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UnrealEngineUWP/Engine/Source/Runtime/Projects/Private/PluginManager.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "ProjectsPrivatePCH.h"
DEFINE_LOG_CATEGORY_STATIC( LogPluginManager, Log, All );
#define LOCTEXT_NAMESPACE "PluginManager"
namespace PluginSystemDefs
{
/** File extension of plugin descriptor files.
NOTE: This constant exists in UnrealBuildTool code as well. */
static const TCHAR PluginDescriptorFileExtension[] = TEXT( ".uplugin" );
/** Relative path to the plugin's 128x128 icon resource file */
static const FString RelativeIcon128FilePath( TEXT( "Resources/Icon128.png" ) );
}
FPluginInstance::FPluginInstance(const FString& InFileName, const FPluginDescriptor& InDescriptor, EPluginLoadedFrom::Type InLoadedFrom)
: Name(FPaths::GetBaseFilename(InFileName))
, FileName(InFileName)
, Descriptor(InDescriptor)
, LoadedFrom(InLoadedFrom)
, bEnabled(false)
{
}
FPluginManager::FPluginManager()
: bHaveConfiguredEnabledPlugins(false)
, bHaveAllRequiredPlugins(false)
{
DiscoverAllPlugins();
}
FPluginManager::~FPluginManager()
{
// NOTE: All plugins and modules should be cleaned up or abandoned by this point
// @todo plugin: Really, we should "reboot" module manager's unloading code so that it remembers at which startup phase
// modules were loaded in, so that we can shut groups of modules down (in reverse-load order) at the various counterpart
// shutdown phases. This will fix issues where modules that are loaded after game modules are shutdown AFTER many engine
// systems are already killed (like GConfig.) Currently the only workaround is to listen to global exit events, or to
// explicitly unload your module somewhere. We should be able to handle most cases automatically though!
}
void FPluginManager::DiscoverAllPlugins()
{
struct Local
{
private:
/**
* Recursively searches for plugins and generates a list of plugin descriptors
*
* @param PluginsDirectory Directory we're currently searching
* @param LoadedFrom Where we're loading these plugins from (game, engine, etc)
* @param Plugins The array to be filled in with new plugins including descriptors
*/
static void FindPluginsRecursively( const FString& PluginsDirectory, const EPluginLoadedFrom::Type LoadedFrom, TArray< TSharedRef<FPluginInstance> >& Plugins )
{
// NOTE: The logic in this function generally matches that of the C# code for FindPluginsRecursively
// in UnrealBuildTool. These routines should be kept in sync.
// This directory scanning needs to be fast because it will happen every time at startup! We don't
// want to blindly recurse down every subdirectory, because plugin content and code directories could
// contain a lot of files in total!
// Each sub-directory is possibly a plugin. If we find that it contains a plugin, we won't recurse any
// further -- you can't have plugins within plugins. If we didn't find a plugin, we'll keep recursing.
TArray<FString> PossiblePluginDirectories;
{
class FPluginDirectoryVisitor : public IPlatformFile::FDirectoryVisitor
{
public:
FPluginDirectoryVisitor( TArray<FString>& InitFoundDirectories )
: FoundDirectories( InitFoundDirectories )
{
}
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory) override
{
if( bIsDirectory )
{
FoundDirectories.Add( FString( FilenameOrDirectory ) );
}
const bool bShouldContinue = true;
return bShouldContinue;
}
TArray<FString>& FoundDirectories;
};
FPluginDirectoryVisitor PluginDirectoryVisitor( PossiblePluginDirectories );
FPlatformFileManager::Get().GetPlatformFile().IterateDirectory( *PluginsDirectory, PluginDirectoryVisitor );
}
for( auto PossiblePluginDirectoryIter( PossiblePluginDirectories.CreateConstIterator() ); PossiblePluginDirectoryIter; ++PossiblePluginDirectoryIter )
{
const FString PossiblePluginDirectory = *PossiblePluginDirectoryIter;
FString PluginDescriptorFilename;
{
// Usually the plugin descriptor is named the same as the directory. It doesn't have to match the directory
// name but we'll check that first because its much faster than scanning!
const FString ProbablePluginDescriptorFilename = PossiblePluginDirectory / (FPaths::GetCleanFilename(PossiblePluginDirectory) + PluginSystemDefs::PluginDescriptorFileExtension);
if( FPlatformFileManager::Get().GetPlatformFile().FileExists( *ProbablePluginDescriptorFilename ) )
{
PluginDescriptorFilename = ProbablePluginDescriptorFilename;
}
else
{
// Scan the directory for a plugin descriptor.
TArray<FString> PluginDescriptorFilenames;
{
class FPluginDescriptorFileVisitor : public IPlatformFile::FDirectoryVisitor
{
public:
FPluginDescriptorFileVisitor( const FWildcardString& InitSearchPattern, TArray<FString>& InitFoundPluginDescriptorFilenames )
: SearchPattern( InitSearchPattern ),
FoundPluginDescriptorFilenames( InitFoundPluginDescriptorFilenames )
{
}
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory) override
{
bool bShouldContinue = true;
if( !bIsDirectory )
{
if( SearchPattern.IsMatch( FilenameOrDirectory ) )
{
FoundPluginDescriptorFilenames.Add( FString( FilenameOrDirectory ) );
bShouldContinue = false;
}
}
return bShouldContinue;
}
const FWildcardString& SearchPattern;
TArray<FString>& FoundPluginDescriptorFilenames;
};
const FWildcardString PluginDescriptorSearchString = PossiblePluginDirectory / FString(TEXT("*")) + PluginSystemDefs::PluginDescriptorFileExtension;
FPluginDescriptorFileVisitor PluginDescriptorFileVisitor( PluginDescriptorSearchString, PluginDescriptorFilenames );
FPlatformFileManager::Get().GetPlatformFile().IterateDirectory( *PossiblePluginDirectory, PluginDescriptorFileVisitor );
}
// Did we find any plugin descriptor files?
if( PluginDescriptorFilenames.Num() > 0 )
{
PluginDescriptorFilename = PluginDescriptorFilenames[ 0 ];;
}
}
}
if( !PluginDescriptorFilename.IsEmpty() )
{
// Found a plugin directory! No need to recurse any further.
FPluginDescriptor Descriptor;
// Load the descriptor
FText FailureReason;
if(Descriptor.Load(PluginDescriptorFilename, FailureReason))
{
TSharedRef< FPluginInstance > NewPlugin = MakeShareable( new FPluginInstance(PluginDescriptorFilename, Descriptor, LoadedFrom) );
if (FPaths::IsProjectFilePathSet())
{
FString GameProjectFolder = FPaths::GetPath(FPaths::GetProjectFilePath());
if (PluginDescriptorFilename.StartsWith(GameProjectFolder))
{
FString PluginBinariesFolder = FPaths::Combine(*FPaths::GetPath(PluginDescriptorFilename), TEXT("Binaries"), FPlatformProcess::GetBinariesSubdirectory());
FModuleManager::Get().AddBinariesDirectory(*PluginBinariesFolder, (LoadedFrom == EPluginLoadedFrom::GameProject));
}
}
Plugins.Add(NewPlugin);
}
else
{
// NOTE: Even though loading of this plugin failed, we'll keep processing other plugins
UE_LOG(LogPluginManager, Error, TEXT("%s (%s)"), *FailureReason.ToString(), *PluginDescriptorFilename);
}
}
else
{
// Didn't find a plugin in this directory. Continue to look in subfolders.
FindPluginsRecursively( PossiblePluginDirectory, LoadedFrom, Plugins );
}
}
}
public:
/**
* Searches for plugins and generates a list of plugin descriptors
*
* @param PluginsDirectory The base directory to search for plugins
* @param LoadedFrom Where we're loading these plugins from (game, engine, etc)
* @param Plugins The array to be filled in with loaded plugin descriptors
*/
static void FindPluginsIn( const FString& PluginsDirectory, const EPluginLoadedFrom::Type LoadedFrom, TArray< TSharedRef<FPluginInstance> >& Plugins )
{
// Make sure the directory even exists
if( FPlatformFileManager::Get().GetPlatformFile().DirectoryExists( *PluginsDirectory ) )
{
FindPluginsRecursively( PluginsDirectory, LoadedFrom, Plugins );
}
}
};
{
TArray< TSharedRef<FPluginInstance> > Plugins;
#if (WITH_ENGINE && !IS_PROGRAM) || WITH_PLUGIN_SUPPORT
// Find "built-in" plugins. That is, plugins situated right within the Engine directory.
Local::FindPluginsIn( FPaths::EnginePluginsDir(), EPluginLoadedFrom::Engine, Plugins );
// Find plugins in the game project directory (<MyGameProject>/Plugins)
if( FApp::HasGameName() )
{
Local::FindPluginsIn( FPaths::GamePluginsDir(), EPluginLoadedFrom::GameProject, Plugins );
}
#endif // (WITH_ENGINE && !IS_PROGRAM) || WITH_PLUGIN_SUPPORT
// Create plugin objects for all of the plugins that we found
ensure( AllPlugins.Num() == 0 ); // Should not have already been initialized!
AllPlugins = Plugins;
for( auto PluginIt( Plugins.CreateConstIterator() ); PluginIt; ++PluginIt )
{
const TSharedRef<FPluginInstance>& Plugin = *PluginIt;
// Add the plugin binaries directory
const FString PluginBinariesPath = FPaths::Combine(*FPaths::GetPath(Plugin->FileName), TEXT("Binaries"), FPlatformProcess::GetBinariesSubdirectory());
FModuleManager::Get().AddBinariesDirectory(*PluginBinariesPath, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject);
}
}
}
bool FPluginManager::ConfigureEnabledPlugins()
{
if(!bHaveConfiguredEnabledPlugins)
{
// Don't need to run this again
bHaveConfiguredEnabledPlugins = true;
// If a current project is set, check that we know about any plugin that's explicitly enabled
const FProjectDescriptor *Project = IProjectManager::Get().GetCurrentProject();
if(Project != nullptr)
{
for(const FPluginReferenceDescriptor& Plugin: Project->Plugins)
{
if(Plugin.bEnabled && !FindPluginInstance(Plugin.Name).IsValid())
{
FText Caption(LOCTEXT("PluginMissingCaption", "Plugin missing"));
FString Description = (Plugin.Description.Len() > 0)? FString::Printf(TEXT("\n\n%s"), *Plugin.Description) : FString();
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("PluginMissingError", "This project requires the {0} plugin. {1}"), FText::FromString(Plugin.Name), FText::FromString(Description)), &Caption);
return false;
}
}
}
// If we made it here, we have all the required plugins
bHaveAllRequiredPlugins = true;
// Get all the enabled plugin names
TArray< FString > EnabledPluginNames;
#if IS_PROGRAM
GConfig->GetArray(TEXT("Plugins"), TEXT("ProgramEnabledPlugins"), EnabledPluginNames, GEngineIni);
#else
FProjectManager::Get().GetEnabledPlugins(EnabledPluginNames);
#endif
// Build a set from the array
TSet< FString > AllEnabledPlugins;
AllEnabledPlugins.Append( MoveTemp(EnabledPluginNames) );
// Enable all the plugins by name
for( const TSharedRef< FPluginInstance > Plugin : AllPlugins )
{
if ( AllEnabledPlugins.Contains(Plugin->Name) )
{
Plugin->bEnabled = true;
}
}
// Build the list of content folders
ContentFolders.Empty();
for(const TSharedRef<FPluginInstance>& Plugin: AllPlugins)
{
if(Plugin->bEnabled && Plugin->Descriptor.bCanContainContent)
{
FPluginContentFolder ContentFolder;
ContentFolder.Name = Plugin->Name;
ContentFolder.RootPath = FString::Printf(TEXT("/%s/"), *Plugin->Name);
ContentFolder.ContentPath = FPaths::GetPath(Plugin->FileName) / TEXT("Content");
ContentFolders.Emplace(ContentFolder);
if (auto EngineConfigFile = GConfig->Find(GEngineIni, false))
{
if (auto CoreSystemSection = EngineConfigFile->Find(TEXT("Core.System")))
{
CoreSystemSection->AddUnique("Paths", ContentFolder.ContentPath);
}
}
}
}
// Mount all the plugin content folders
if( ContentFolders.Num() > 0 && ensure( RegisterMountPointDelegate.IsBound() ) )
{
for(const FPluginContentFolder& ContentFolder: ContentFolders)
{
RegisterMountPointDelegate.Execute(ContentFolder.RootPath, ContentFolder.ContentPath);
}
}
}
return bHaveAllRequiredPlugins;
}
TSharedPtr<FPluginInstance> FPluginManager::FindPluginInstance(const FString& Name)
{
TSharedPtr<FPluginInstance> Result;
for(const TSharedRef<FPluginInstance>& Instance : AllPlugins)
{
if(Instance->Name == Name)
{
Result = Instance;
break;
}
}
return Result;
}
bool FPluginManager::LoadModulesForEnabledPlugins( const ELoadingPhase::Type LoadingPhase )
{
// Figure out which plugins are enabled
if(!ConfigureEnabledPlugins())
{
return false;
}
// Load plugins!
for( const TSharedRef< FPluginInstance > Plugin : AllPlugins )
{
if ( Plugin->bEnabled )
{
TMap<FName, EModuleLoadResult> ModuleLoadFailures;
FModuleDescriptor::LoadModulesForPhase(LoadingPhase, Plugin->Descriptor.Modules, ModuleLoadFailures);
FText FailureMessage;
for( auto FailureIt( ModuleLoadFailures.CreateConstIterator() ); FailureIt; ++FailureIt )
{
const auto ModuleNameThatFailedToLoad = FailureIt.Key();
const auto FailureReason = FailureIt.Value();
if( FailureReason != EModuleLoadResult::Success )
{
const FText PluginNameText = FText::FromString(Plugin->Name);
const FText TextModuleName = FText::FromName(FailureIt.Key());
if ( FailureReason == EModuleLoadResult::FileNotFound )
{
FailureMessage = FText::Format( LOCTEXT("PluginModuleNotFound", "Plugin '{0}' failed to load because module '{1}' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."), PluginNameText, TextModuleName );
}
else if ( FailureReason == EModuleLoadResult::FileIncompatible )
{
FailureMessage = FText::Format( LOCTEXT("PluginModuleIncompatible", "Plugin '{0}' failed to load because module '{1}' does not appear to be compatible with the current version of the engine. The plugin may need to be recompiled."), PluginNameText, TextModuleName );
}
else if ( FailureReason == EModuleLoadResult::CouldNotBeLoadedByOS )
{
FailureMessage = FText::Format( LOCTEXT("PluginModuleCouldntBeLoaded", "Plugin '{0}' failed to load because module '{1}' could not be loaded. There may be an operating system error or the module may not be properly set up."), PluginNameText, TextModuleName );
}
else if ( FailureReason == EModuleLoadResult::FailedToInitialize )
{
FailureMessage = FText::Format( LOCTEXT("PluginModuleFailedToInitialize", "Plugin '{0}' failed to load because module '{1}' could be initialized successfully after it was loaded."), PluginNameText, TextModuleName );
}
else
{
ensure(0); // If this goes off, the error handling code should be updated for the new enum values!
FailureMessage = FText::Format( LOCTEXT("PluginGenericLoadFailure", "Plugin '{0}' failed to load because module '{1}' could not be loaded for an unspecified reason. This plugin's functionality will not be available. Please report this error."), PluginNameText, TextModuleName );
}
// Don't need to display more than one module load error per plugin that failed to load
break;
}
}
if( !FailureMessage.IsEmpty() )
{
FMessageDialog::Open(EAppMsgType::Ok, FailureMessage);
return false;
}
}
}
return true;
}
void FPluginManager::SetRegisterMountPointDelegate( const FRegisterMountPointDelegate& Delegate )
{
RegisterMountPointDelegate = Delegate;
}
bool FPluginManager::AreRequiredPluginsAvailable()
{
return ConfigureEnabledPlugins();
}
bool FPluginManager::CheckModuleCompatibility(TArray<FString>& OutIncompatibleModules)
{
if(!ConfigureEnabledPlugins())
{
return false;
}
bool bResult = true;
for (TArray< TSharedRef< FPluginInstance > >::TConstIterator Iter(AllPlugins); Iter; ++Iter)
{
const TSharedRef< FPluginInstance > &Plugin = *Iter;
if (Plugin->bEnabled && !FModuleDescriptor::CheckModuleCompatbility(Plugin->Descriptor.Modules, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject, OutIncompatibleModules))
{
bResult = false;
}
}
return bResult;
}
IPluginManager& IPluginManager::Get()
{
// Single instance of manager, allocated on demand and destroyed on program exit.
static FPluginManager* PluginManager = NULL;
if( PluginManager == NULL )
{
PluginManager = new FPluginManager();
}
return *PluginManager;
}
TArray< FPluginStatus > FPluginManager::QueryStatusForAllPlugins() const
{
TArray< FPluginStatus > PluginStatuses;
for( auto PluginIt( AllPlugins.CreateConstIterator() ); PluginIt; ++PluginIt )
{
const TSharedRef< FPluginInstance >& Plugin = *PluginIt;
const FPluginDescriptor& PluginInfo = Plugin->Descriptor;
FPluginStatus PluginStatus;
PluginStatus.Name = Plugin->Name;
PluginStatus.FriendlyName = PluginInfo.FriendlyName;
PluginStatus.Version = PluginInfo.Version;
PluginStatus.VersionName = PluginInfo.VersionName;
PluginStatus.Description = PluginInfo.Description;
PluginStatus.CreatedBy = PluginInfo.CreatedBy;
PluginStatus.CreatedByURL = PluginInfo.CreatedByURL;
PluginStatus.CategoryPath = PluginInfo.Category;
PluginStatus.DocsURL = PluginInfo.DocsURL;
PluginStatus.PluginDirectory = FPaths::GetPath(Plugin->FileName);
PluginStatus.bIsEnabled = Plugin->bEnabled;
PluginStatus.bIsBuiltIn = ( Plugin->LoadedFrom == EPluginLoadedFrom::Engine );
PluginStatus.bIsEnabledByDefault = PluginInfo.bEnabledByDefault;
PluginStatus.bIsBetaVersion = PluginInfo.bIsBetaVersion;
PluginStatus.bHasContentFolder = PluginInfo.bCanContainContent;
// @todo plugedit: Maybe we should do the FileExists check ONCE at plugin load time and not at query time
const FString Icon128FilePath = FPaths::GetPath(Plugin->FileName) / PluginSystemDefs::RelativeIcon128FilePath;
if( FPlatformFileManager::Get().GetPlatformFile().FileExists( *Icon128FilePath ) )
{
PluginStatus.Icon128FilePath = Icon128FilePath;
}
PluginStatuses.Add( PluginStatus );
}
return PluginStatuses;
}
const TArray<FPluginContentFolder>& FPluginManager::GetPluginContentFolders() const
{
return ContentFolders;
}
#undef LOCTEXT_NAMESPACE