Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFileServer/Private/UnrealFileServer.cpp
Marc Audy 68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00

73 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealFileServer.h"
#include "DirectoryWatcherModule.h"
#include "RequiredProgramMainCPPInclude.h"
#include "INetworkFileServer.h"
#include "INetworkFileSystemModule.h"
#include "IDirectoryWatcher.h"
#include "SocketSubsystem.h"
IMPLEMENT_APPLICATION(UnrealFileServer, "UnrealFileServer");
/**
* Application entry point
*
* @param ArgC Command-line argument count
* @param ArgV Argument strings
*/
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
// start up the main loop
GEngineLoop.PreInit(ArgC, ArgV);
check(GConfig && GConfig->IsReadyForUse());
#if PLATFORM_WINDOWS
// hide the console window, if desired
if (FParse::Param(FCommandLine::Get(), TEXT("HIDDEN")))
{
ShowWindow(GetConsoleWindow(), SW_HIDE);
}
#endif
// start the listening thread
INetworkFileServer* NetworkFileServer = FModuleManager::LoadModuleChecked<INetworkFileSystemModule>("NetworkFileSystem")
.CreateNetworkFileServer(false);
// loop while the server does the rest
double LastTime = FPlatformTime::Seconds();
while (!IsEngineExitRequested())
{
BeginExitIfRequested();
// let some time pass
FPlatformProcess::Sleep(1.0f);
double Now = FPlatformTime::Seconds();
float DeltaSeconds = LastTime - Now;
LastTime = Now;
// @todo: Put me into an FTicker that is created when the DW module is loaded
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
DirectoryWatcherModule.Get()->Tick(Now - LastTime);
GLog->FlushThreadedLogs();
LastTime = Now;
}
// shutdown the server
NetworkFileServer->Shutdown();
delete NetworkFileServer;
// Shutdown sockets layer
ISocketSubsystem::ShutdownAllSystems();
return 0;
}