfileCommand::Run(const FString& Params)
{
// Get the name of the profile from the command line.
FString ProfileName;
FParse::Value(FCommandLine::Get(), TEXT("-PROFILENAME="), ProfileName);
if (ProfileName.IsEmpty())
{
UE_LOG(LogUFECommands, Warning, TEXT("Profile name was found. Please use '-PROFILENAME=' in your command line."));
return;
}
// Loading the launcher services module to get the needed profile.
ILauncherServicesModule& LauncherServicesModule = FModuleManager::LoadModuleChecked<ILauncherServicesModule>(TEXT("LauncherServices"));
ILauncherProfileManagerRef ProfileManager = LauncherServicesModule.GetProfileManager();
ILauncherProfilePtr Profile = ProfileManager->FindProfile(ProfileName);
// Loading the Device Proxy Manager to get the needed Device Manager.
ITargetDeviceServicesModule& DeviceServiceModule = FModuleManager::LoadModuleChecked<ITargetDeviceServicesModule>(TEXT("TargetDeviceServices"));
ITargetDeviceProxyManagerRef DeviceProxyManager = DeviceServiceModule.GetDeviceProxyManager();
UE_LOG(LogUFECommands, Display, TEXT("Begin the process of launching a project using the provided profile."));
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
ILauncherRef LauncherRef = LauncherServicesModule.CreateLauncher();
ILauncherWorkerPtr LauncherWorkerPtr = LauncherRef->Launch(DeviceProxyManager, Profile.ToSharedRef());
// This will allow us to pipe the launcher messages into the command window.
LauncherWorkerPtr.Get()->OnOutputReceived().AddStatic(&FLaunchFromProfileCommand::MessageReceived);
// Allows us to exit this command once the launcher worker has completed or is canceled
LauncherWorkerPtr.Get()->OnCompleted().AddRaw(this, &FLaunchFromProfileCommand::LaunchCompleted);
LauncherWorkerPtr.Get()->OnCanceled().AddRaw(this, &FLaunchFromProfileCommand::LaunchCanceled);
TArray<ILauncherTaskPtr> TaskList;
int32 NumOfTasks = LauncherWorkerPtr->GetTasks(TaskList);
UE_LOG(LogUFECommands, Display, TEXT("There are '%i' tasks to be completed."), NumOfTasks);
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
// Holds the current element in the TaskList array.
int32 TaskIndex = 0;
// Holds the name of the current tasked.
FString TriggeredTask;
bTestRunning = true;
while (bTestRunning)
{
if (TaskIndex >= NumOfTasks) continue;
ILauncherTaskPtr CurrentTask = TaskList[TaskIndex];
// Log the current task, but only once per run.
if (CurrentTask->GetStatus() == ELauncherTaskStatus::Busy)
{
if (CurrentTask->GetDesc() == TriggeredTask) continue;
TriggeredTask = *CurrentTask->GetDesc();
UE_LOG(LogUFECommands, Display, TEXT("Current Task is %s"), *TriggeredTask);
[AUTOMERGE] This submission allows the end user to launch onto any platform using a profile created inside of the UFE. Allows for easier scripting for testing and launching your project. To run: UnrealFrontend.exe -Run="LAUNCHPROFILE" -PROFILENAME="THE_NAME_OF_YOUR_CUSTOM_PROFILE" **Changes and Additions** Added LaunchFromProfileCommand.h/.cpp --Checks if '-ProfileName=' is used and is correct. --Loads the LaucherServicesModules and DeviceServicesModules ----Gets the Device Proxy Manager ----Gets the Profile Manager which is needed to find the named profile. --A launcher is created that uses the profile and DeviceProxyManager to read the profile and trigger a build, cook, and launch of it. --Logging from the launch will be shown in the command window. --Keeps running until the launcher broadcasts that it has either completed or has been cancelled. UnrealFrontendMain.cpp Task Related: --Added the launch profile command to the command if/else statement. --Added helpful comments. Improvements and General Fixes: --Added a check to verify that a command is actually given with -Run. Logs a warning if none exist. --Fixed an issue where the -messaging command line check was returning incorrectly. It will now only add '-messaging' if it actually does not exist in the command line already. --Added a command line check where if you run with -run then -log will be appended to the command line if it isn't already. This allows us to receive logging onscreen. #CodeReview: adric.worley, justin.hair, marcus.wassmer, jason.bestimt, bob.ferreira, ben.salem, brad.angelcyk -------- Integrated using branch UE4-Orion-To-UE4 of change#2675868 by Justin.Hair on 2015/09/01 14:50:30. [CL 2680596 by Justin Hair in Main branch]
2015-09-04 12:55:44 -04:00
TaskIndex++;
}
}
}
void FLaunchFromProfileCommand::MessageReceived(const FString& InMessage)
{
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *InMessage);
}
void FLaunchFromProfileCommand::LaunchCompleted(bool Outcome, double ExecutionTime, int32 ReturnCode)
{
UE_LOG(LogUFECommands, Log, TEXT("Profile launch command %s."), Outcome ? TEXT("is SUCCESSFUL") : TEXT("has FAILED"));
bTestRunning = false;
}
void FLaunchFromProfileCommand::LaunchCanceled(double ExecutionTime)
{
UE_LOG(LogUFECommands, Log, TEXT("Profile launch command was canceled."));
bTestRunning = false;
}