Commit Graph

12 Commits

Author SHA1 Message Date
Mikolaj Sieluzycki
7a1386bfc9 #ttp 331740 UE4: Core: Runnable thread clean-up
#proj core
#branch UE4
#summary Remove all bAutoDeleteSelf and bAutoDeleteRunnable usage from the runnable.
#codereview Robert.Manuszewski

[CL 2070165 by Mikolaj Sieluzycki in Main branch]
2014-05-12 08:39:12 -04:00
Steve Robb
5ab9f3b278 Rocket build fixes
#change All headers in Classes, Public and Private are treated as candidates for UHT.
#change All candidate headers are scraped for the presence of a UCLASS, USTRUCT, UENUM, UINTERFACE and UDELEGATE at the start of a line and are only passed to UHT if one of these is present.
#fix Removed UENUMs from various games which were picked up as false positives by UBT but were never intended to be parsed by UHT.
#fix SocketSubsystem.h was including itself.

#codereview robert.manuszewski

[CL 2058796 by Steve Robb in Main branch]
2014-04-29 11:21:18 -04:00
Terence Burns
b225d39240 Windows XP game support added.
XP support is off by default and currently only supported for win32 builds using Visual Studio 2013
I have updated a lot of platform atomic calls to use 32 bits as 64 is not supported on windows xp.
Added extra checks in d3d11 to ensure that these cached shaders are for that platform.
Added a validity check to the TextInputMethodSystem before we try and process input.
128 bit atomics disabled for header generator. Causes issues with xp compilation. Reviewed by Steve Robb.
Texture Memory size stats changed to from bytes to kilobytes to satisfy dependency for 32 bit atomics.

Note: OpenGL is the default RHI for WindowsXP.

[CL 2057787 by Terence Burns in Main branch]
2014-04-28 11:19:24 -04:00
Max Preussner
e68711fa9a fixed FSocket::HasPendingData wrongly returning true if ioctrl is unavailable and/or the pending data size is zero
#CodeReview: peter.sauerbrei, josh.adams

[CL 2052830 by Max Preussner in Main branch]
2014-04-23 20:01:57 -04:00
Peter Sauerbrei
ad1395f6a6 #ue4
#ios
* fix for shutdown crash on iOS, no longer try to stop the socket subsystem if we aren't on the main thread

TTP328922

[CL 2045351 by Peter Sauerbrei in Main branch]
2014-04-23 18:43:57 -04:00
Dmitry Rekman
9c54fe2bf4 Making the decoding of IPv4 address symmetric with encoding. This seems to be specific to Windows/Xbox dual-stack.
[CL 2042081 by Dmitry Rekman in Main branch]
2014-04-23 17:59:30 -04:00
Dmitry Rekman
eff3c70acb Making IPv6 socket code RFC 2553-compliant (and thus not Windows-specific). Enabling Linux to support BSD v6 sockets too.
#codereview Ryan.Gerleve, Sam.Zamani, Josh.Markiewicz

[CL 2042078 by Dmitry Rekman in Main branch]
2014-04-23 17:59:20 -04:00
Ryan Gerleve
66157f714b #UE4 Fix for IPv6 sockets compile errors on non-Microsoft platforms
[CL 2042022 by Ryan Gerleve in Main branch]
2014-04-23 17:59:09 -04:00
Ryan Gerleve
f44fd64511 #UE4
- Start filling out the OSS session interface for Xbox Live, based on Lionhead's code. Basic flow is working: Create, Join, Find, Destroy etc all work through Xbox Live
- Added an IPv6 socket subsystem, also based on Lionhead's code (required for Xbox One)
- FURL constructor can now parse IPv6 hosts, IPv6 address must be enclosed in square brackets.
- Added new async item class, FOnlineAsyncItemGenericCallable, which makes is easy to use lambdas as async tasks.
- Temporarily set the ShooterGame defaults so that bIsLANMatch is true. This is to avoid communicating with Xbox Live during the first (non-multiplayer) cert pass.
- The ShooterGame server list would work over Xbox Live if the console menu exposed it. Leaving it off for first cert pass.

#codereview john.pollard, josh.markiewicz, sam.zamani

[CL 2041872 by Ryan Gerleve in Main branch]
2014-04-23 17:58:00 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
TimSweeney
3a75fe0114 Engine source (Main branch up to CL 2027006) 2014-03-15 01:14:25 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00