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paul chipchase 7b92bdae2f [UVT] The tool now supports the '-fastexit' commandline option
#rb none
#jira none
#rnx
#preflight 64258067b72410fc17a11f03

- The main goal was to prevent the GConfig from flushing to disk on shutdown as we do not want the tool to do that.
- We can do this by disabling the disk operations for GConfig or forcing the process to terminate, the latter of which we support in commandlets via the cmdline option '-fastexit'

[CL 24852905 by paul chipchase in ue5-main branch]
2023-03-30 08:47:06 -04:00

108 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealVirtualizationTool.h"
#include "Modules/ModuleManager.h"
#include "RequiredProgramMainCPPInclude.h"
#include "UnrealVirtualizationToolApp.h"
IMPLEMENT_APPLICATION(UnrealVirtualizationTool, "UnrealVirtualizationTool");
DEFINE_LOG_CATEGORY(LogVirtualizationTool);
int32 UnrealVirtualizationToolMain(int32 ArgC, TCHAR* ArgV[])
{
TRACE_CPUPROFILER_EVENT_SCOPE(UnrealVirtualizationToolMain);
using namespace UE::Virtualization;
// Although standalone tools can set the project path via the cmdline this will not change the ProjectDir being
// used as standalone tools have a beespoke path in FGenericPlatformMisc::ProjectDir. We can work around this
// for now by doing our own parsing then using the project dir override feature.
// This is a band aid while we consider adding better support for project files/directories with stand alone tools.
if(ArgC >= 2)
{
FString Cmd(ArgV[1]);
if (!Cmd.IsEmpty() && !Cmd.StartsWith(TEXT("-")) && Cmd.EndsWith(FProjectDescriptor::GetExtension()))
{
FString ProjectDir = FPaths::GetPath(Cmd);
ProjectDir = FFileManagerGeneric::DefaultConvertToRelativePath(*ProjectDir);
// The path should end with a trailing slash (see FGenericPlatformMisc::ProjectDir) so we use
// NormalizeFilename not NormalizeDirectoryName as the latter will remove trailing slashes. We
// also need to add one if it is missing.
// We probably should move this path fixup code to 'FPlatformMisc::SetOverrideProjectDir'
FPaths::NormalizeFilename(ProjectDir);
if (!ProjectDir.EndsWith(TEXT("/")))
{
ProjectDir += TEXT("/");
}
FPlatformMisc::SetOverrideProjectDir(ProjectDir);
}
}
GEngineLoop.PreInit(ArgC, ArgV);
check(GConfig && GConfig->IsReadyForUse());
#if 0
while (!FPlatformMisc::IsDebuggerPresent())
{
FPlatformProcess::SleepNoStats(0.0f);
}
PLATFORM_BREAK();
#endif
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
bool bRanSuccessfully = true;
FUnrealVirtualizationToolApp App;
EInitResult Result = App.Initialize();
if (Result == EInitResult::Success)
{
if (!App.Run())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("UnrealVirtualizationTool ran with errors"));
bRanSuccessfully = false;
}
}
else if(Result == EInitResult::Error)
{
UE_LOG(LogVirtualizationTool, Error, TEXT("UnrealVirtualizationTool failed to initialize"));
bRanSuccessfully = false;
}
UE_CLOG(bRanSuccessfully, LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool ran successfully"));
const uint8 ReturnCode = bRanSuccessfully ? 0 : 1;
if (FParse::Param(FCommandLine::Get(), TEXT("fastexit")))
{
FPlatformMisc::RequestExitWithStatus(true, ReturnCode);
}
else
{
TRACE_CPUPROFILER_EVENT_SCOPE(Shutdown);
GConfig->DisableFileOperations(); // We don't want to write out any config file changes!
// Even though we are exiting anyway we need to request an engine exit in order to get a clean shutdown
RequestEngineExit(TEXT("The process has finished"));
FEngineLoop::AppPreExit();
FModuleManager::Get().UnloadModulesAtShutdown();
FEngineLoop::AppExit();
}
return ReturnCode;
}
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
FTaskTagScope Scope(ETaskTag::EGameThread);
return UnrealVirtualizationToolMain(ArgC, ArgV);
}