// Copyright Epic Games, Inc. All Rights Reserved. #include "CoreMinimal.h" #include "UnrealMultiUserSlateServerRun.h" #include "HAL/ExceptionHandling.h" #include "LaunchEngineLoop.h" #include "Misc/CommandLine.h" #include "Mac/CocoaThread.h" static FString GSavedCommandLine; @interface UnrealAppDelegate : NSObject { } @end @implementation UnrealAppDelegate //handler for the quit apple event used by the Dock menu - (void)handleQuitEvent:(NSAppleEventDescriptor*)Event withReplyEvent:(NSAppleEventDescriptor*)ReplyEvent { [self requestQuit:self]; } - (IBAction)requestQuit:(id)Sender { RequestEngineExit(TEXT("requestQuit")); } - (void)runGameThread:(id)Arg { FPlatformMisc::SetGracefulTerminationHandler(); FPlatformMisc::SetCrashHandler(nullptr); #if !UE_BUILD_SHIPPING if (FParse::Param(*GSavedCommandLine,TEXT("crashreports"))) { GAlwaysReportCrash = true; } #endif #if UE_BUILD_DEBUG if (!GAlwaysReportCrash) #else if (FPlatformMisc::IsDebuggerPresent() && !GAlwaysReportCrash) #endif { RunUnrealMultiUserServer(*GSavedCommandLine); } else { GIsGuarded = 1; RunUnrealMultiUserServer(*GSavedCommandLine); GIsGuarded = 0; } [NSApp terminate: self]; } - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)Sender; { if(!IsEngineExitRequested() || ([NSThread gameThread] && [NSThread gameThread] != [NSThread mainThread])) { [self requestQuit:self]; return NSTerminateLater; } else { return NSTerminateNow; } } - (void) applicationWillTerminate:(NSNotification*)notification { FTaskTagScope::SetTagStaticInit(); } - (void)applicationDidFinishLaunching:(NSNotification *)Notification { //install the custom quit event handler NSAppleEventManager* appleEventManager = [NSAppleEventManager sharedAppleEventManager]; [appleEventManager setEventHandler:self andSelector:@selector(handleQuitEvent:withReplyEvent:) forEventClass:kCoreEventClass andEventID:kAEQuitApplication]; RunGameThread(self, @selector(runGameThread:)); } @end int main( int argc, char *argv[] ) { FTaskTagScope::SetTagNone(); for (int32 Option = 1; Option < argc; Option++) { GSavedCommandLine += TEXT(" "); FString Argument(ANSI_TO_TCHAR(argv[Option])); if (Argument.Contains(TEXT(" "))) { if (Argument.Contains(TEXT("="))) { FString ArgName; FString ArgValue; Argument.Split( TEXT("="), &ArgName, &ArgValue ); Argument = FString::Printf( TEXT("%s=\"%s\""), *ArgName, *ArgValue ); } else { Argument = FString::Printf(TEXT("\"%s\""), *Argument); } } GSavedCommandLine += Argument; } SCOPED_AUTORELEASE_POOL; [NSApplication sharedApplication]; [NSApp setDelegate:[UnrealAppDelegate new]]; [NSApp run]; return 0; }