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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change3835972by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change3837040by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
1043 lines
30 KiB
C++
1043 lines
30 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "HAL/FileManager.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Paths.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Templates/ScopedPointer.h"
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#include "Stats/Stats.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/MonitoredProcess.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetPlatformModule.h"
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#include "Interfaces/ITargetPlatformManagerModule.h"
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#include "Interfaces/IAudioFormat.h"
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#include "Interfaces/IAudioFormatModule.h"
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#include "Interfaces/IShaderFormat.h"
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#include "Interfaces/IShaderFormatModule.h"
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#include "Interfaces/ITextureFormat.h"
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#include "Interfaces/ITextureFormatModule.h"
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#include "PlatformInfo.h"
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#include "DesktopPlatformModule.h"
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#if WITH_PHYSX
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#include "Physics/IPhysXCooking.h"
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#include "Physics/IPhysXCookingModule.h"
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#endif // WITH_PHYSX
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DEFINE_LOG_CATEGORY_STATIC(LogTargetPlatformManager, Log, All);
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// autosdks only function properly on windows right now.
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#if !IS_MONOLITHIC && (PLATFORM_WINDOWS)
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#define AUTOSDKS_ENABLED 1
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#else
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#define AUTOSDKS_ENABLED 0
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#endif
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/**
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* Module for the target platform manager
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*/
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class FTargetPlatformManagerModule
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: public ITargetPlatformManagerModule
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{
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public:
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/** Default constructor. */
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FTargetPlatformManagerModule()
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: bRestrictFormatsToRuntimeOnly(false)
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, bForceCacheUpdate(true)
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, bIgnoreFirstDelegateCall(true)
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{
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#if AUTOSDKS_ENABLED
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// AutoSDKs only enabled if UE_SDKS_ROOT is set.
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if (IsAutoSDKsEnabled())
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{
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DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FTargetPlatformManagerModule.StartAutoSDK" ), STAT_FTargetPlatformManagerModule_StartAutoSDK, STATGROUP_TargetPlatform );
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// amortize UBT cost by calling it once for all platforms, rather than once per platform.
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if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess"))==false)
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{
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FString UBTParams(TEXT("-autosdkonly"));
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int32 UBTReturnCode = -1;
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FString UBTOutput;
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if (!FDesktopPlatformModule::Get()->InvokeUnrealBuildToolSync(UBTParams, *GLog, true, UBTReturnCode, UBTOutput))
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{
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UE_LOG(LogTargetPlatformManager, Fatal, TEXT("Failed to run UBT to check SDK status!"));
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}
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}
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// we have to setup our local environment according to AutoSDKs or the ITargetPlatform's IsSDkInstalled calls may fail
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// before we get a change to setup for a given platform. Use the platforminfo list to avoid any kind of interdependency.
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int32 NumPlatforms;
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const PlatformInfo::FPlatformInfo* PlatformInfoArray = PlatformInfo::GetPlatformInfoArray(NumPlatforms);
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for (int32 i = 0; i < NumPlatforms; ++i)
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{
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const PlatformInfo::FPlatformInfo& PlatformInfo = PlatformInfoArray[i];
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if (PlatformInfo.AutoSDKPath.Len() > 0)
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{
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SetupAndValidateAutoSDK(PlatformInfo.AutoSDKPath);
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}
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}
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}
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#endif
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SetupSDKStatus();
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//GetTargetPlatforms(); redudant with next call
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GetActiveTargetPlatforms();
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GetAudioFormats();
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GetTextureFormats();
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GetShaderFormats();
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bForceCacheUpdate = false;
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FModuleManager::Get().OnModulesChanged().AddRaw(this, &FTargetPlatformManagerModule::ModulesChangesCallback);
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}
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/** Destructor. */
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virtual ~FTargetPlatformManagerModule()
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{
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FModuleManager::Get().OnModulesChanged().RemoveAll(this);
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}
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public:
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// ITargetPlatformManagerModule interface
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virtual void Invalidate() override
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{
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bForceCacheUpdate = true;
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SetupSDKStatus();
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//GetTargetPlatforms(); redudant with next call
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GetActiveTargetPlatforms();
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GetAudioFormats();
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GetTextureFormats();
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GetShaderFormats();
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bForceCacheUpdate = false;
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}
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virtual const TArray<ITargetPlatform*>& GetTargetPlatforms() override
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{
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if (Platforms.Num() == 0 || bForceCacheUpdate)
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{
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DiscoverAvailablePlatforms();
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}
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return Platforms;
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}
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virtual ITargetDevicePtr FindTargetDevice(const FTargetDeviceId& DeviceId) override
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{
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ITargetPlatform* Platform = FindTargetPlatform(DeviceId.GetPlatformName());
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if (Platform != nullptr)
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{
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return Platform->GetDevice(DeviceId);
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}
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return nullptr;
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}
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virtual ITargetPlatform* FindTargetPlatform(FString Name) override
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{
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const TArray<ITargetPlatform*>& TargetPlatforms = GetTargetPlatforms();
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for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
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{
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if (TargetPlatforms[Index]->PlatformName() == Name)
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{
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return TargetPlatforms[Index];
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}
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}
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return nullptr;
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}
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virtual const TArray<ITargetPlatform*>& GetCookingTargetPlatforms() override
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{
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static bool bInitialized = false;
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static TArray<ITargetPlatform*> Results;
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if ( !bInitialized || bForceCacheUpdate )
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{
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Results = GetActiveTargetPlatforms();
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FString PlatformStr;
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if (FParse::Value(FCommandLine::Get(), TEXT("TARGETPLATFORM="), PlatformStr))
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{
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if (PlatformStr == TEXT("None"))
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{
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Results = Platforms;
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}
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}
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else
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{
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Results = Platforms;
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}
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}
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return Results;
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}
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virtual const TArray<ITargetPlatform*>& GetActiveTargetPlatforms() override
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{
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static bool bInitialized = false;
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static TArray<ITargetPlatform*> Results;
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if (!bInitialized || bForceCacheUpdate)
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{
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bInitialized = true;
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Results.Empty(Results.Num());
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const TArray<ITargetPlatform*>& TargetPlatforms = GetTargetPlatforms();
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FString PlatformStr;
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if (FParse::Value(FCommandLine::Get(), TEXT("TARGETPLATFORM="), PlatformStr))
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{
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if (PlatformStr == TEXT("None"))
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{
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}
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else if (PlatformStr == TEXT("All"))
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{
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Results = TargetPlatforms;
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}
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else
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{
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TArray<FString> PlatformNames;
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PlatformStr.ParseIntoArray(PlatformNames, TEXT("+"), true);
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// for nicer user response
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FString AvailablePlatforms;
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for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
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{
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if (PlatformNames.Contains(TargetPlatforms[Index]->PlatformName()))
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{
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Results.Add(TargetPlatforms[Index]);
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}
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if(!AvailablePlatforms.IsEmpty())
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{
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AvailablePlatforms += TEXT(", ");
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}
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AvailablePlatforms += TargetPlatforms[Index]->PlatformName();
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}
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if (Results.Num() == 0)
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{
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// An invalid platform was specified...
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// Inform the user and exit.
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UE_LOG(LogTargetPlatformManager, Error, TEXT("Invalid target platform specified (%s). Available = { %s } "), *PlatformStr, *AvailablePlatforms);
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UE_LOG(LogTargetPlatformManager, Fatal, TEXT("Invalid target platform specified (%s). Available = { %s } "), *PlatformStr, *AvailablePlatforms);
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}
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}
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}
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else
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{
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// if there is no argument, use the current platform and only build formats that are actually needed to run.
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bRestrictFormatsToRuntimeOnly = true;
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for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
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{
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if (TargetPlatforms[Index]->IsRunningPlatform())
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{
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Results.Add(TargetPlatforms[Index]);
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}
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}
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}
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if (!Results.Num())
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{
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UE_LOG(LogTargetPlatformManager, Display, TEXT("Not building assets for any platform."));
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}
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else
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{
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for (int32 Index = 0; Index < Results.Num(); Index++)
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{
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UE_LOG(LogTargetPlatformManager, Display, TEXT("Building Assets For %s"), *Results[Index]->PlatformName());
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}
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}
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}
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return Results;
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}
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virtual bool RestrictFormatsToRuntimeOnly() override
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{
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GetActiveTargetPlatforms(); // make sure this is initialized
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return bRestrictFormatsToRuntimeOnly;
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}
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virtual ITargetPlatform* GetRunningTargetPlatform() override
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{
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static bool bInitialized = false;
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static ITargetPlatform* Result = nullptr;
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if (!bInitialized || bForceCacheUpdate)
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{
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bInitialized = true;
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Result = nullptr;
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const TArray<ITargetPlatform*>& TargetPlatforms = GetTargetPlatforms();
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for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
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{
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if (TargetPlatforms[Index]->IsRunningPlatform())
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{
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// we should not have two running platforms
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|
checkf((Result == nullptr),
|
|
TEXT("Found multiple running platforms.\n\t%s\nand\n\t%s"),
|
|
*Result->PlatformName(),
|
|
*TargetPlatforms[Index]->PlatformName()
|
|
);
|
|
Result = TargetPlatforms[Index];
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
virtual const TArray<const IAudioFormat*>& GetAudioFormats() override
|
|
{
|
|
static bool bInitialized = false;
|
|
static TArray<const IAudioFormat*> Results;
|
|
|
|
if (!bInitialized || bForceCacheUpdate)
|
|
{
|
|
bInitialized = true;
|
|
Results.Empty(Results.Num());
|
|
|
|
TArray<FName> Modules;
|
|
|
|
FModuleManager::Get().FindModules(TEXT("*AudioFormat*"), Modules);
|
|
|
|
if (!Modules.Num())
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target audio formats found!"));
|
|
}
|
|
|
|
for (int32 Index = 0; Index < Modules.Num(); Index++)
|
|
{
|
|
IAudioFormatModule* Module = FModuleManager::LoadModulePtr<IAudioFormatModule>(Modules[Index]);
|
|
if (Module)
|
|
{
|
|
IAudioFormat* Format = Module->GetAudioFormat();
|
|
if (Format != nullptr)
|
|
{
|
|
Results.Add(Format);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
virtual const IAudioFormat* FindAudioFormat(FName Name) override
|
|
{
|
|
const TArray<const IAudioFormat*>& AudioFormats = GetAudioFormats();
|
|
|
|
for (int32 Index = 0; Index < AudioFormats.Num(); Index++)
|
|
{
|
|
TArray<FName> Formats;
|
|
|
|
AudioFormats[Index]->GetSupportedFormats(Formats);
|
|
|
|
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
|
|
{
|
|
if (Formats[FormatIndex] == Name)
|
|
{
|
|
return AudioFormats[Index];
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
virtual const TArray<const ITextureFormat*>& GetTextureFormats() override
|
|
{
|
|
static bool bInitialized = false;
|
|
static TArray<const ITextureFormat*> Results;
|
|
|
|
if (!bInitialized || bForceCacheUpdate)
|
|
{
|
|
bInitialized = true;
|
|
Results.Empty(Results.Num());
|
|
|
|
TArray<FName> Modules;
|
|
|
|
FModuleManager::Get().FindModules(TEXT("*TextureFormat*"), Modules);
|
|
|
|
if (!Modules.Num())
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target texture formats found!"));
|
|
}
|
|
|
|
for (int32 Index = 0; Index < Modules.Num(); Index++)
|
|
{
|
|
ITextureFormatModule* Module = FModuleManager::LoadModulePtr<ITextureFormatModule>(Modules[Index]);
|
|
if (Module)
|
|
{
|
|
ITextureFormat* Format = Module->GetTextureFormat();
|
|
if (Format != nullptr)
|
|
{
|
|
Results.Add(Format);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
virtual const ITextureFormat* FindTextureFormat(FName Name) override
|
|
{
|
|
const TArray<const ITextureFormat*>& TextureFormats = GetTextureFormats();
|
|
|
|
for (int32 Index = 0; Index < TextureFormats.Num(); Index++)
|
|
{
|
|
TArray<FName> Formats;
|
|
|
|
TextureFormats[Index]->GetSupportedFormats(Formats);
|
|
|
|
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
|
|
{
|
|
if (Formats[FormatIndex] == Name)
|
|
{
|
|
return TextureFormats[Index];
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
virtual const TArray<const IShaderFormat*>& GetShaderFormats() override
|
|
{
|
|
static bool bInitialized = false;
|
|
static TArray<const IShaderFormat*> Results;
|
|
|
|
if (!bInitialized || bForceCacheUpdate)
|
|
{
|
|
bInitialized = true;
|
|
Results.Empty(Results.Num());
|
|
|
|
TArray<FName> Modules;
|
|
|
|
FModuleManager::Get().FindModules(SHADERFORMAT_MODULE_WILDCARD, Modules);
|
|
|
|
if (!Modules.Num())
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target shader formats found!"));
|
|
}
|
|
|
|
for (int32 Index = 0; Index < Modules.Num(); Index++)
|
|
{
|
|
IShaderFormatModule* Module = FModuleManager::LoadModulePtr<IShaderFormatModule>(Modules[Index]);
|
|
if (Module)
|
|
{
|
|
IShaderFormat* Format = Module->GetShaderFormat();
|
|
if (Format != nullptr)
|
|
{
|
|
Results.Add(Format);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return Results;
|
|
}
|
|
|
|
virtual const IShaderFormat* FindShaderFormat(FName Name) override
|
|
{
|
|
const TArray<const IShaderFormat*>& ShaderFormats = GetShaderFormats();
|
|
|
|
for (int32 Index = 0; Index < ShaderFormats.Num(); Index++)
|
|
{
|
|
TArray<FName> Formats;
|
|
|
|
ShaderFormats[Index]->GetSupportedFormats(Formats);
|
|
|
|
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
|
|
{
|
|
if (Formats[FormatIndex] == Name)
|
|
{
|
|
return ShaderFormats[Index];
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
virtual uint32 ShaderFormatVersion(FName Name) override
|
|
{
|
|
static TMap<FName, uint32> AlreadyFound;
|
|
uint32* Result = AlreadyFound.Find(Name);
|
|
|
|
if (!Result)
|
|
{
|
|
const IShaderFormat* SF = FindShaderFormat(Name);
|
|
|
|
if (SF)
|
|
{
|
|
Result = &AlreadyFound.Add(Name, SF->GetVersion(Name));
|
|
}
|
|
}
|
|
|
|
check(Result);
|
|
|
|
return *Result;
|
|
}
|
|
|
|
virtual const TArray<const IPhysXCooking*>& GetPhysXCooking() override
|
|
{
|
|
static bool bInitialized = false;
|
|
static TArray<const IPhysXCooking*> Results;
|
|
|
|
#if WITH_PHYSX
|
|
if (!bInitialized || bForceCacheUpdate)
|
|
{
|
|
bInitialized = true;
|
|
Results.Empty(Results.Num());
|
|
|
|
TArray<FName> Modules;
|
|
FModuleManager::Get().FindModules(TEXT("PhysXCooking*"), Modules);
|
|
|
|
if (!Modules.Num())
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target PhysX formats found!"));
|
|
}
|
|
|
|
for (int32 Index = 0; Index < Modules.Num(); Index++)
|
|
{
|
|
IPhysXCookingModule* Module = FModuleManager::LoadModulePtr<IPhysXCookingModule>(Modules[Index]);
|
|
if (Module)
|
|
{
|
|
IPhysXCooking* Format = Module->GetPhysXCooking();
|
|
if (Format != nullptr)
|
|
{
|
|
Results.Add(Format);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // WITH_PHYSX
|
|
|
|
return Results;
|
|
}
|
|
|
|
virtual const IPhysXCooking* FindPhysXCooking(FName Name) override
|
|
{
|
|
#if WITH_PHYSX
|
|
const TArray<const IPhysXCooking*>& PhysXCooking = GetPhysXCooking();
|
|
|
|
for (int32 Index = 0; Index < PhysXCooking.Num(); Index++)
|
|
{
|
|
TArray<FName> Formats;
|
|
|
|
PhysXCooking[Index]->GetSupportedFormats(Formats);
|
|
|
|
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
|
|
{
|
|
if (Formats[FormatIndex] == Name)
|
|
{
|
|
return PhysXCooking[Index];
|
|
}
|
|
}
|
|
}
|
|
#endif // WITH_PHYSX
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
protected:
|
|
|
|
/**
|
|
* Checks whether AutoSDK is enabled.
|
|
*
|
|
* @return true if the SDK is enabled, false otherwise.
|
|
*/
|
|
bool IsAutoSDKsEnabled()
|
|
{
|
|
static const FString SDKRootEnvFar(TEXT("UE_SDKS_ROOT"));
|
|
const int32 MaxPathSize = 16384;
|
|
TCHAR SDKPath[MaxPathSize] = { 0 };
|
|
FPlatformMisc::GetEnvironmentVariable(*SDKRootEnvFar, SDKPath, MaxPathSize);
|
|
|
|
// AutoSDKs only enabled if UE_SDKS_ROOT is set.
|
|
if (SDKPath[0] != 0)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/** Discovers the available target platforms. */
|
|
void DiscoverAvailablePlatforms()
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FTargetPlatformManagerModule::DiscoverAvailablePlatforms" ), STAT_FTargetPlatformManagerModule_DiscoverAvailablePlatforms, STATGROUP_TargetPlatform );
|
|
|
|
Platforms.Empty(Platforms.Num());
|
|
|
|
TArray<FName> Modules;
|
|
|
|
FString ModuleWildCard = TEXT("*TargetPlatform");
|
|
|
|
#if WITH_EDITOR
|
|
// if we have the editor and we are using -game
|
|
// only need to instantiate the current platform
|
|
#if PLATFORM_WINDOWS
|
|
if (IsRunningGame())
|
|
{
|
|
ModuleWildCard = TEXT("Windows*TargetPlatform");
|
|
}
|
|
#endif
|
|
#endif
|
|
FModuleManager::Get().FindModules(*ModuleWildCard, Modules);
|
|
|
|
// remove this module from the list
|
|
Modules.Remove(FName(TEXT("TargetPlatform")));
|
|
|
|
if (!Modules.Num())
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target platforms found!"));
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(Modules.Num());
|
|
for (int32 Index = 0; Index < Modules.Num(); Index++)
|
|
{
|
|
SlowTask.EnterProgressFrame(1);
|
|
ITargetPlatformModule* Module = FModuleManager::LoadModulePtr<ITargetPlatformModule>(Modules[Index]);
|
|
if (Module)
|
|
{
|
|
ITargetPlatform* Platform = Module->GetTargetPlatform();
|
|
if (Platform != nullptr)
|
|
{
|
|
// would like to move this check to GetActiveTargetPlatforms, but too many things cache this result
|
|
// this setup will become faster after TTP 341897 is complete.
|
|
RETRY_SETUPANDVALIDATE:
|
|
if (SetupAndValidateAutoSDK(Platform->GetPlatformInfo().AutoSDKPath))
|
|
{
|
|
UE_LOG(LogTemp, Display, TEXT("Loaded TP %s"), *Modules[Index].ToString());
|
|
Platforms.Add(Platform);
|
|
}
|
|
else
|
|
{
|
|
// this hack is here because if you try and setup and validate autosdk some times it will fail because shared files are in use by another child cooker
|
|
static bool bIsChildCooker = FParse::Param(FCommandLine::Get(), TEXT("cookchild"));
|
|
if (bIsChildCooker)
|
|
{
|
|
static int Counter = 0;
|
|
++Counter;
|
|
if (Counter < 10)
|
|
{
|
|
goto RETRY_SETUPANDVALIDATE;
|
|
}
|
|
}
|
|
UE_LOG(LogTemp, Display, TEXT("Failed to SetupAndValidateAutoSDK for platform %s"), *Modules[Index].ToString());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogTemp, Display, TEXT("Failed to get target platform %s"), *Modules[Index].ToString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UpdatePlatformEnvironment(FString PlatformName, TArray<FString> &Keys, TArray<FString> &Values) override
|
|
{
|
|
SetupEnvironmentVariables(Keys, Values);
|
|
return SetupSDKStatus(PlatformName);
|
|
}
|
|
|
|
bool SetupAndValidateAutoSDK(const FString& AutoSDKPath)
|
|
{
|
|
#if AUTOSDKS_ENABLED
|
|
bool bValidSDK = false;
|
|
if (AutoSDKPath.Len() > 0)
|
|
{
|
|
FName PlatformFName(*AutoSDKPath);
|
|
|
|
// cache result of the last setup attempt to avoid calling UBT all the time.
|
|
bool* bPreviousSetupSuccessful = PlatformsSetup.Find(PlatformFName);
|
|
if (bPreviousSetupSuccessful)
|
|
{
|
|
bValidSDK = *bPreviousSetupSuccessful;
|
|
}
|
|
else
|
|
{
|
|
bValidSDK = SetupEnvironmentFromAutoSDK(AutoSDKPath);
|
|
PlatformsSetup.Add(PlatformFName, bValidSDK);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if a platform has no AutoSDKPath, then just assume the SDK is installed, we have no basis for determining it.
|
|
bValidSDK = true;
|
|
}
|
|
return bValidSDK;
|
|
#else
|
|
return true;
|
|
#endif // AUTOSDKS_ENABLED
|
|
}
|
|
|
|
bool SetupEnvironmentFromAutoSDK(const FString& AutoSDKPath)
|
|
{
|
|
#if AUTOSDKS_ENABLED
|
|
|
|
if (!IsAutoSDKsEnabled())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Invoke UBT to perform SDK switching, or detect that a proper manual SDK is already setup.
|
|
#if PLATFORM_WINDOWS
|
|
FString HostPlatform(TEXT("HostWin64"));
|
|
#else
|
|
#error Fill in your host platform directory
|
|
#endif
|
|
|
|
static const FString SDKRootEnvFar(TEXT("UE_SDKS_ROOT"));
|
|
const int32 MaxPathSize = 16384;
|
|
FString SDKPath = FString::ChrN(16384, TEXT('\0'));
|
|
FPlatformMisc::GetEnvironmentVariable(*SDKRootEnvFar, SDKPath.GetCharArray().GetData(), MaxPathSize);
|
|
|
|
FString TargetSDKRoot = FPaths::Combine(*SDKPath, *HostPlatform, *AutoSDKPath);
|
|
static const FString SDKInstallManifestFileName(TEXT("CurrentlyInstalled.txt"));
|
|
FString SDKInstallManifestFilePath = FPaths::Combine(*TargetSDKRoot, *SDKInstallManifestFileName);
|
|
|
|
// If we are using a manual install, then it is valid for there to be no OutputEnvVars file.
|
|
TUniquePtr<FArchive> InstallManifestFile(IFileManager::Get().CreateFileReader(*SDKInstallManifestFilePath));
|
|
if (InstallManifestFile)
|
|
{
|
|
TArray<FString> FileLines;
|
|
int64 FileSize = InstallManifestFile->TotalSize();
|
|
int64 MemSize = FileSize + 1;
|
|
void* FileMem = FMemory::Malloc(MemSize);
|
|
FMemory::Memset(FileMem, 0, MemSize);
|
|
|
|
InstallManifestFile->Serialize(FileMem, FileSize);
|
|
|
|
FString FileAsString(ANSI_TO_TCHAR(FileMem));
|
|
FileAsString.ParseIntoArrayLines(FileLines);
|
|
|
|
FMemory::Free(FileMem);
|
|
InstallManifestFile->Close();
|
|
|
|
|
|
if (FileLines.Num() != 2)
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Warning, TEXT("Malformed install manifest file for Platform %s"), *AutoSDKPath);
|
|
return false;
|
|
}
|
|
|
|
static const FString ManualSDKString(TEXT("ManualSDK"));
|
|
if (FileLines[1].Compare(ManualSDKString, ESearchCase::IgnoreCase) == 0)
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Platform %s has manual sdk install"), *AutoSDKPath);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Log, TEXT("Install manifest file for Platform %s not found. Platform not set up."), *AutoSDKPath);
|
|
return false;
|
|
}
|
|
|
|
static const FString SDKEnvironmentVarsFile(TEXT("OutputEnvVars.txt"));
|
|
FString EnvVarFileName = FPaths::Combine(*TargetSDKRoot, *SDKEnvironmentVarsFile);
|
|
|
|
// If we are using a manual install, then it is valid for there to be no OutputEnvVars file.
|
|
TUniquePtr<FArchive> EnvVarFile(IFileManager::Get().CreateFileReader(*EnvVarFileName));
|
|
if (EnvVarFile)
|
|
{
|
|
TArray<FString> FileLines;
|
|
{
|
|
int64 FileSize = EnvVarFile->TotalSize();
|
|
int64 MemSize = FileSize + 1;
|
|
void* FileMem = FMemory::Malloc(MemSize);
|
|
FMemory::Memset(FileMem, 0, MemSize);
|
|
|
|
EnvVarFile->Serialize(FileMem, FileSize);
|
|
|
|
FString FileAsString(ANSI_TO_TCHAR(FileMem));
|
|
FileAsString.ParseIntoArrayLines(FileLines);
|
|
|
|
FMemory::Free(FileMem);
|
|
EnvVarFile->Close();
|
|
}
|
|
|
|
TArray<FString> PathAdds;
|
|
TArray<FString> PathRemoves;
|
|
TArray<FString> EnvVarNames;
|
|
TArray<FString> EnvVarValues;
|
|
|
|
const FString VariableSplit(TEXT("="));
|
|
for (int32 i = 0; i < FileLines.Num(); ++i)
|
|
{
|
|
const FString& VariableString = FileLines[i];
|
|
|
|
FString Left;
|
|
FString Right;
|
|
VariableString.Split(VariableSplit, &Left, &Right);
|
|
|
|
if (Left.Compare(TEXT("strippath"), ESearchCase::IgnoreCase) == 0)
|
|
{
|
|
PathRemoves.Add(Right);
|
|
}
|
|
else if (Left.Compare(TEXT("addpath"), ESearchCase::IgnoreCase) == 0)
|
|
{
|
|
PathAdds.Add(Right);
|
|
}
|
|
else
|
|
{
|
|
// convenience for setup.bat writers. Trim any accidental whitespace from var names/values.
|
|
EnvVarNames.Add(Left.TrimStartAndEnd());
|
|
EnvVarValues.Add(Right.TrimStartAndEnd());
|
|
}
|
|
}
|
|
|
|
// don't actually set anything until we successfully validate and read all values in.
|
|
// we don't want to set a few vars, return a failure, and then have a platform try to
|
|
// build against a manually installed SDK with half-set env vars.
|
|
SetupEnvironmentVariables(EnvVarNames, EnvVarValues);
|
|
|
|
|
|
const int32 MaxPathVarLen = 32768;
|
|
FString OrigPathVar = FString::ChrN(MaxPathVarLen, TEXT('\0'));
|
|
FPlatformMisc::GetEnvironmentVariable(TEXT("PATH"), OrigPathVar.GetCharArray().GetData(), MaxPathVarLen);
|
|
|
|
// actually perform the PATH stripping / adding.
|
|
const TCHAR* PathDelimiter = FPlatformMisc::GetPathVarDelimiter();
|
|
TArray<FString> PathVars;
|
|
OrigPathVar.ParseIntoArray(PathVars, PathDelimiter, true);
|
|
|
|
TArray<FString> ModifiedPathVars;
|
|
ModifiedPathVars = PathVars;
|
|
|
|
// perform removes first, in case they overlap with any adds.
|
|
for (int32 PathRemoveIndex = 0; PathRemoveIndex < PathRemoves.Num(); ++PathRemoveIndex)
|
|
{
|
|
const FString& PathRemove = PathRemoves[PathRemoveIndex];
|
|
for (int32 PathVarIndex = 0; PathVarIndex < PathVars.Num(); ++PathVarIndex)
|
|
{
|
|
const FString& PathVar = PathVars[PathVarIndex];
|
|
if (PathVar.Find(PathRemove, ESearchCase::IgnoreCase) >= 0)
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Removing Path: '%s'"), *PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove all the of ADDs so that if this function is executed multiple times, the paths will be guarateed to be in the same order after each run.
|
|
// If we did not do this, a 'remove' that matched some, but not all, of our 'adds' would cause the order to change.
|
|
for (int32 PathAddIndex = 0; PathAddIndex < PathAdds.Num(); ++PathAddIndex)
|
|
{
|
|
const FString& PathAdd = PathAdds[PathAddIndex];
|
|
for (int32 PathVarIndex = 0; PathVarIndex < PathVars.Num(); ++PathVarIndex)
|
|
{
|
|
const FString& PathVar = PathVars[PathVarIndex];
|
|
if (PathVar.Find(PathAdd, ESearchCase::IgnoreCase) >= 0)
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Removing Path: '%s'"), *PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// perform adds, but don't add duplicates
|
|
for (int32 PathAddIndex = 0; PathAddIndex < PathAdds.Num(); ++PathAddIndex)
|
|
{
|
|
const FString& PathAdd = PathAdds[PathAddIndex];
|
|
if (!ModifiedPathVars.Contains(PathAdd))
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Adding Path: '%s'"), *PathAdd);
|
|
ModifiedPathVars.Add(PathAdd);
|
|
}
|
|
}
|
|
|
|
FString ModifiedPath = FString::Join(ModifiedPathVars, PathDelimiter);
|
|
FPlatformMisc::SetEnvironmentVar(TEXT("PATH"), *ModifiedPath);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogTargetPlatformManager, Warning, TEXT("OutputEnvVars.txt not found for platform: '%s'"), *AutoSDKPath);
|
|
return false;
|
|
}
|
|
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Platform %s has auto sdk install"), *AutoSDKPath);
|
|
return true;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
bool SetupSDKStatus()
|
|
{
|
|
return SetupSDKStatus(TEXT(""));
|
|
}
|
|
|
|
bool SetupSDKStatus(FString TargetPlatforms)
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FTargetPlatformManagerModule::SetupSDKStatus" ), STAT_FTargetPlatformManagerModule_SetupSDKStatus, STATGROUP_TargetPlatform );
|
|
|
|
// run UBT with -validate -allplatforms and read the output
|
|
FString CmdExe, CommandLine;
|
|
|
|
if (PLATFORM_MAC)
|
|
{
|
|
CmdExe = TEXT("/bin/sh");
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
|
|
CommandLine = TEXT("\"") + ScriptPath + TEXT("\" \"") + FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNET/UnrealBuildTool.exe")) + TEXT("\" -validateplatform");
|
|
}
|
|
else if (PLATFORM_WINDOWS)
|
|
{
|
|
CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNET/UnrealBuildTool.exe"));
|
|
CommandLine = TEXT("-validateplatform");
|
|
}
|
|
else if (PLATFORM_LINUX)
|
|
{
|
|
CmdExe = TEXT("/bin/bash"); // bash and not sh because of pushd
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
|
|
CommandLine = TEXT("\"") + ScriptPath + TEXT("\" \"") + FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNET/UnrealBuildTool.exe")) + TEXT("\" -validateplatform");
|
|
}
|
|
else
|
|
{
|
|
checkf(false, TEXT("FTargetPlatformManagerModule::SetupSDKStatus(): Unsupported platform!"));
|
|
}
|
|
|
|
// Allow for only a subset of platforms to be reparsed - needed when kicking a change from the UI
|
|
CommandLine += TargetPlatforms.IsEmpty() ? TEXT(" -allplatforms") : (TEXT(" -platforms=") + TargetPlatforms);
|
|
|
|
TSharedPtr<FMonitoredProcess> UBTProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
|
|
UBTProcess->OnOutput().BindStatic(&FTargetPlatformManagerModule::OnStatusOutput);
|
|
SDKStatusMessage = TEXT("");
|
|
UBTProcess->Launch();
|
|
while(UBTProcess->Update())
|
|
{
|
|
FPlatformProcess::Sleep(0.01f);
|
|
}
|
|
|
|
TArray<FString> PlatArray;
|
|
SDKStatusMessage.ParseIntoArrayWS(PlatArray);
|
|
for (int Index = 0; Index < PlatArray.Num()-2; ++Index)
|
|
{
|
|
FString Item = PlatArray[Index];
|
|
if (PlatArray[Index].Contains(TEXT("##PlatformValidate:")))
|
|
{
|
|
PlatformInfo::EPlatformSDKStatus Status = PlatArray[Index+2].Contains(TEXT("INVALID")) ? PlatformInfo::EPlatformSDKStatus::NotInstalled : PlatformInfo::EPlatformSDKStatus::Installed;
|
|
FString PlatformName = PlatArray[Index+1];
|
|
if (PlatformName == TEXT("Win32") || PlatformName == TEXT("Win64"))
|
|
{
|
|
PlatformName = TEXT("Windows");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("WindowsNoEditor");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("WindowsClient");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("WindowsServer");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
}
|
|
else if (PlatformName == TEXT("Mac"))
|
|
{
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("MacNoEditor");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("MacClient");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("MacServer");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
}
|
|
else if (PlatformName == TEXT("Linux"))
|
|
{
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("LinuxNoEditor");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("LinuxClient");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
PlatformName = TEXT("LinuxServer");
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
}
|
|
else if (PlatformName == TEXT("Desktop"))
|
|
{
|
|
// since Desktop is just packaging, we don't need an SDK, and UBT will return INVALID, since it doesn't build for it
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, PlatformInfo::EPlatformSDKStatus::Installed);
|
|
}
|
|
else
|
|
{
|
|
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
|
|
void SetupEnvironmentVariables(TArray<FString> &EnvVarNames, const TArray<FString>& EnvVarValues)
|
|
{
|
|
for (int i = 0; i < EnvVarNames.Num(); ++i)
|
|
{
|
|
const FString& EnvVarName = EnvVarNames[i];
|
|
const FString& EnvVarValue = EnvVarValues[i];
|
|
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Setting variable '%s' to '%s'."), *EnvVarName, *EnvVarValue);
|
|
FPlatformMisc::SetEnvironmentVar(*EnvVarName, *EnvVarValue);
|
|
}
|
|
}
|
|
|
|
void ModulesChangesCallback(FName ModuleName, EModuleChangeReason ReasonForChange)
|
|
{
|
|
if (!bIgnoreFirstDelegateCall && ModuleName.ToString().Contains(TEXT("TargetPlatform")) && !ModuleName.ToString().Contains(TEXT("ProjectTargetPlatformEditor")))
|
|
{
|
|
Invalidate();
|
|
}
|
|
bIgnoreFirstDelegateCall = false;
|
|
}
|
|
|
|
static FString SDKStatusMessage;
|
|
static void OnStatusOutput(FString Message)
|
|
{
|
|
SDKStatusMessage += Message;
|
|
}
|
|
|
|
// If true we should build formats that are actually required for use by the runtime.
|
|
// This happens for an ordinary editor run and more specifically whenever there is no
|
|
// TargetPlatform= on the command line.
|
|
bool bRestrictFormatsToRuntimeOnly;
|
|
|
|
// Flag to force reinitialization of all cached data. This is needed to have up-to-date caches
|
|
// in case of a module reload of a TargetPlatform-Module.
|
|
bool bForceCacheUpdate;
|
|
|
|
// Flag to avoid redunant reloads
|
|
bool bIgnoreFirstDelegateCall;
|
|
|
|
// Holds the list of discovered platforms.
|
|
TArray<ITargetPlatform*> Platforms;
|
|
|
|
#if AUTOSDKS_ENABLED
|
|
// holds the list of Platforms that have attempted setup.
|
|
TMap<FName, bool> PlatformsSetup;
|
|
#endif
|
|
};
|
|
|
|
|
|
FString FTargetPlatformManagerModule::SDKStatusMessage = TEXT("");
|
|
|
|
|
|
IMPLEMENT_MODULE(FTargetPlatformManagerModule, TargetPlatform);
|