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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229011 on 2016/12/09 by Steve.Robb Licensee version updated in FWorldTileInfo::Read(). https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html Change 3230493 on 2016/12/12 by Robert.Manuszewski Adding a check against assembling the reference token stream while streaming without locking GC. Change 3230515 on 2016/12/12 by Steve.Robb GetStaticEnum and GetStaticStruct removed. Various generated code tidy-ups. Change 3230522 on 2016/12/12 by Steve.Robb UHT no longer complains about bases with different prefixes. References to obsolete DependsOn removed. Change 3230528 on 2016/12/12 by Steve.Robb ReferenceChainSearch tidyups. Change 3234235 on 2016/12/14 by Robert.Manuszewski PR #2695: fix comments (Contributed by wyhily2010) Change 3234237 on 2016/12/14 by Robert.Manuszewski PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC Rama (Contributed by EverNewJoy) Change 3236214 on 2016/12/15 by Robert.Manuszewski PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro) Change 3236582 on 2016/12/15 by Robert.Manuszewski Allow commandline use in shipping builds #jira UE-24613 Change 3236591 on 2016/12/15 by Robert.Manuszewski Removed unnecessary console variable logspam #jira UE-24614 Change 3236737 on 2016/12/15 by Steve.Robb Fixes to non-contiguous enums in OSS. Change 3239686 on 2016/12/19 by Chris.Wood Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12) [UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3 Change 3240687 on 2016/12/20 by Chris.Wood Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13) [UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request Change 3246347 on 2017/01/04 by Steve.Robb Readability, debuggability and standards improvements. Change 3249122 on 2017/01/06 by Steve.Robb Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity. Change 3249580 on 2017/01/06 by Steve.Robb Fix for TArray::HeapSort when array contains pointers. See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html Change 3250593 on 2017/01/09 by Robert.Manuszewski PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist) Change 3250596 on 2017/01/09 by Robert.Manuszewski PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar) Change 3250599 on 2017/01/09 by Robert.Manuszewski PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar) Change 3250863 on 2017/01/09 by Steve.Robb Build configuration option to force the use of the Debug version of UnrealHeaderTool. Change 3250994 on 2017/01/09 by Ben.Zeigler Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them Change 3251000 on 2017/01/09 by Ben.Zeigler #jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform. It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually Some refactors to pass in information needed by the new system that the old system didn't need Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile Change 3253580 on 2017/01/11 by Graeme.Thornton Added some validation of the class index in exportmap entries #jira UE-37873 Change 3253777 on 2017/01/11 by Graeme.Thornton Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files #jira UE-39946 Change 3257750 on 2017/01/13 by Ben.Zeigler Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more. Added backward compatibilty code and fixed some conflicts in the ini. Change 3261176 on 2017/01/17 by Ben.Zeigler #jira UE-40746 Fix redundant ini redirect #jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago Change 3261915 on 2017/01/18 by Steve.Robb Fixes to localized printf formats. Change 3262142 on 2017/01/18 by Ben.Zeigler Remove runtime code for old ActiveClassRedirects and related systems. It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change. Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap. Change 3263596 on 2017/01/19 by Gil.Gribb UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time. Change 3263597 on 2017/01/19 by Gil.Gribb UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments. Change 3263922 on 2017/01/19 by Gil.Gribb UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes. Change 3264131 on 2017/01/19 by Robert.Manuszewski Simple app to test hard to repro bugs Change 3264849 on 2017/01/19 by Ben.Zeigler Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted: +ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True) Change 3265232 on 2017/01/19 by Ben.Zeigler #jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini Move plugin-specific redirects to new plugin ini files Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times Move all redirects after 4.11 to new ini format Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects Change 3265490 on 2017/01/20 by Steve.Robb Prevent engine reinstancing on hot reload. #jira UE-40765 Change 3265593 on 2017/01/20 by Gil.Gribb UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming. Change 3266003 on 2017/01/20 by Gil.Gribb UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill. Change 3267433 on 2017/01/22 by Gil.Gribb UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports. Change 3267677 on 2017/01/23 by Steve.Robb Fix for whitespace before UCLASS() causing compile errors. #jira UE-24110 Change 3267685 on 2017/01/23 by Steve.Robb First pass of fixes to printf-style calls to only use TCHAR[] specifiers. Change 3267746 on 2017/01/23 by Steven.Hutton Resolve offline work Changes to repositories to support better handling of db connections. Change 3267865 on 2017/01/23 by Steve.Robb Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate(). #fyi nick.darnell Change 3268075 on 2017/01/23 by Gil.Gribb UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader. Change 3268447 on 2017/01/23 by Gil.Gribb Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed. Change 3269491 on 2017/01/24 by Gil.Gribb UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead. Change 3269492 on 2017/01/24 by Gil.Gribb UE4 - Suppressed a few EDL cook wanrings. Change 3270085 on 2017/01/24 by Gil.Gribb UE4 - Remove pak highwater spam. Change 3270089 on 2017/01/24 by Gil.Gribb UE4 - fix random bug with memory counting and some vertex buffer Change 3271246 on 2017/01/25 by Chris.Wood Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14) [UE-40605] - Machine ID is not being shown on the crashreporter website Change 3271827 on 2017/01/25 by Steve.Robb C4946 warning disabled in third party headers (triggers in Clang/LLVM). Change 3271874 on 2017/01/25 by Steve.Robb Fix for missing error check after header preparsing. Change 3271911 on 2017/01/25 by Steve.Robb ObjectMacros.h now automatically included by generated headers. #fyi jamie.dale Change 3273125 on 2017/01/26 by Steve.Robb Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors. #fyi james.golding Change 3273209 on 2017/01/26 by Steve.Robb UnrealCodeAnalyzer compilation fixes. Change 3274917 on 2017/01/27 by Steve.Robb GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120). Now-unused field removed. Change 3279091 on 2017/01/31 by Ben.Marsh UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead. Change 3279195 on 2017/01/31 by Gil.Gribb Turned EDL on for orion Change 3279493 on 2017/01/31 by Ben.Zeigler #jira UE-41341 Redo redirector fixups that got undone in merge from Main Change 3280284 on 2017/01/31 by Ben.Zeigler #jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist. Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate. Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini. Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash. Change 3280299 on 2017/01/31 by Gil.Gribb possibly fix edl at boot with orion server....though was no-repro Change 3280386 on 2017/01/31 by Ben.Zeigler Header include fixes for -nopch, fixes incremental build Change 3280557 on 2017/01/31 by Ben.Zeigler Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases Change 3280817 on 2017/02/01 by Steve.Robb Unused SmartCastProperty removed. Change 3280897 on 2017/02/01 by Chris.Wood Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15) [UE-41338] - Fix CRP shutdown when website isn't accepting new crashes Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too. Change 3280989 on 2017/02/01 by Gil.Gribb New unrealpak binaries Change 3281416 on 2017/02/01 by Michael.Trepka Updated UnrealPak binaries for Mac Change 3282457 on 2017/02/01 by Ben.Zeigler #jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally. This code is safer in general in my local version so just doing a quick fix for now Change 3282619 on 2017/02/01 by Arciel.Rekman Linux: update UnrealPak. [CL 3283649 by Ben Marsh in Main branch]
3718 lines
115 KiB
C++
3718 lines
115 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "LaunchEngineLoop.h"
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#include "HAL/PlatformStackWalk.h"
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#include "HAL/PlatformOutputDevices.h"
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#include "Misc/MessageDialog.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/QueuedThreadPool.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformAffinity.h"
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#include "Misc/FileHelper.h"
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#include "Internationalization/TextLocalizationManagerGlobals.h"
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#include "Logging/LogSuppressionInterface.h"
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#include "Async/TaskGraphInterfaces.h"
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#include "Misc/TimeGuard.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/OutputDeviceHelper.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Misc/AutomationTest.h"
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#include "Misc/CommandLine.h"
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#include "Misc/App.h"
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#include "Misc/OutputDeviceConsole.h"
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#include "HAL/PlatformFilemanager.h"
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#include "Templates/ScopedPointer.h"
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#include "HAL/FileManagerGeneric.h"
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#include "HAL/ExceptionHandling.h"
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#include "Stats/StatsMallocProfilerProxy.h"
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#include "HAL/PlatformSplash.h"
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#include "HAL/ThreadManager.h"
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#include "ProfilingDebugging/ExternalProfiler.h"
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#include "Containers/Ticker.h"
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#include "Interfaces/IPluginManager.h"
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#include "ProjectDescriptor.h"
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#include "Interfaces/IProjectManager.h"
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#include "Misc/UProjectInfo.h"
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#include "Misc/EngineVersion.h"
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#include "HAL/IOBase.h"
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#include "Misc/CoreDelegates.h"
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#include "Modules/ModuleManager.h"
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#include "Runtime/Launch/Resources/Version.h"
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#include "VersionManifest.h"
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#include "UObject/DevObjectVersion.h"
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#include "HAL/ThreadHeartBeat.h"
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#include "Misc/NetworkVersion.h"
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#include "UniquePtr.h"
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#if WITH_COREUOBJECT
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#include "Internationalization/PackageLocalizationManager.h"
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#include "Misc/PackageName.h"
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#include "Misc/StartupPackages.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/Package.h"
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#include "UObject/Linker.h"
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#include "UObject/LinkerLoad.h"
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#endif
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#if WITH_EDITOR
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#include "EditorStyleSet.h"
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#include "Misc/RemoteConfigIni.h"
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#include "EditorCommandLineUtils.h"
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#include "Input/Reply.h"
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#include "Styling/CoreStyle.h"
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#include "RenderingThread.h"
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#include "Editor/EditorEngine.h"
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#include "UnrealEdMisc.h"
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#include "UnrealEdGlobals.h"
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#include "Editor/UnrealEdEngine.h"
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#include "Settings/EditorExperimentalSettings.h"
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#include "Interfaces/IEditorStyleModule.h"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <objbase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#endif
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#if WITH_ENGINE
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#include "Engine/GameEngine.h"
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#include "UnrealClient.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/GameUserSettings.h"
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#include "Features/IModularFeatures.h"
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#include "GameFramework/WorldSettings.h"
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#include "SystemSettings.h"
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#include "EngineStats.h"
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#include "EngineGlobals.h"
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#include "AudioThread.h"
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#include "Interfaces/IAutomationControllerModule.h"
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#include "Database.h"
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#include "DerivedDataCacheInterface.h"
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#include "ShaderCompiler.h"
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#include "DistanceFieldAtlas.h"
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#include "GlobalShader.h"
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#include "Materials/MaterialInterface.h"
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#include "TextureResource.h"
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#include "Engine/Texture2D.h"
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#include "StringTable.h"
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#include "SceneUtils.h"
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#include "ParticleHelper.h"
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#include "PhysicsPublic.h"
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#include "PlatformFeatures.h"
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#include "DeviceProfiles/DeviceProfileManager.h"
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#include "Commandlets/Commandlet.h"
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#include "EngineService.h"
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#include "ContentStreaming.h"
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#include "HighResScreenshot.h"
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#include "Misc/HotReloadInterface.h"
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#include "ISessionServicesModule.h"
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#include "Net/OnlineEngineInterface.h"
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#include "Internationalization/EnginePackageLocalizationCache.h"
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#include "Rendering/SlateRenderer.h"
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#include "Layout/WidgetPath.h"
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#include "Framework/Application/SlateApplication.h"
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#include "IMessagingModule.h"
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#include "Engine/DemoNetDriver.h"
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#if !UE_SERVER
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#include "IHeadMountedDisplayModule.h"
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#include "HeadMountedDisplay.h"
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#include "Interfaces/ISlateRHIRendererModule.h"
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#include "Interfaces/ISlateNullRendererModule.h"
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#include "EngineFontServices.h"
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#endif
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#include "MoviePlayer.h"
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#if !UE_BUILD_SHIPPING
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#include "STaskGraph.h"
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#include "IProfilerServiceModule.h"
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#endif
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#if WITH_AUTOMATION_WORKER
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#include "Interfaces/IAutomationWorkerModule.h"
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#endif
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#endif //WITH_ENGINE
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class FSlateRenderer;
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class SViewport;
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class IPlatformFile;
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class FExternalProfiler;
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class FFeedbackContext;
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#if WITH_EDITOR
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#include "FeedbackContextEditor.h"
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static FFeedbackContextEditor UnrealEdWarn;
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#include "AudioEditorModule.h"
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#endif // WITH_EDITOR
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#if UE_EDITOR
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#include "DesktopPlatformModule.h"
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#endif
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#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <ObjBase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#if WITH_ENGINE
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#include "EngineDefines.h"
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#if ENABLE_VISUAL_LOG
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#include "VisualLogger/VisualLogger.h"
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#endif
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#endif
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#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
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#include "LauncherCheck.h"
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#endif
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#if WITH_COREUOBJECT
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#ifndef USE_LOCALIZED_PACKAGE_CACHE
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#define USE_LOCALIZED_PACKAGE_CACHE 1
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#endif
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#else
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#define USE_LOCALIZED_PACKAGE_CACHE 0
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#endif
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static TAutoConsoleVariable<int32> CVarDoAsyncEndOfFrameTasksRandomize(
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TEXT("tick.DoAsyncEndOfFrameTasks.Randomize"),
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0,
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TEXT("Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread.")
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);
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static FAutoConsoleTaskPriority CPrio_AsyncEndOfFrameGameTasks(
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TEXT("TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks"),
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TEXT("Task and thread priority for the experiemntal async end of frame tasks."),
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ENamedThreads::HighThreadPriority,
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ENamedThreads::NormalTaskPriority,
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ENamedThreads::HighTaskPriority
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);
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/** Task that executes concurrently with Slate when tick.DoAsyncEndOfFrameTasks is true. */
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class FExecuteConcurrentWithSlateTickTask
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{
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TFunctionRef<void()> TickWithSlate;
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public:
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FExecuteConcurrentWithSlateTickTask(TFunctionRef<void()> InTickWithSlate)
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: TickWithSlate(InTickWithSlate)
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{
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}
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static FORCEINLINE TStatId GetStatId()
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{
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RETURN_QUICK_DECLARE_CYCLE_STAT(FExecuteConcurrentWithSlateTickTask, STATGROUP_TaskGraphTasks);
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}
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static FORCEINLINE ENamedThreads::Type GetDesiredThread()
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{
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return CPrio_AsyncEndOfFrameGameTasks.Get();
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}
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static FORCEINLINE ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
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void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
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{
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TickWithSlate();
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}
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};
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// Pipe output to std output
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// This enables UBT to collect the output for it's own use
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class FOutputDeviceStdOutput : public FOutputDevice
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{
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public:
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FOutputDeviceStdOutput()
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{
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bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
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}
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virtual ~FOutputDeviceStdOutput()
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{
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}
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virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
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{
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if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
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{
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#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
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wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#else
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wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#endif
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fflush(stdout);
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}
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}
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private:
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bool bAllowLogVerbosity;
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};
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// Exits the game/editor if any of the specified phrases appears in the log output
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class FOutputDeviceTestExit : public FOutputDevice
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{
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TArray<FString> ExitPhrases;
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public:
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FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
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: ExitPhrases(InExitPhrases)
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{
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}
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virtual ~FOutputDeviceTestExit()
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{
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}
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virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
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{
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if (!GIsRequestingExit)
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{
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for (auto& Phrase : ExitPhrases)
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{
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if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
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{
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#if WITH_ENGINE
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if (GEngine != nullptr)
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{
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if (GIsEditor)
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{
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GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
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}
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else
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{
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GEngine->Exec(nullptr, TEXT("QUIT"));
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}
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}
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#else
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FPlatformMisc::RequestExit(true);
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#endif
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break;
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}
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}
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}
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}
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};
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static TUniquePtr<FOutputDeviceConsole> GScopedLogConsole;
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static TUniquePtr<FOutputDeviceStdOutput> GScopedStdOut;
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static TUniquePtr<FOutputDeviceTestExit> GScopedTestExit;
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|
|
#if WITH_ENGINE
|
|
static void RHIExitAndStopRHIThread()
|
|
{
|
|
#if HAS_GPU_STATS
|
|
FRealtimeGPUProfiler::Get()->Release();
|
|
#endif
|
|
RHIExit();
|
|
|
|
// Stop the RHI Thread
|
|
if (GUseRHIThread)
|
|
{
|
|
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
|
|
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/**
|
|
* Initializes std out device and adds it to GLog
|
|
**/
|
|
void InitializeStdOutDevice()
|
|
{
|
|
// Check if something is trying to initialize std out device twice.
|
|
check(!GScopedStdOut);
|
|
|
|
GScopedStdOut = MakeUnique<FOutputDeviceStdOutput>();
|
|
GLog->AddOutputDevice(GScopedStdOut.Get());
|
|
}
|
|
|
|
|
|
bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
|
|
{
|
|
const TCHAR *CmdLine = InCmdLine;
|
|
FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
|
|
|
|
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
|
|
// VC++ tends to do this in its "external tools" config
|
|
FirstCommandLineToken = FirstCommandLineToken.Trim();
|
|
|
|
//
|
|
OutProjectFilePath = TEXT("");
|
|
OutGameName = TEXT("");
|
|
|
|
if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
|
|
{
|
|
// The first command line argument could be the project file if it exists or the game name if not launching with a project file
|
|
const FString ProjectFilePath = FString(FirstCommandLineToken);
|
|
if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
|
|
{
|
|
OutProjectFilePath = FirstCommandLineToken;
|
|
// Here we derive the game name from the project file
|
|
OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
|
|
return true;
|
|
}
|
|
else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
|
|
{
|
|
// Full game name is assumed to be the first token
|
|
OutGameName = MoveTemp(FirstCommandLineToken);
|
|
// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
|
|
OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
|
|
return true;
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
|
|
bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
|
|
{
|
|
if (GIsGameAgnosticExe)
|
|
{
|
|
// Initialize GameName to an empty string. Populate it below.
|
|
FApp::SetGameName(TEXT(""));
|
|
|
|
FString ProjFilePath;
|
|
FString LocalGameName;
|
|
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
|
|
{
|
|
// Only set the game name if this is NOT a program...
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
FApp::SetGameName(*LocalGameName);
|
|
}
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
#if UE_GAME
|
|
else
|
|
{
|
|
// Try to use the executable name as the game name.
|
|
LocalGameName = FPlatformProcess::ExecutableName();
|
|
int32 FirstCharToRemove = INDEX_NONE;
|
|
if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
|
|
{
|
|
LocalGameName = LocalGameName.Left(FirstCharToRemove);
|
|
}
|
|
FApp::SetGameName(*LocalGameName);
|
|
|
|
// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
|
|
if (LocalGameName != TEXT("UE4Game"))
|
|
{
|
|
ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static bool bPrinted = false;
|
|
if (!bPrinted)
|
|
{
|
|
bPrinted = true;
|
|
if (FApp::HasGameName())
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
|
|
}
|
|
else
|
|
{
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FString ProjFilePath;
|
|
FString LocalGameName;
|
|
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
|
|
{
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
{
|
|
// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
|
|
if (LocalGameName != FApp::GetGameName())
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
|
|
}
|
|
}
|
|
// Only set the game name if this is NOT a program...
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
FApp::SetGameName(*LocalGameName);
|
|
}
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
|
|
// In a non-game agnostic exe, the game name should already be assigned by now.
|
|
if (!FApp::HasGameName())
|
|
{
|
|
UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void LaunchFixGameNameCase()
|
|
{
|
|
#if PLATFORM_DESKTOP && !IS_PROGRAM
|
|
// This is to make sure this function is not misused and is only called when the game name is set
|
|
check(FApp::HasGameName());
|
|
|
|
// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
|
|
if (FPaths::IsProjectFilePathSet())
|
|
{
|
|
const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
|
|
|
|
const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
|
|
if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
|
|
{
|
|
if (GameName == FApp::GetGameName()) // case insensitive compare
|
|
{
|
|
FApp::SetGameName(*GameName);
|
|
}
|
|
else
|
|
{
|
|
const FText Message = FText::Format(
|
|
NSLOCTEXT("Core", "MismatchedGameNames", "The name of the .uproject file ('{0}') must match the name of the project passed in the command line ('{1}')."),
|
|
FText::FromString(*GameName),
|
|
FText::FromString(FApp::GetGameName()));
|
|
if (!GIsBuildMachine)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message);
|
|
}
|
|
FApp::SetGameName(TEXT("")); // this disables part of the crash reporter to avoid writing log files to a bogus directory
|
|
if (!GIsBuildMachine)
|
|
{
|
|
exit(1);
|
|
}
|
|
UE_LOG(LogInit, Fatal, TEXT("%s"), *Message.ToString());
|
|
}
|
|
}
|
|
}
|
|
#endif //PLATFORM_DESKTOP
|
|
}
|
|
|
|
|
|
static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
|
|
{
|
|
if (OutFailedToInitialize)
|
|
{
|
|
*OutFailedToInitialize = false;
|
|
}
|
|
if ( bOutShouldBeUsed )
|
|
{
|
|
*bOutShouldBeUsed = false;
|
|
}
|
|
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
|
|
if (WrapperFile != nullptr && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
|
|
{
|
|
if ( bOutShouldBeUsed )
|
|
{
|
|
*bOutShouldBeUsed = true;
|
|
}
|
|
if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
|
|
{
|
|
if (OutFailedToInitialize)
|
|
{
|
|
*OutFailedToInitialize = true;
|
|
}
|
|
// Don't delete the platform file. It will be automatically deleted by its module.
|
|
WrapperFile = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Make sure it won't be used.
|
|
WrapperFile = nullptr;
|
|
}
|
|
return WrapperFile;
|
|
}
|
|
|
|
|
|
/**
|
|
* Look for any file overrides on the command line (i.e. network connection file handler)
|
|
*/
|
|
bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
|
|
{
|
|
OutFileOverrideFound = false;
|
|
|
|
// Get the physical platform file.
|
|
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
|
|
|
|
// Try to create pak file wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
// Try to create sandbox wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
|
|
// Streaming network wrapper (it has a priority over normal network wrapper)
|
|
bool bNetworkFailedToInitialize = false;
|
|
do
|
|
{
|
|
bool bShouldUseStreamingFile = false;
|
|
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
|
|
// if streaming network platform file was tried this loop don't try this one
|
|
// Network file wrapper (only create if the streaming wrapper hasn't been created)
|
|
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
|
|
{
|
|
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
|
|
if (bNetworkFailedToInitialize)
|
|
{
|
|
FString HostIpString;
|
|
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
|
|
#if PLATFORM_REQUIRES_FILESERVER
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
|
|
FPlatformProcess::Sleep(5.0f);
|
|
uint32 Result = 2;
|
|
#else //PLATFORM_REQUIRES_FILESERVER
|
|
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
|
|
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
|
|
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
|
|
#endif //PLATFORM_REQUIRES_FILESERVER
|
|
|
|
if (Result == EAppReturnType::No)
|
|
{
|
|
break;
|
|
}
|
|
else if (Result == EAppReturnType::Cancel)
|
|
{
|
|
// Cancel - return a failure, and quit
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
while (bNetworkFailedToInitialize);
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Try to create file profiling wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file timings stats wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file open log wrapper (lists the order files are first opened)
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
#endif //#if !UE_BUILD_SHIPPING
|
|
|
|
// Wrap the above in a file logging singleton if requested
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
// If our platform file is different than it was when we started, then an override was used
|
|
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LaunchHasIncompleteGameName()
|
|
{
|
|
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// Verify this is a legitimate game name
|
|
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
|
|
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
|
|
{
|
|
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void LaunchUpdateMostRecentProjectFile()
|
|
{
|
|
// If we are launching without a game name or project file, we should use the last used project file, if it exists
|
|
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
|
|
FString RecentProjectFileContents;
|
|
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
|
|
{
|
|
if ( RecentProjectFileContents.Len() )
|
|
{
|
|
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
|
|
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
|
|
{
|
|
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
|
|
// This indicates that there was a problem loading the project.
|
|
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
|
|
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
|
|
}
|
|
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
|
|
{
|
|
// The previously loaded project file was found. Change the game name here and update the project file path
|
|
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
|
|
FPaths::SetProjectFilePath(RecentProjectFileContents);
|
|
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
|
|
|
|
// Write a file indicating that we are trying to auto-load a project.
|
|
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
|
|
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
|
|
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
FEngineLoop implementation.
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
FEngineLoop::FEngineLoop()
|
|
#if WITH_ENGINE
|
|
: EngineService(nullptr)
|
|
#endif
|
|
{ }
|
|
|
|
|
|
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
|
|
{
|
|
FMemory::SetupTLSCachesOnCurrentThread();
|
|
|
|
FString CmdLine;
|
|
|
|
// loop over the parameters, skipping the first one (which is the executable name)
|
|
for (int32 Arg = 1; Arg < ArgC; Arg++)
|
|
{
|
|
FString ThisArg = ArgV[Arg];
|
|
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
|
|
{
|
|
int32 EqualsAt = ThisArg.Find(TEXT("="));
|
|
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
|
|
{
|
|
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
|
|
|
|
}
|
|
else
|
|
{
|
|
ThisArg = FString("\"") + ThisArg + FString("\"");
|
|
}
|
|
}
|
|
|
|
CmdLine += ThisArg;
|
|
// put a space between each argument (not needed after the end)
|
|
if (Arg + 1 < ArgC)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
}
|
|
}
|
|
|
|
// append the additional extra command line
|
|
if (AdditionalCommandline)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
CmdLine += AdditionalCommandline;
|
|
}
|
|
|
|
// send the command line without the exe name
|
|
return GEngineLoop.PreInit(*CmdLine);
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
bool IsServerDelegateForOSS(FName WorldContextHandle)
|
|
{
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
UWorld* World = nullptr;
|
|
#if WITH_EDITOR
|
|
if (WorldContextHandle != NAME_None)
|
|
{
|
|
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
|
|
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
|
|
World = WorldContext.World();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
ensure(WorldContextHandle == NAME_None);
|
|
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
|
|
|
|
if (GameEngine)
|
|
{
|
|
World = GameEngine->GetGameWorld();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
|
|
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
|
|
}
|
|
#endif
|
|
|
|
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
|
|
|
|
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
|
|
{
|
|
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
|
|
{
|
|
FPlatformMisc::SetUTF8Output();
|
|
}
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
|
|
// also realize that command lines can be pulled from the network at a slightly later time.
|
|
if (!FCommandLine::Set(CmdLine))
|
|
{
|
|
// Fail, shipping builds will crash if setting command line fails
|
|
return -1;
|
|
}
|
|
|
|
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
|
|
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
|
|
{
|
|
// Tell Launcher to run us instead
|
|
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
|
|
// We wish to exit
|
|
GIsRequestingExit = true;
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if STATS
|
|
// Create the stats malloc profiler proxy.
|
|
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
|
|
{
|
|
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
|
|
{
|
|
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
|
|
}
|
|
// Assumes no concurrency here.
|
|
GMalloc = FStatsMallocProfilerProxy::Get();
|
|
}
|
|
#endif // STATS
|
|
|
|
// Name of project file before normalization (as specified in command line).
|
|
// Used to fixup project name if necessary.
|
|
FString GameProjectFilePathUnnormalized;
|
|
|
|
// Set GameName, based on the command line
|
|
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
|
|
{
|
|
// If it failed, do not continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize log console here to avoid statics initialization issues when launched from the command line.
|
|
GScopedLogConsole = TUniquePtr<FOutputDeviceConsole>(FPlatformOutputDevices::GetLogConsole());
|
|
|
|
// Always enable the backlog so we get all messages, we will disable and clear it in the game
|
|
// as soon as we determine whether GIsEditor == false
|
|
GLog->EnableBacklog(true);
|
|
|
|
// Initialize std out device as early as possible if requested in the command line
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FPlatformProperties::SupportsQuit())
|
|
{
|
|
FString ExitPhrases;
|
|
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
|
|
{
|
|
TArray<FString> ExitPhrasesList;
|
|
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
|
|
{
|
|
GScopedTestExit = MakeUnique<FOutputDeviceTestExit>(ExitPhrasesList);
|
|
GLog->AddOutputDevice(GScopedTestExit.Get());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
|
|
{
|
|
GEmitDrawEvents = true;
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// Switch into executable's directory (may be required by some of the platform file overrides)
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// This fixes up the relative project path, needs to happen before we set platform file paths
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
if (FPaths::IsProjectFilePathSet())
|
|
{
|
|
FString ProjPath = FPaths::GetProjectFilePath();
|
|
if (FPaths::FileExists(ProjPath) == false)
|
|
{
|
|
// display it multiple ways, it's very important error message...
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
|
|
// Use the uprojectdirs
|
|
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
|
|
if (GameProjectFile.IsEmpty() == false)
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
|
|
FPaths::SetProjectFilePath(GameProjectFile);
|
|
|
|
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
|
|
FString OldCommandLine = FString(FCommandLine::Get());
|
|
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
|
|
FCommandLine::Set(*OldCommandLine);
|
|
CmdLine = FCommandLine::Get();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// allow the command line to override the platform file singleton
|
|
bool bFileOverrideFound = false;
|
|
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
|
|
{
|
|
// if it failed, we cannot continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize file manager
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
if( GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
|
|
if ( LaunchHasIncompleteGameName() )
|
|
{
|
|
// We did not find a non-suffixed folder and we DID find the suffixed one.
|
|
// The engine MUST be launched with <GameName>Game.
|
|
const FText GameNameText = FText::FromString(FApp::GetGameName());
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// remember thread id of the main thread
|
|
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
|
|
GIsGameThreadIdInitialized = true;
|
|
|
|
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
|
|
FPlatformProcess::SetupGameThread();
|
|
|
|
// Figure out whether we're the editor, ucc or the game.
|
|
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
|
|
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
|
|
const TCHAR* ParsedCmdLine = CommandLineCopy;
|
|
|
|
FString Token = FParse::Token( ParsedCmdLine, 0);
|
|
|
|
#if WITH_ENGINE
|
|
TArray<FString> Tokens;
|
|
TArray<FString> Switches;
|
|
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
|
|
|
|
bool bHasCommandletToken = false;
|
|
|
|
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
|
|
{
|
|
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Tokens[TokenIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
|
|
{
|
|
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Switches[SwitchIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
|
|
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
|
|
// VC++ tends to do this in its "external tools" config
|
|
Token = Token.Trim();
|
|
|
|
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
|
|
FString NormalizedToken = Token;
|
|
FPaths::NormalizeFilename(NormalizedToken);
|
|
|
|
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
|
|
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
|
|
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
|
|
|
|
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// first item on command line was the game name, remove it in all cases
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
|
|
ParsedCmdLine = CommandLineCopy;
|
|
|
|
// Set a new command-line that doesn't include the game name as the first argument
|
|
FCommandLine::Set(ParsedCmdLine);
|
|
|
|
Token = FParse::Token( ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
|
|
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
|
|
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
|
|
// the second MyGame is a map or not)
|
|
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
|
|
{
|
|
Token = FParse::Token(ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
}
|
|
|
|
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// Convert it to relative if possible...
|
|
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
|
|
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
|
|
{
|
|
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// look early for the editor token
|
|
bool bHasEditorToken = false;
|
|
|
|
#if UE_EDITOR
|
|
// Check each token for '-game', '-server' or '-run='
|
|
bool bIsNotEditor = false;
|
|
|
|
// This isn't necessarily pretty, but many requests have been made to allow
|
|
// UE4Editor.exe <GAMENAME> -game <map>
|
|
// or
|
|
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
|
|
// We don't want to remove the -game from the commandline just yet in case
|
|
// we need it for something later. So, just move it to the end for now...
|
|
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
|
|
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
|
|
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bFirstTokenIsModeOverride)
|
|
{
|
|
bIsNotEditor = true;
|
|
if (bFirstTokenIsGame || bFirstTokenIsServer)
|
|
{
|
|
// Move the token to the end of the list...
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
RemainingCommandline = RemainingCommandline.Trim();
|
|
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
|
|
FCommandLine::Set(*RemainingCommandline);
|
|
}
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
if( !bIsNotEditor && GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a game name or project name, try to load the most recently loaded project file.
|
|
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
|
|
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
|
|
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
|
|
if (bLoadMostRecentProjectFileIfItExists )
|
|
{
|
|
LaunchUpdateMostRecentProjectFile();
|
|
}
|
|
}
|
|
|
|
FString CheckToken = Token;
|
|
bool bFoundValidToken = false;
|
|
while (!bFoundValidToken && (CheckToken.Len() > 0))
|
|
{
|
|
if (!bIsNotEditor)
|
|
{
|
|
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
|
|
if (bHasNonEditorToken)
|
|
{
|
|
bIsNotEditor = true;
|
|
bFoundValidToken = true;
|
|
}
|
|
}
|
|
|
|
CheckToken = FParse::Token(ParsedCmdLine, 0);
|
|
}
|
|
|
|
bHasEditorToken = !bIsNotEditor;
|
|
#elif WITH_ENGINE
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
#if WITH_EDITOR && WITH_EDITORONLY_DATA
|
|
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
|
|
//@todo. Is this something we need to support?
|
|
bHasEditorToken = Token == TEXT("EDITOR");
|
|
#else
|
|
// Game, server and commandlets never set the editor token
|
|
bHasEditorToken = false;
|
|
#endif
|
|
#endif //UE_EDITOR
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Benchmarking.
|
|
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
|
|
#else
|
|
FApp::SetBenchmarking(false);
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
|
|
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
|
|
|
|
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
|
|
|
|
FApp::bUseFixedSeed = bDeterministic || FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("FixedSeed"));
|
|
|
|
// Initialize random number generator.
|
|
{
|
|
uint32 Seed1 = 0;
|
|
uint32 Seed2 = 0;
|
|
|
|
if(!FApp::bUseFixedSeed)
|
|
{
|
|
Seed1 = FPlatformTime::Cycles();
|
|
Seed2 = FPlatformTime::Cycles();
|
|
}
|
|
|
|
FMath::RandInit(Seed1);
|
|
FMath::SRandInit(Seed2);
|
|
|
|
UE_LOG(LogInit, Display, TEXT("RandInit(%d) SRandInit(%d)."), Seed1, Seed2);
|
|
}
|
|
|
|
// Set up the module list and version information, if it's not compiled-in
|
|
#if !IS_MONOLITHIC && BUILT_FROM_CHANGELIST == 0
|
|
static FVersionedModuleEnumerator ModuleEnumerator;
|
|
if(ModuleEnumerator.RegisterWithModuleManager())
|
|
{
|
|
const FVersionManifest& Manifest = ModuleEnumerator.GetInitialManifest();
|
|
if(Manifest.Changelist != 0 && !FEngineVersion::OverrideCurrentVersionChangelist(Manifest.Changelist, Manifest.CompatibleChangelist))
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Couldn't update engine changelist to %d."), Manifest.Changelist);
|
|
}
|
|
UE_LOG(LogInit, Log, TEXT("Using version manifest at CL %d with build ID '%s'"), Manifest.Changelist, *Manifest.BuildId);
|
|
}
|
|
#endif
|
|
|
|
#if !IS_PROGRAM
|
|
if ( !GIsGameAgnosticExe && FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// If we are using a non-agnostic exe where a name was specified but we did not specify a project path. Assemble one based on the game name.
|
|
const FString ProjectFilePath = FPaths::Combine(*FPaths::GameDir(), *FString::Printf(TEXT("%s.%s"), FApp::GetGameName(), *FProjectDescriptor::GetExtension()));
|
|
FPaths::SetProjectFilePath(ProjectFilePath);
|
|
}
|
|
#endif
|
|
|
|
// Now verify the project file if we have one
|
|
if (FPaths::IsProjectFilePathSet()
|
|
#if IS_PROGRAM
|
|
// Programs don't need uproject files to exist, but some do specify them and if they exist we should load them
|
|
&& FPaths::FileExists(FPaths::GetProjectFilePath())
|
|
#endif
|
|
)
|
|
{
|
|
if (!IProjectManager::Get().LoadProjectFile(FPaths::GetProjectFilePath()))
|
|
{
|
|
// The project file was invalid or saved with a newer version of the engine. Exit.
|
|
UE_LOG(LogInit, Warning, TEXT("Could not find a valid project file, the engine will exit now."));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
#if !IS_PROGRAM
|
|
if( FApp::HasGameName() )
|
|
{
|
|
// Tell the module manager what the game binaries folder is
|
|
const FString GameBinariesDirectory = FPaths::Combine( FPlatformMisc::GameDir(), TEXT( "Binaries" ), FPlatformProcess::GetBinariesSubdirectory() );
|
|
FModuleManager::Get().SetGameBinariesDirectory(*GameBinariesDirectory);
|
|
|
|
LaunchFixGameNameCase();
|
|
}
|
|
#endif
|
|
|
|
// initialize task graph sub-system with potential multiple threads
|
|
FTaskGraphInterface::Startup( FPlatformMisc::NumberOfCores() );
|
|
FTaskGraphInterface::Get().AttachToThread( ENamedThreads::GameThread );
|
|
|
|
#if STATS
|
|
FThreadStats::StartThread();
|
|
#endif
|
|
|
|
FScopeCycleCounter CycleCount_AfterStats( GET_STATID( STAT_FEngineLoop_PreInit_AfterStats ) );
|
|
|
|
// Load Core modules required for everything else to work (needs to be loaded before InitializeRenderingCVarsCaching)
|
|
if (!LoadCoreModules())
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Failed to load Core modules."));
|
|
return 1;
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
extern ENGINE_API void InitializeRenderingCVarsCaching();
|
|
InitializeRenderingCVarsCaching();
|
|
#endif
|
|
|
|
bool bTokenDoesNotHaveDash = Token.Len() && FCString::Strnicmp(*Token, TEXT("-"), 1) != 0;
|
|
|
|
#if WITH_EDITOR
|
|
// If we're running as an game but don't have a project, inform the user and exit.
|
|
if (bHasEditorToken == false && bHasCommandletToken == false)
|
|
{
|
|
if ( !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
//@todo this is too early to localize
|
|
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("Engine", "UE4RequiresProjectFiles", "UE4 games require a project file as the first parameter."));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (GIsUCCMakeStandaloneHeaderGenerator)
|
|
{
|
|
// Rebuilding script requires some hacks in the engine so we flag that.
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
{
|
|
GThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
|
|
|
|
// we are only going to give dedicated servers one pool thread
|
|
if (FPlatformProperties::IsServerOnly())
|
|
{
|
|
NumThreadsInThreadPool = 1;
|
|
}
|
|
verify(GThreadPool->Create(NumThreadsInThreadPool, 128 * 1024));
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// when we are in the editor we like to do things like build lighting and such
|
|
// this thread pool can be used for those purposes
|
|
GLargeThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
|
|
|
|
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, 128 * 1024));
|
|
#endif
|
|
}
|
|
|
|
// Get a pointer to the log output device
|
|
GLogConsole = GScopedLogConsole.Get();
|
|
|
|
LoadPreInitModules();
|
|
|
|
// Start the application
|
|
if(!AppInit())
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
#if WITH_COREUOBJECT
|
|
GNewAsyncIO = IsEventDrivenLoaderEnabled();
|
|
FPlatformFileManager::Get().InitializeNewAsyncIO();
|
|
#endif
|
|
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
if (GNewAsyncIO)
|
|
{
|
|
GIOThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
|
|
if (FPlatformProperties::IsServerOnly())
|
|
{
|
|
NumThreadsInThreadPool = 2;
|
|
}
|
|
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
|
|
}
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
// Initialize system settings before anyone tries to use it...
|
|
GSystemSettings.Initialize( bHasEditorToken );
|
|
|
|
// Apply renderer settings from console variables stored in the INI.
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.NetworkSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
|
|
UGameUserSettings::PreloadResolutionSettings();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// As early as possible to avoid expensive re-init of subsystems,
|
|
// after SystemSettings.ini file loading so we get the right state,
|
|
// before ConsoleVariables.ini so the local developer can always override.
|
|
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
|
|
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
|
|
|
|
// Set all CVars which have been setup in the device profiles.
|
|
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
|
|
|
|
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
|
|
{
|
|
GUseThreadedRendering = true;
|
|
}
|
|
#endif
|
|
|
|
FConfigCacheIni::LoadConsoleVariablesFromINI();
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
|
|
|
|
// platform specific initialization now that the SystemSettings are loaded
|
|
FPlatformMisc::PlatformInit();
|
|
FPlatformMemory::Init();
|
|
}
|
|
|
|
// Let LogConsole know what ini file it should use to save its setting on exit.
|
|
// We can't use GGameIni inside log console because it's destroyed in the global
|
|
// scoped pointer and at that moment GGameIni may already be gone.
|
|
if( GLogConsole != nullptr )
|
|
{
|
|
GLogConsole->SetIniFilename(*GGameIni);
|
|
}
|
|
|
|
|
|
#if CHECK_PUREVIRTUALS
|
|
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
|
|
FPlatformMisc::RequestExit(false);
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
// allow for game explorer processing (including parental controls) and firewalls installation
|
|
if (!FPlatformMisc::CommandLineCommands())
|
|
{
|
|
FPlatformMisc::RequestExit(false);
|
|
}
|
|
|
|
bool bIsSeekFreeDedicatedServer = false;
|
|
bool bIsRegularClient = false;
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
// See whether the first token on the command line is a commandlet.
|
|
|
|
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
|
|
GIsClient = true;
|
|
GIsServer = true;
|
|
#if WITH_EDITOR
|
|
GIsEditor = true;
|
|
#endif //WITH_EDITOR
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
|
|
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
|
|
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
|
|
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
|
|
|
|
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
|
|
// UCommandlet class if Token is empty.
|
|
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
|
|
if (!bTokenDoesNotHaveDash)
|
|
{
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
bDefinitelyCommandlet = true;
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
|
|
|
|
if (TempCommandletClass)
|
|
{
|
|
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
|
|
|
|
Token += TEXT("Commandlet");
|
|
bDefinitelyCommandlet = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
bIsRegularClient = true;
|
|
GIsClient = true;
|
|
GIsServer = false;
|
|
#if WITH_EDITORONLY_DATA
|
|
GIsEditor = false;
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
}
|
|
}
|
|
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
GIsClient = false;
|
|
GIsServer = true;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
#if WITH_EDITOR
|
|
GIsEditor = false;
|
|
#endif
|
|
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
|
|
}
|
|
|
|
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
|
|
// we meet all the criteria, initialize it now.
|
|
if (!GScopedStdOut && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
if (!GNewAsyncIO)
|
|
{
|
|
FIOSystem::Get(); // force it to be created if it isn't already
|
|
}
|
|
|
|
// allow the platform to start up any features it may need
|
|
IPlatformFeaturesModule::Get();
|
|
|
|
// Init physics engine before loading anything, in case we want to do things like cook during post-load.
|
|
InitGamePhys();
|
|
|
|
// Delete temporary files in cache.
|
|
FPlatformProcess::CleanFileCache();
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
GIsDemoMode = FParse::Param( FCommandLine::Get(), TEXT( "DEMOMODE" ) );
|
|
#endif
|
|
|
|
if (bHasEditorToken)
|
|
{
|
|
#if WITH_EDITOR
|
|
|
|
// We're the editor.
|
|
GIsClient = true;
|
|
GIsServer = true;
|
|
GIsEditor = true;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
|
|
GWarn = &UnrealEdWarn;
|
|
|
|
#else
|
|
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("Engine", "EditorNotSupported", "Editor not supported in this mode."));
|
|
FPlatformMisc::RequestExit(false);
|
|
return 1;
|
|
#endif //WITH_EDITOR
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
// If we're not in the editor stop collecting the backlog now that we know
|
|
if (!GIsEditor)
|
|
{
|
|
GLog->EnableBacklog( false );
|
|
}
|
|
#if WITH_ENGINE
|
|
|
|
EndInitTextLocalization();
|
|
|
|
UStringTable::InitializeEngineBridge();
|
|
|
|
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowAudioThread())
|
|
{
|
|
bool bUseThreadedAudio = false;
|
|
if (!GIsEditor)
|
|
{
|
|
GConfig->GetBool(TEXT("Audio"), TEXT("UseAudioThread"), bUseThreadedAudio, GEngineIni);
|
|
}
|
|
FAudioThread::SetUseThreadedAudio(bUseThreadedAudio);
|
|
}
|
|
|
|
if (FPlatformProcess::SupportsMultithreading() && !IsRunningDedicatedServer() && (bIsRegularClient || bHasEditorToken))
|
|
{
|
|
FPlatformSplash::Show();
|
|
}
|
|
|
|
if (!IsRunningDedicatedServer() && (bHasEditorToken || bIsRegularClient))
|
|
{
|
|
// Init platform application
|
|
FSlateApplication::Create();
|
|
}
|
|
else
|
|
{
|
|
// If we're not creating the slate application there is some basic initialization
|
|
// that it does that still must be done
|
|
EKeys::Initialize();
|
|
FCoreStyle::ResetToDefault();
|
|
}
|
|
|
|
if (GIsEditor)
|
|
{
|
|
// The editor makes use of all cultures in its UI, so pre-load the resource data now to avoid a hitch later
|
|
FInternationalization::Get().LoadAllCultureData();
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
FPackageLocalizationManager::Get().InitializeFromLazyCallback([](FPackageLocalizationManager& InPackageLocalizationManager)
|
|
{
|
|
InPackageLocalizationManager.InitializeFromCache(MakeShareable(new FEnginePackageLocalizationCache()));
|
|
});
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
|
|
// Initialize the RHI.
|
|
RHIInit(bHasEditorToken);
|
|
|
|
if (!FPlatformProperties::RequiresCookedData())
|
|
{
|
|
check(!GShaderCompilingManager);
|
|
GShaderCompilingManager = new FShaderCompilingManager();
|
|
|
|
check(!GDistanceFieldAsyncQueue);
|
|
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
|
|
}
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
|
|
|
|
// Initialize shader types before loading any shaders
|
|
InitializeShaderTypes();
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// Load the global shaders.
|
|
// if (!IsRunningCommandlet())
|
|
// hack: don't load global shaders if we are cooking we will load the shaders for the correct platform later
|
|
FString Commandline = FCommandLine::Get();
|
|
if (!IsRunningDedicatedServer() &&
|
|
Commandline.Contains(TEXT("cookcommandlet")) == false &&
|
|
Commandline.Contains(TEXT("run=cook")) == false )
|
|
// if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
|
|
{
|
|
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
|
|
{
|
|
// This means we can't continue without the global shader map.
|
|
return 1;
|
|
}
|
|
}
|
|
else if (FPlatformProperties::RequiresCookedData() == false)
|
|
{
|
|
GetDerivedDataCacheRef();
|
|
}
|
|
|
|
|
|
// If platforms support early movie playback we have to start the rendering thread much earlier
|
|
#if PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
|
|
RHIPostInit();
|
|
|
|
if(GUseThreadedRendering)
|
|
{
|
|
if(GRHISupportsRHIThread)
|
|
{
|
|
const bool DefaultUseRHIThread = true;
|
|
GUseRHIThread = DefaultUseRHIThread;
|
|
if(FParse::Param(FCommandLine::Get(), TEXT("rhithread")))
|
|
{
|
|
GUseRHIThread = true;
|
|
}
|
|
else if(FParse::Param(FCommandLine::Get(), TEXT("norhithread")))
|
|
{
|
|
GUseRHIThread = false;
|
|
}
|
|
}
|
|
StartRenderingThread();
|
|
}
|
|
#endif
|
|
|
|
#if !UE_SERVER// && !UE_EDITOR
|
|
if(!IsRunningDedicatedServer() && !IsRunningCommandlet())
|
|
{
|
|
TSharedRef<FSlateRenderer> SlateRenderer = GUsingNullRHI ?
|
|
FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer() :
|
|
FModuleManager::Get().GetModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer").CreateSlateRHIRenderer();
|
|
|
|
// If Slate is being used, initialize the renderer after RHIInit
|
|
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
|
|
CurrentSlateApp.InitializeRenderer(SlateRenderer);
|
|
|
|
// Create the engine font services now that the Slate renderer is ready
|
|
FEngineFontServices::Create();
|
|
|
|
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
|
|
|
|
// allow the movie player to load a sequence from the .inis (a PreLoadingScreen module could have already initialized a sequence, in which case
|
|
// it wouldn't have anything in it's .ini file)
|
|
GetMoviePlayer()->SetupLoadingScreenFromIni();
|
|
|
|
if(GetMoviePlayer()->HasEarlyStartupMovie())
|
|
{
|
|
GetMoviePlayer()->Initialize();
|
|
|
|
// hide splash screen now
|
|
FPlatformMisc::PlatformPostInit(false);
|
|
|
|
// only allowed to play any movies marked as early startup. These movies or widgets can have no interaction whatsoever with uobjects or engine features
|
|
GetMoviePlayer()->PlayEarlyStartupMovies();
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
// In order to be able to use short script package names get all script
|
|
// package names from ini files and register them with FPackageName system.
|
|
FPackageName::RegisterShortPackageNamesForUObjectModules();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
|
|
#if USE_EVENT_DRIVEN_ASYNC_LOAD_AT_BOOT_TIME
|
|
// If we don't do this now and the async loading thread is active, then we will attempt to load this module from a thread
|
|
if (GEventDrivenLoaderEnabled)
|
|
{
|
|
FModuleManager::Get().LoadModule("AssetRegistry");
|
|
}
|
|
#endif
|
|
|
|
// Make sure all UObject classes are registered and default properties have been initialized
|
|
ProcessNewlyLoadedUObjects();
|
|
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
// CoreUObject is definitely available now, so make sure the package localization cache is available
|
|
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
|
|
FPackageLocalizationManager::Get().PerformLazyInitialization();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
|
|
// Default materials may have been loaded due to dependencies when loading
|
|
// classes and class default objects. If not, do so now.
|
|
UMaterialInterface::InitDefaultMaterials();
|
|
UMaterialInterface::AssertDefaultMaterialsExist();
|
|
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
|
|
}
|
|
|
|
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
|
|
IStreamingManager::Get();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
|
|
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
|
|
|
|
// Setup GC optimizations
|
|
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
|
|
{
|
|
GUObjectArray.DisableDisregardForGC();
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
if ( !LoadStartupCoreModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Load up all modules that need to hook into the loading screen
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
|
|
#if !UE_SERVER// && !UE_EDITOR
|
|
if(!IsRunningDedicatedServer() && !IsRunningCommandlet() && !GetMoviePlayer()->IsMovieCurrentlyPlaying())
|
|
{
|
|
GetMoviePlayer()->Initialize();
|
|
|
|
// Play any non-early startup loading movies.
|
|
GetMoviePlayer()->PlayMovie();
|
|
|
|
}
|
|
#endif
|
|
|
|
#if !UE_SERVER
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// do any post appInit processing, before the render thread is started.
|
|
FPlatformMisc::PlatformPostInit(!GetMoviePlayer()->IsMovieCurrentlyPlaying());
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// do any post appInit processing, before the render thread is started.
|
|
FPlatformMisc::PlatformPostInit(true);
|
|
}
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
#if !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
|
|
RHIPostInit();
|
|
|
|
if (GUseThreadedRendering)
|
|
{
|
|
if (GRHISupportsRHIThread)
|
|
{
|
|
const bool DefaultUseRHIThread = true;
|
|
GUseRHIThread = DefaultUseRHIThread;
|
|
if (FParse::Param(FCommandLine::Get(),TEXT("rhithread")))
|
|
{
|
|
GUseRHIThread = true;
|
|
}
|
|
else if (FParse::Param(FCommandLine::Get(),TEXT("norhithread")))
|
|
{
|
|
GUseRHIThread = false;
|
|
}
|
|
}
|
|
StartRenderingThread();
|
|
}
|
|
#endif // !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
|
|
|
|
#if WITH_EDITOR
|
|
// We need to mount the shared resources for templates (if there are any) before we try and load and game classes
|
|
FUnrealEdMisc::Get().MountTemplateSharedPaths();
|
|
#endif
|
|
|
|
if ( !LoadStartupModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
// load up the seek-free startup packages
|
|
if ( !FStartupPackages::LoadAll() )
|
|
{
|
|
// At least one startup package failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
#if WITH_COREUOBJECT
|
|
if (GUObjectArray.IsOpenForDisregardForGC())
|
|
{
|
|
GUObjectArray.CloseDisregardForGC();
|
|
}
|
|
NotifyRegistrationComplete();
|
|
#endif // WITH_COREUOBJECT
|
|
|
|
#if WITH_ENGINE
|
|
if (UOnlineEngineInterface::Get()->IsLoaded())
|
|
{
|
|
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
UClass* CommandletClass = nullptr;
|
|
|
|
if (!bIsRegularClient)
|
|
{
|
|
CommandletClass = FindObject<UClass>(ANY_PACKAGE,*Token,false);
|
|
if (!CommandletClass)
|
|
{
|
|
if (GLogConsole && !GIsSilent)
|
|
{
|
|
GLogConsole->Show(true);
|
|
}
|
|
UE_LOG(LogInit, Error, TEXT("%s looked like a commandlet, but we could not find the class."), *Token);
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
|
|
extern bool GIsConsoleExecutable;
|
|
if (GIsConsoleExecutable)
|
|
{
|
|
if (GLogConsole != nullptr && GLogConsole->IsAttached())
|
|
{
|
|
GLog->RemoveOutputDevice(GLogConsole);
|
|
}
|
|
// Setup Ctrl-C handler for console application
|
|
FPlatformMisc::SetGracefulTerminationHandler();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Bring up console unless we're a silent build.
|
|
if( GLogConsole && !GIsSilent )
|
|
{
|
|
GLogConsole->Show( true );
|
|
}
|
|
}
|
|
|
|
// print output immediately
|
|
setvbuf(stdout, nullptr, _IONBF, 0);
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Executing %s"), *CommandletClass->GetFullName() );
|
|
|
|
// Allow commandlets to individually override those settings.
|
|
UCommandlet* Default = CastChecked<UCommandlet>(CommandletClass->GetDefaultObject());
|
|
|
|
if ( GIsRequestingExit )
|
|
{
|
|
// commandlet set GIsRequestingExit during construction
|
|
return 1;
|
|
}
|
|
|
|
GIsClient = Default->IsClient;
|
|
GIsServer = Default->IsServer;
|
|
#if WITH_EDITOR
|
|
GIsEditor = Default->IsEditor;
|
|
#else
|
|
if (Default->IsEditor)
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Cannot run editor commandlet %s with game executable."), *CommandletClass->GetFullName());
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
// Reset aux log if we don't want to log to the console window.
|
|
if( !Default->LogToConsole )
|
|
{
|
|
GLog->RemoveOutputDevice( GLogConsole );
|
|
}
|
|
|
|
// allow the commandlet the opportunity to create a custom engine
|
|
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
|
|
if ( GEngine == nullptr )
|
|
{
|
|
#if WITH_EDITOR
|
|
if ( GIsEditor )
|
|
{
|
|
FString EditorEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
|
|
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
|
|
if (EditorEngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
|
|
}
|
|
|
|
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
|
|
GEditor->InitEditor(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
|
|
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
|
|
// must do this here so that the engine object that we create on the next line receives the correct property values
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
check(GEngine);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
|
|
GEngine->Init(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
|
|
}
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
|
|
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
|
|
|
|
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
|
|
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
#endif
|
|
|
|
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
|
|
check(Commandlet);
|
|
Commandlet->AddToRoot();
|
|
|
|
// Execute the commandlet.
|
|
double CommandletExecutionStartTime = FPlatformTime::Seconds();
|
|
|
|
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
|
|
// with a custom version that doesn't have it.
|
|
Commandlet->ParseParms( CommandletCommandLine );
|
|
#if STATS
|
|
// We have to close the scope, otherwise we will end with broken stats.
|
|
CycleCount_AfterStats.StopAndResetStatId();
|
|
#endif // STATS
|
|
FStats::TickCommandletStats();
|
|
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
|
|
FStats::TickCommandletStats();
|
|
|
|
GIsRequestingExit = true;
|
|
|
|
// Log warning/ error summary.
|
|
if( Commandlet->ShowErrorCount )
|
|
{
|
|
TArray<FString> AllErrors;
|
|
TArray<FString> AllWarnings;
|
|
GWarn->GetErrors(AllErrors);
|
|
GWarn->GetWarnings(AllWarnings);
|
|
|
|
if (AllErrors.Num() || AllWarnings.Num())
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
|
|
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
|
|
|
|
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
|
|
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
|
|
|
|
TSet<FString> ShownMessages;
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
|
|
for (const FString& ErrorMessage : AllErrors)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
|
|
}
|
|
}
|
|
|
|
SET_WARN_COLOR(COLOR_YELLOW);
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
for (const FString& WarningMessage : AllWarnings)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(WarningMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
|
|
if( ErrorLevel != 0 )
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
|
|
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else if( ( AllErrors.Num() == 0 ) )
|
|
{
|
|
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
|
|
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
ErrorLevel = 1;
|
|
}
|
|
CLEAR_WARN_COLOR();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Finished.") );
|
|
}
|
|
|
|
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
|
|
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
|
|
|
|
// We're ready to exit!
|
|
return ErrorLevel;
|
|
}
|
|
else
|
|
{
|
|
// We're a regular client.
|
|
check(bIsRegularClient);
|
|
|
|
if (bTokenDoesNotHaveDash)
|
|
{
|
|
// here we give people a reasonable warning if they tried to use the short name of a commandlet
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
|
|
if (TempCommandletClass)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// exit if wanted.
|
|
if( GIsRequestingExit )
|
|
{
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
AppPreExit();
|
|
// appExit is called outside guarded block.
|
|
return 1;
|
|
}
|
|
|
|
FString MatineeName;
|
|
|
|
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
|
|
{
|
|
// -1: remain on
|
|
GIsDumpingMovie = -1;
|
|
}
|
|
|
|
// If dumping movie then we do NOT want on-screen messages
|
|
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
|
|
{
|
|
GAreScreenMessagesEnabled = false;
|
|
}
|
|
|
|
// Don't update INI files if benchmarking or -noini
|
|
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
|
|
{
|
|
GConfig->Detach( GEngineIni );
|
|
GConfig->Detach( GInputIni );
|
|
GConfig->Detach( GGameIni );
|
|
GConfig->Detach( GEditorIni );
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
delete [] CommandLineCopy;
|
|
|
|
// initialize the pointer, as it is deleted before being assigned in the first frame
|
|
PendingCleanupObjects = nullptr;
|
|
|
|
// Initialize profile visualizers.
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
|
|
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
|
|
}
|
|
#endif
|
|
|
|
// Init HighRes screenshot system, unless running on server
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
GetHighResScreenshotConfig().Init();
|
|
}
|
|
|
|
#else // WITH_ENGINE
|
|
EndInitTextLocalization();
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
FPlatformMisc::PlatformPostInit();
|
|
#endif // WITH_ENGINE
|
|
|
|
//run automation smoke tests now that everything is setup to run
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
|
|
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
|
|
return 0;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadCoreModules()
|
|
{
|
|
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
|
|
#if WITH_COREUOBJECT
|
|
bool bResult = FModuleManager::Get().LoadModule(TEXT("CoreUObject")).IsValid();
|
|
return bResult;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::LoadPreInitModules()
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
|
|
|
|
// GGetMapNameDelegate is initialized here
|
|
#if WITH_ENGINE
|
|
FModuleManager::Get().LoadModule(TEXT("Engine"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Renderer"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
|
|
|
|
FPlatformMisc::LoadPreInitModules();
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer() )
|
|
{
|
|
if (!GUsingNullRHI)
|
|
{
|
|
// This needs to be loaded before InitializeShaderTypes is called
|
|
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Landscape"));
|
|
|
|
// Initialize ShaderCore before loading or compiling any shaders,
|
|
// But after Renderer and any other modules which implement shader types.
|
|
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
// Load the texture compressor module before any textures load. They may
|
|
// compress asynchronously and that can lead to a race condition.
|
|
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
|
|
#endif
|
|
#endif // WITH_ENGINE
|
|
|
|
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
// Load audio editor module before engine class CDOs are loaded
|
|
FModuleManager::Get().LoadModule(TEXT("AudioEditor"));
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
|
|
bool FEngineLoop::LoadStartupCoreModules()
|
|
{
|
|
FScopedSlowTask SlowTask(100);
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
|
|
|
|
bool bSuccess = true;
|
|
|
|
// Load all Runtime modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("Core"));
|
|
FModuleManager::Get().LoadModule(TEXT("Networking"));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
FPlatformMisc::LoadStartupModules();
|
|
|
|
// initialize messaging
|
|
SlowTask.EnterProgressFrame(10);
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
#if WITH_EDITOR
|
|
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load UI modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule("Slate");
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
|
|
FModuleManager::Get().LoadModule("SlateReflector");
|
|
#endif // !UE_BUILD_SHIPPING
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
#else
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load all Development modules
|
|
SlowTask.EnterProgressFrame(20);
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("MessageLog");
|
|
FModuleManager::Get().LoadModule("CollisionAnalyzer");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
}
|
|
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("FunctionalTesting");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
|
|
// cooking needs this module too
|
|
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
|
|
|
|
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
|
|
|
|
IAudioEditorModule* AudioEditorModule = &FModuleManager::LoadModuleChecked<IAudioEditorModule>("AudioEditor");
|
|
AudioEditorModule->RegisterAssetActions();
|
|
|
|
// Load the StringTableEditor module to register its asset actions
|
|
FModuleManager::Get().LoadModule("StringTableEditor");
|
|
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
|
|
FModuleManager::Get().LoadModule(TEXT("VREditor"));
|
|
}
|
|
// -----------------------------------------------------
|
|
|
|
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
|
|
// cooking needs this module too
|
|
bool bEnvironmentQueryEditor = false;
|
|
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
|
|
if (bEnvironmentQueryEditor
|
|
#if WITH_EDITOR
|
|
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
|
|
#endif // WITH_EDITOR
|
|
)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
|
|
}
|
|
|
|
// We need this for blueprint projects that have online functionality.
|
|
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
|
|
|
|
if (IsRunningCommandlet())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
|
|
FModuleManager::Get().LoadModule(TEXT("Blutility"));
|
|
}
|
|
|
|
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
|
|
#if WITH_ENGINE
|
|
// Load runtime client modules (which are also needed at cook-time)
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
|
|
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
|
|
}
|
|
#endif
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadStartupModules()
|
|
{
|
|
FScopedSlowTask SlowTask(3);
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded before default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load modules that are configured to load in the default phase
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded after default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void FEngineLoop::InitTime()
|
|
{
|
|
// Init variables used for benchmarking and ticking.
|
|
FApp::SetCurrentTime(FPlatformTime::Seconds());
|
|
MaxFrameCounter = 0;
|
|
MaxTickTime = 0;
|
|
TotalTickTime = 0;
|
|
LastFrameCycles = FPlatformTime::Cycles();
|
|
|
|
float FloatMaxTickTime = 0;
|
|
#if !UE_BUILD_SHIPPING
|
|
FParse::Value(FCommandLine::Get(),TEXT("SECONDS="),FloatMaxTickTime);
|
|
MaxTickTime = FloatMaxTickTime;
|
|
|
|
// look of a version of seconds that only is applied if FApp::IsBenchmarking() is set. This makes it easier on
|
|
// say, iOS, where we have a toggle setting to enable benchmarking, but don't want to have to make user
|
|
// also disable the seconds setting as well. -seconds= will exit the app after time even if benchmarking
|
|
// is not enabled
|
|
// NOTE: This will override -seconds= if it's specified
|
|
if (FApp::IsBenchmarking())
|
|
{
|
|
if (FParse::Value(FCommandLine::Get(),TEXT("BENCHMARKSECONDS="),FloatMaxTickTime) && FloatMaxTickTime)
|
|
{
|
|
MaxTickTime = FloatMaxTickTime;
|
|
}
|
|
}
|
|
|
|
// Use -FPS=X to override fixed tick rate if e.g. -BENCHMARK is used.
|
|
float FixedFPS = 0;
|
|
FParse::Value(FCommandLine::Get(),TEXT("FPS="),FixedFPS);
|
|
if( FixedFPS > 0 )
|
|
{
|
|
FApp::SetFixedDeltaTime(1 / FixedFPS);
|
|
}
|
|
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// convert FloatMaxTickTime into number of frames (using 1 / FApp::GetFixedDeltaTime() to convert fps to seconds )
|
|
MaxFrameCounter = FMath::TruncToInt(MaxTickTime / FApp::GetFixedDeltaTime());
|
|
}
|
|
|
|
|
|
//called via FCoreDelegates::StarvedGameLoop
|
|
void GameLoopIsStarved()
|
|
{
|
|
FlushPendingDeleteRHIResources_GameThread();
|
|
FStats::AdvanceFrame( true, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
}
|
|
|
|
|
|
int32 FEngineLoop::Init()
|
|
{
|
|
CheckImageIntegrity();
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FEngineLoop::Init" ), STAT_FEngineLoop_Init, STATGROUP_LoadTime );
|
|
|
|
FScopedSlowTask SlowTask(100);
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Figure out which UEngine variant to use.
|
|
UClass* EngineClass = nullptr;
|
|
if( !GIsEditor )
|
|
{
|
|
// We're the game.
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
}
|
|
else
|
|
{
|
|
#if WITH_EDITOR
|
|
// We're UnrealEd.
|
|
FString UnrealEdEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *UnrealEdEngineClassName);
|
|
}
|
|
GEngine = GEditor = GUnrealEd = NewObject<UUnrealEdEngine>(GetTransientPackage(), EngineClass);
|
|
#else
|
|
check(0);
|
|
#endif
|
|
}
|
|
|
|
check( GEngine );
|
|
|
|
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
InitTime();
|
|
|
|
SlowTask.EnterProgressFrame(60);
|
|
|
|
GEngine->Init(this);
|
|
|
|
UEngine::OnPostEngineInit.Broadcast();
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// initialize engine instance discovery
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
|
|
SessionService->Start();
|
|
}
|
|
|
|
EngineService = new FEngineService();
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
|
|
{
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
GEngine->Start();
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
|
|
// initialize automation worker
|
|
#if WITH_AUTOMATION_WORKER
|
|
FModuleManager::Get().LoadModule("AutomationWorker");
|
|
#endif
|
|
|
|
// Automation tests can be invoked locally in non-editor builds configuration (e.g. performance profiling in Test configuration)
|
|
#if WITH_ENGINE && !UE_BUILD_SHIPPING
|
|
FModuleManager::Get().LoadModule("AutomationController");
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
|
|
}
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorder"));
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorderSections"));
|
|
#endif
|
|
|
|
GIsRunning = true;
|
|
|
|
if (!GIsEditor)
|
|
{
|
|
// hide a couple frames worth of rendering
|
|
FViewport::SetGameRenderingEnabled(true, 3);
|
|
}
|
|
|
|
// Begin the async platform hardware survey
|
|
GEngine->StartHardwareSurvey();
|
|
|
|
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
|
|
|
|
// Ready to measure thread heartbeat
|
|
FThreadHeartBeat::Get().Start();
|
|
|
|
FCoreDelegates::OnFEngineLoopInitComplete.Broadcast();
|
|
return 0;
|
|
}
|
|
|
|
|
|
void FEngineLoop::Exit()
|
|
{
|
|
STAT_ADD_CUSTOMMESSAGE_NAME( STAT_NamedMarker, TEXT( "EngineLoop.Exit" ) );
|
|
|
|
GIsRunning = 0;
|
|
GLogConsole = nullptr;
|
|
|
|
// shutdown visual logger and flush all data
|
|
#if ENABLE_VISUAL_LOG
|
|
FVisualLogger::Get().Shutdown();
|
|
#endif
|
|
|
|
GetMoviePlayer()->Shutdown();
|
|
|
|
// Make sure we're not in the middle of loading something.
|
|
FlushAsyncLoading();
|
|
|
|
// Block till all outstanding resource streaming requests are fulfilled.
|
|
if (!IStreamingManager::HasShutdown())
|
|
{
|
|
UTexture2D::CancelPendingTextureStreaming();
|
|
IStreamingManager::Get().BlockTillAllRequestsFinished();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
// shut down messaging
|
|
delete EngineService;
|
|
EngineService = nullptr;
|
|
|
|
if (SessionService.IsValid())
|
|
{
|
|
SessionService->Stop();
|
|
SessionService.Reset();
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
GDistanceFieldAsyncQueue->Shutdown();
|
|
delete GDistanceFieldAsyncQueue;
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->ShutdownAudioDeviceManager();
|
|
}
|
|
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
|
|
// close all windows
|
|
FSlateApplication::Shutdown();
|
|
|
|
#if !UE_SERVER
|
|
if ( FEngineFontServices::IsInitialized() )
|
|
{
|
|
FEngineFontServices::Destroy();
|
|
}
|
|
#endif
|
|
|
|
#if !PLATFORM_ANDROID // AppPreExit doesn't work on Android
|
|
AppPreExit();
|
|
|
|
TermGamePhys();
|
|
ParticleVertexFactoryPool_FreePool();
|
|
#else
|
|
// AppPreExit() stops malloc profiler, do it here instead
|
|
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
|
|
#endif // !ANDROID
|
|
|
|
// Stop the rendering thread.
|
|
StopRenderingThread();
|
|
|
|
// Tear down the RHI.
|
|
RHIExitAndStopRHIThread();
|
|
|
|
#if !PLATFORM_ANDROID // UnloadModules doesn't work on Android
|
|
#if WITH_ENGINE
|
|
// Save the hot reload state
|
|
IHotReloadInterface* HotReload = IHotReloadInterface::GetPtr();
|
|
if(HotReload != nullptr)
|
|
{
|
|
HotReload->SaveConfig();
|
|
}
|
|
#endif
|
|
|
|
// Unload all modules. Note that this doesn't actually unload the module DLLs (that happens at
|
|
// process exit by the OS), but it does call ShutdownModule() on all loaded modules in the reverse
|
|
// order they were loaded in, so that systems can unregister and perform general clean up.
|
|
FModuleManager::Get().UnloadModulesAtShutdown();
|
|
#endif // !ANDROID
|
|
|
|
// Move earlier?
|
|
#if STATS
|
|
FThreadStats::StopThread();
|
|
#endif
|
|
|
|
FTaskGraphInterface::Shutdown();
|
|
IStreamingManager::Shutdown();
|
|
if (!GNewAsyncIO)
|
|
{
|
|
FIOSystem::Shutdown();
|
|
}
|
|
}
|
|
|
|
|
|
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
|
|
{
|
|
FSlateApplication& SlateApp = FSlateApplication::Get();
|
|
|
|
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
|
|
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
|
|
{
|
|
UWorld* CurWorld = Context.World();
|
|
if ( CurWorld && CurWorld->IsGameWorld() )
|
|
{
|
|
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
|
|
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
|
|
|
|
if ( ViewportWidget.IsValid() )
|
|
{
|
|
FWidgetPath PathToWidget;
|
|
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
|
|
|
|
if (PathToWidget.IsValid())
|
|
{
|
|
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
|
|
{
|
|
APlayerController* PlayerController = Iterator->Get();
|
|
if (PlayerController)
|
|
{
|
|
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
|
|
if (LocalPlayer)
|
|
{
|
|
FReply& TheReply = LocalPlayer->GetSlateOperations();
|
|
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
|
|
|
|
TheReply = FReply::Unhandled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool FEngineLoop::ShouldUseIdleMode() const
|
|
{
|
|
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
|
|
bool bIdleMode = false;
|
|
|
|
// Yield cpu usage if desired
|
|
if (FApp::IsGame()
|
|
&& FPlatformProperties::SupportsWindowedMode()
|
|
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
|
|
&& !FPlatformProcess::IsThisApplicationForeground())
|
|
{
|
|
bIdleMode = true;
|
|
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
|
|
{
|
|
bIdleMode = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIdleMode;
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
|
|
#include "Containers/StackTracker.h"
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
|
|
TEXT("LogGameThreadMallocChurn.Enable"),
|
|
0,
|
|
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
|
|
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
|
|
300,
|
|
TEXT("Number of frames between churn reports."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
|
|
TEXT("LogGameThreadMallocChurn.Threshhold"),
|
|
10,
|
|
TEXT("Minimum average number of allocs per frame to include in the report."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
|
|
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
|
|
100,
|
|
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
|
|
TEXT("LogGameThreadMallocChurn.StackIgnore"),
|
|
2,
|
|
TEXT("Number of items to discard from the top of a stack frame."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
|
|
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
|
|
1,
|
|
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
|
|
TEXT("LogGameThreadMallocChurn.StackLen"),
|
|
3,
|
|
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
|
|
|
|
|
|
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
|
|
|
|
struct FScopedSampleMallocChurn
|
|
{
|
|
static FStackTracker GGameThreadMallocChurnTracker;
|
|
static uint64 DumpFrame;
|
|
|
|
bool bEnabled;
|
|
int32 CountDown;
|
|
TFunction<void(int32)> Hook;
|
|
|
|
FScopedSampleMallocChurn()
|
|
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
|
|
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
|
|
, Hook(
|
|
[this](int32 Index)
|
|
{
|
|
if (--CountDown <= 0)
|
|
{
|
|
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
|
|
CollectSample();
|
|
}
|
|
}
|
|
)
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(!GGameThreadMallocHook);
|
|
if (!DumpFrame)
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
|
|
GGameThreadMallocHook = &Hook;
|
|
}
|
|
else
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
if (DumpFrame)
|
|
{
|
|
DumpFrame = 0;
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
}
|
|
}
|
|
~FScopedSampleMallocChurn()
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(GGameThreadMallocHook == &Hook);
|
|
GGameThreadMallocHook = nullptr;
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
check(DumpFrame);
|
|
if (GFrameCounter > DumpFrame)
|
|
{
|
|
PrintResultsAndReset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectSample()
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
|
|
}
|
|
void PrintResultsAndReset()
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
|
|
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
|
|
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
};
|
|
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
|
|
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
|
|
|
|
#endif
|
|
|
|
void FEngineLoop::Tick()
|
|
{
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
FScopedSampleMallocChurn ChurnTracker;
|
|
#endif
|
|
|
|
// Send a heartbeat for the diagnostics thread
|
|
FThreadHeartBeat::Get().HeartBeat();
|
|
|
|
// Make sure something is ticking the rendering tickables in -onethread mode to avoid leaks/bugs.
|
|
if (!GUseThreadedRendering && !GIsRenderingThreadSuspended)
|
|
{
|
|
TickRenderingTickables();
|
|
}
|
|
|
|
// Ensure we aren't starting a frame while loading or playing a loading movie
|
|
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
|
|
|
|
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
|
|
if (ActiveProfiler)
|
|
{
|
|
ActiveProfiler->FrameSync();
|
|
}
|
|
|
|
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
|
|
|
|
// early in the Tick() to get the callbacks for cvar changes called
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
|
|
IConsoleManager::Get().CallAllConsoleVariableSinks();
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
BeginFrame,
|
|
{
|
|
GRHICommandList.LatchBypass();
|
|
GFrameNumberRenderThread++;
|
|
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
|
|
GPU_STATS_BEGINFRAME(RHICmdList);
|
|
RHICmdList.BeginFrame();
|
|
});
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
|
|
// Flush debug output which has been buffered by other threads.
|
|
GLog->FlushThreadedLogs();
|
|
}
|
|
|
|
// Exit if frame limit is reached in benchmark mode.
|
|
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
|
|
// or time limit is reached if set.
|
|
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
|
|
{
|
|
FPlatformMisc::RequestExit(0);
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
|
|
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
|
|
GEngine->UpdateTimeAndHandleMaxTickRate();
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
|
|
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
|
|
}
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
|
|
|
|
// Update memory allocator stats.
|
|
GMalloc->UpdateStats();
|
|
}
|
|
|
|
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
// Calculates average FPS/MS (outside STATS on purpose)
|
|
CalculateFPSTimings();
|
|
|
|
// Note the start of a new frame
|
|
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
|
|
|
|
// handle some per-frame tasks on the rendering thread
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
ResetDeferredUpdates,
|
|
{
|
|
FDeferredUpdateResource::ResetNeedsUpdate();
|
|
FlushPendingDeleteRHIResources_RenderThread();
|
|
});
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
|
|
FPlatformMisc::PumpMessages(true);
|
|
}
|
|
|
|
bool bIdleMode;
|
|
{
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
|
|
|
|
// Idle mode prevents ticking and rendering completely
|
|
bIdleMode = ShouldUseIdleMode();
|
|
if (bIdleMode)
|
|
{
|
|
// Yield CPU time
|
|
FPlatformProcess::Sleep(.1f);
|
|
}
|
|
}
|
|
|
|
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
|
|
// input is polled for motion controller devices each frame.
|
|
#if WITH_ENGINE
|
|
extern ENGINE_API float GNewWorldToMetersScale;
|
|
UWorld* HackGWorld = GWorld;
|
|
if( GNewWorldToMetersScale != 0.0f && HackGWorld != nullptr )
|
|
{
|
|
if( GNewWorldToMetersScale != HackGWorld->GetWorldSettings()->WorldToMeters )
|
|
{
|
|
HackGWorld->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
|
|
}
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
SCOPE_TIME_GUARD(TEXT("SlateInput"));
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_SlateInput);
|
|
|
|
FSlateApplication& SlateApp = FSlateApplication::Get();
|
|
SlateApp.PollGameDeviceState();
|
|
// Gives widgets a chance to process any accumulated input
|
|
SlateApp.FinishedInputThisFrame();
|
|
}
|
|
|
|
GEngine->Tick( FApp::GetDeltaTime(), bIdleMode );
|
|
|
|
// If a movie that is blocking the game thread has been playing,
|
|
// wait for it to finish before we continue to tick or tick again
|
|
// We do this right after GEngine->Tick() because that is where user code would initiate a load / movie.
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_WaitForMovieToFinish);
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
}
|
|
|
|
if (GShaderCompilingManager)
|
|
{
|
|
// Process any asynchronous shader compile results that are ready, limit execution time
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GShaderCompilingManager);
|
|
GShaderCompilingManager->ProcessAsyncResults(true, false);
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GDistanceFieldAsyncQueue);
|
|
GDistanceFieldAsyncQueue->ProcessAsyncTasks();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
FGraphEventRef ConcurrentTask;
|
|
const bool bDoConcurrentSlateTick = GEngine->ShouldDoAsyncEndOfFrameTasks();
|
|
|
|
if (bDoConcurrentSlateTick)
|
|
{
|
|
const float DeltaSeconds = FApp::GetDeltaTime();
|
|
UGameViewportClient* const GameViewport = GEngine->GameViewport;
|
|
ConcurrentTask = TGraphTask<FExecuteConcurrentWithSlateTickTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
|
|
[GameViewport, DeltaSeconds]()
|
|
{
|
|
if (CVarDoAsyncEndOfFrameTasksRandomize.GetValueOnAnyThread(true) > 0)
|
|
{
|
|
FPlatformProcess::Sleep(FMath::RandRange(0.0f, .003f)); // this shakes up the threading to find race conditions
|
|
}
|
|
if (GameViewport != nullptr)
|
|
{
|
|
UWorld* const World = GameViewport->GetWorld();
|
|
if (World && World->DemoNetDriver)
|
|
{
|
|
World->DemoNetDriver->TickFlushAsyncEndOfFrame(DeltaSeconds);
|
|
}
|
|
}
|
|
}
|
|
);
|
|
}
|
|
#endif
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
|
|
check(!IsRunningDedicatedServer());
|
|
|
|
// Process slate operations accumulated in the world ticks.
|
|
ProcessLocalPlayerSlateOperations();
|
|
}
|
|
|
|
// Tick Slate application
|
|
FSlateApplication::Get().Tick();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
if (ConcurrentTask.GetReference())
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_ConcurrentWithSlateTickTasks_Wait);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ConcurrentTask);
|
|
ConcurrentTask = nullptr;
|
|
}
|
|
#endif
|
|
|
|
#if STATS
|
|
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
|
|
extern CORE_API void ClearPendingStatGroups();
|
|
ClearPendingStatGroups();
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER( STAT_FEngineLoop_Tick_AutomationController );
|
|
static FName AutomationController( "AutomationController" );
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
if (FModuleManager::Get().IsModuleLoaded( AutomationController ))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>( AutomationController ).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
#if WITH_AUTOMATION_WORKER
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_AutomationWorker);
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
static const FName AutomationWorkerModuleName = TEXT("AutomationWorker");
|
|
if (FModuleManager::Get().IsModuleLoaded(AutomationWorkerModuleName))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationWorkerModule>(AutomationWorkerModuleName).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
#endif //WITH_ENGINE
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
|
|
RHITick( FApp::GetDeltaTime() ); // Update RHI.
|
|
}
|
|
|
|
// Increment global frame counter. Once for each engine tick.
|
|
GFrameCounter++;
|
|
|
|
// Disregard first few ticks for total tick time as it includes loading and such.
|
|
if( GFrameCounter > 6 )
|
|
{
|
|
TotalTickTime+=FApp::GetDeltaTime();
|
|
}
|
|
|
|
|
|
// Find the objects which need to be cleaned up the next frame.
|
|
FPendingCleanupObjects* PreviousPendingCleanupObjects = PendingCleanupObjects;
|
|
PendingCleanupObjects = GetPendingCleanupObjects();
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
|
|
// this could be perhaps moved down to get greater parallelizm
|
|
// Sync game and render thread. Either total sync or allowing one frame lag.
|
|
static FFrameEndSync FrameEndSync;
|
|
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
|
|
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
|
|
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
|
|
delete PreviousPendingCleanupObjects;
|
|
|
|
// Destroy all linkers pending delete
|
|
#if WITH_COREUOBJECT
|
|
DeleteLoaders();
|
|
#endif
|
|
|
|
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
|
|
|
|
FThreadManager::Get().Tick();
|
|
|
|
GEngine->TickDeferredCommands();
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
EndFrame,
|
|
{
|
|
RHICmdList.EndFrame();
|
|
GPU_STATS_ENDFRAME(RHICmdList);
|
|
RHICmdList.PopEvent();
|
|
});
|
|
|
|
// Set CPU utilization stats.
|
|
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
|
|
SET_FLOAT_STAT( STAT_CPUTimePct, CPUTime.CPUTimePct );
|
|
SET_FLOAT_STAT( STAT_CPUTimePctRelative, CPUTime.CPUTimePctRelative );
|
|
|
|
// Set the UObject count stat
|
|
#if UE_GC_TRACK_OBJ_AVAILABLE
|
|
SET_DWORD_STAT(STAT_Hash_NumObjects, GUObjectArray.GetObjectArrayNumMinusAvailable());
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void FEngineLoop::ClearPendingCleanupObjects()
|
|
{
|
|
delete PendingCleanupObjects;
|
|
PendingCleanupObjects = nullptr;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogTimestamp(
|
|
TEXT("log.Timestamp"),
|
|
1,
|
|
TEXT("Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n")
|
|
TEXT(" 0 = Do not display log timestamps\n")
|
|
TEXT(" 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n")
|
|
TEXT(" 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]"),
|
|
ECVF_Default);
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogCategory(
|
|
TEXT("log.Category"),
|
|
1,
|
|
TEXT("Defines if the categoy is included in each line in the log file and in what form.\n")
|
|
TEXT(" 0 = Do not log category\n")
|
|
TEXT(" 2 = Log the category (default)"),
|
|
ECVF_Default);
|
|
|
|
|
|
// Gets called any time cvars change (on the main thread)
|
|
static void CVarLogSinkFunction()
|
|
{
|
|
{
|
|
// for debugging
|
|
ELogTimes::Type OldGPrintLogTimes = GPrintLogTimes;
|
|
|
|
int32 LogTimestampValue = CVarLogTimestamp.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogTimes can be used on multiple threads but it should be no issue to change it on the fly
|
|
switch(LogTimestampValue)
|
|
{
|
|
default:
|
|
case 0: GPrintLogTimes = ELogTimes::None; break;
|
|
case 1: GPrintLogTimes = ELogTimes::UTC; break;
|
|
case 2: GPrintLogTimes = ELogTimes::SinceGStartTime; break;
|
|
}
|
|
}
|
|
|
|
{
|
|
int32 LogCategoryValue = CVarLogCategory.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogCategory can be used on multiple threads but it should be no issue to change it on the fly
|
|
GPrintLogCategory = LogCategoryValue != 0;
|
|
}
|
|
}
|
|
|
|
|
|
FAutoConsoleVariableSink CVarLogSink(FConsoleCommandDelegate::CreateStatic(&CVarLogSinkFunction));
|
|
|
|
static void CheckForPrintTimesOverride()
|
|
{
|
|
// Determine whether to override the default setting for including timestamps in the log.
|
|
FString LogTimes;
|
|
if (GConfig->GetString( TEXT( "LogFiles" ), TEXT( "LogTimes" ), LogTimes, GEngineIni ))
|
|
{
|
|
if (LogTimes == TEXT( "SinceStart" ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
// Assume this is a bool for backward compatibility
|
|
else if (FCString::ToBool( *LogTimes ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
}
|
|
|
|
if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "NOLOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(0, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMESINCESTART" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetByCommandline);
|
|
}
|
|
}
|
|
|
|
|
|
/* FEngineLoop static interface
|
|
*****************************************************************************/
|
|
|
|
bool FEngineLoop::AppInit( )
|
|
{
|
|
// Output devices.
|
|
GError = FPlatformOutputDevices::GetError();
|
|
GWarn = FPlatformOutputDevices::GetWarn();
|
|
|
|
BeginInitTextLocalization();
|
|
|
|
// Avoiding potential exploits by not exposing command line overrides in the shipping games.
|
|
#if !UE_BUILD_SHIPPING && WITH_EDITORONLY_DATA
|
|
// 8192 is the maximum length of the command line on Windows XP.
|
|
TCHAR CmdLineEnv[8192];
|
|
|
|
// Retrieve additional command line arguments from environment variable.
|
|
FPlatformMisc::GetEnvironmentVariable(TEXT("UE-CmdLineArgs"), CmdLineEnv,ARRAY_COUNT(CmdLineEnv));
|
|
|
|
// Manually nullptr terminate just in case. The nullptr string is returned above in the error case so
|
|
// we don't have to worry about that.
|
|
CmdLineEnv[ARRAY_COUNT(CmdLineEnv)-1] = 0;
|
|
FString Env = FString(CmdLineEnv).Trim();
|
|
|
|
if (Env.Len())
|
|
{
|
|
// Append the command line environment after inserting a space as we can't set it in the
|
|
// environment. Note that any code accessing GCmdLine before appInit obviously won't
|
|
// respect the command line environment additions.
|
|
FCommandLine::Append(TEXT(" -EnvAfterHere "));
|
|
FCommandLine::Append(CmdLineEnv);
|
|
}
|
|
#endif
|
|
|
|
// Error history.
|
|
FCString::Strcpy(GErrorHist, TEXT("Fatal error!" LINE_TERMINATOR LINE_TERMINATOR));
|
|
|
|
// Platform specific pre-init.
|
|
FPlatformMisc::PlatformPreInit();
|
|
|
|
// Keep track of start time.
|
|
GSystemStartTime = FDateTime::Now().ToString();
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// Now finish initializing the file manager after the command line is set up
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
FPageAllocator::LatchProtectedMode();
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("purgatorymallocproxy")))
|
|
{
|
|
FMemory::EnablePurgatoryTests();
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("poisonmallocproxy")))
|
|
{
|
|
FMemory::EnablePoisonTests();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE")))
|
|
{
|
|
GIsBuildMachine = true;
|
|
}
|
|
|
|
// If "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
|
|
if( FParse::Param( FCommandLine::Get(), TEXT( "WaitForDebugger" ) ) )
|
|
{
|
|
while( !FPlatformMisc::IsDebuggerPresent() )
|
|
{
|
|
FPlatformProcess::Sleep( 0.1f );
|
|
}
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
#if PLATFORM_WINDOWS
|
|
|
|
// make sure that the log directory exists
|
|
IFileManager::Get().MakeDirectory( *FPaths::GameLogDir() );
|
|
|
|
// update the mini dump filename now that we have enough info to point it to the log folder even in installed builds
|
|
FCString::Strcpy(MiniDumpFilenameW, *IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FString::Printf(TEXT("%sunreal-v%i-%s.dmp"), *FPaths::GameLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString())));
|
|
#endif
|
|
|
|
// Init logging to disk
|
|
FPlatformOutputDevices::SetupOutputDevices();
|
|
|
|
// init config system
|
|
FConfigCacheIni::InitializeConfigSystem();
|
|
|
|
// Now that configs have been initialized, setup stack walking options
|
|
FPlatformStackWalk::Init();
|
|
|
|
CheckForPrintTimesOverride();
|
|
|
|
// Check whether the project or any of its plugins are missing or are out of date
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#if UE_EDITOR && !IS_MONOLITHIC
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if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
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{
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const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject();
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if(CurrentProject != nullptr && CurrentProject->Modules.Num() > 0)
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{
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bool bNeedCompile = false;
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GConfig->GetBool(TEXT("/Script/UnrealEd.EditorLoadingSavingSettings"), TEXT("bForceCompilationAtStartup"), bNeedCompile, GEditorPerProjectIni);
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if(FParse::Param(FCommandLine::Get(), TEXT("SKIPCOMPILE")) || FParse::Param(FCommandLine::Get(), TEXT("MULTIPROCESS")))
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{
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bNeedCompile = false;
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}
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if(!bNeedCompile)
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{
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// Check if any of the project or plugin modules are out of date, and the user wants to compile them.
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TArray<FString> IncompatibleFiles;
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IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles);
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IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles);
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if (IncompatibleFiles.Num() > 0)
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{
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// Log the modules which need to be rebuilt
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FString ModulesList = TEXT("The following modules are missing or built with a different engine version:\n\n");
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for (int Idx = 0; Idx < IncompatibleFiles.Num(); Idx++)
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{
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UE_LOG(LogInit, Warning, TEXT("Incompatible or missing module: %s"), *IncompatibleFiles[Idx]);
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ModulesList += IncompatibleFiles[Idx] + TEXT("\n");
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}
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ModulesList += TEXT("\nWould you like to rebuild them now?");
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// If we're running with -stdout, assume that we're a non interactive process and about to fail
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if (FApp::IsUnattended() || FParse::Param(FCommandLine::Get(), TEXT("stdout")))
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{
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return false;
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}
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// Ask whether to compile before continuing
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if (FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, *ModulesList, *FString::Printf(TEXT("Missing %s Modules"), FApp::GetGameName())) == EAppReturnType::No)
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{
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return false;
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}
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bNeedCompile = true;
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}
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}
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if(bNeedCompile)
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{
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// Try to compile it
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FFeedbackContext *Context = (FFeedbackContext*)FDesktopPlatformModule::Get()->GetNativeFeedbackContext();
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Context->BeginSlowTask(FText::FromString(TEXT("Starting build...")), true, true);
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bool bCompileResult = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), FPaths::GetProjectFilePath(), Context);
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Context->EndSlowTask();
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// Get a list of modules which are still incompatible
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TArray<FString> StillIncompatibleFiles;
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IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
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IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
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if(!bCompileResult || StillIncompatibleFiles.Num() > 0)
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{
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for (int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
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{
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UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
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}
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if (!FApp::IsUnattended())
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{
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FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), FApp::GetGameName()), TEXT("Error"));
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}
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return false;
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}
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}
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}
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}
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#endif
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// NOTE: This is the earliest place to init the online subsystems (via plugins)
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// Code needs GConfigFile to be valid
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// Must be after FThreadStats::StartThread();
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// Must be before Render/RHI subsystem D3DCreate()
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// For platform services that need D3D hooks like Steam
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// Load "pre-init" plugin modules
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if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
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{
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return false;
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}
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// Register the callback that allows the text localization manager to load data for plugins
|
|
FTextLocalizationManager::Get().GatherAdditionalLocResPathsCallback.AddLambda([](TArray<FString>& OutLocResPaths)
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|
{
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IPluginManager::Get().GetLocalizationPathsForEnabledPlugins(OutLocResPaths);
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});
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PreInitHMDDevice();
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// Put the command line and config info into the suppression system
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FLogSuppressionInterface::Get().ProcessConfigAndCommandLine();
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// after the above has run we now have the REQUIRED set of engine .INIs (all of the other .INIs)
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// that are gotten from .h files' config() are not requires and are dynamically loaded when the .u files are loaded
|
|
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#if !UE_BUILD_SHIPPING
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// Prompt the user for remote debugging?
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bool bPromptForRemoteDebug = false;
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GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugging"), bPromptForRemoteDebug, GEngineIni);
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bool bPromptForRemoteDebugOnEnsure = false;
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GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugOnEnsure"), bPromptForRemoteDebugOnEnsure, GEngineIni);
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|
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if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUG")))
|
|
{
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|
bPromptForRemoteDebug = true;
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUGENSURE")))
|
|
{
|
|
bPromptForRemoteDebug = true;
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|
bPromptForRemoteDebugOnEnsure = true;
|
|
}
|
|
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FPlatformMisc::SetShouldPromptForRemoteDebugging(bPromptForRemoteDebug);
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|
FPlatformMisc::SetShouldPromptForRemoteDebugOnEnsure(bPromptForRemoteDebugOnEnsure);
|
|
|
|
// Feedback context.
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("WARNINGSASERRORS")))
|
|
{
|
|
GWarn->TreatWarningsAsErrors = true;
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("SILENT")))
|
|
{
|
|
GIsSilent = true;
|
|
}
|
|
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// Show log if wanted.
|
|
if (GLogConsole && FParse::Param(FCommandLine::Get(), TEXT("LOG")))
|
|
{
|
|
GLogConsole->Show(true);
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|
}
|
|
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//// Command line.
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|
UE_LOG(LogInit, Log, TEXT("Build: %s"), FApp::GetBuildVersion());
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|
UE_LOG(LogInit, Log, TEXT("Engine Version: %s"), *FEngineVersion::Current().ToString());
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|
UE_LOG(LogInit, Log, TEXT("Compatible Engine Version: %s"), *FEngineVersion::CompatibleWith().ToString());
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|
UE_LOG(LogInit, Log, TEXT("Net CL: %u"), FNetworkVersion::GetNetworkCompatibleChangelist());
|
|
FDevVersionRegistration::DumpVersionsToLog();
|
|
|
|
#if PLATFORM_64BITS
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UE_LOG(LogInit, Log, TEXT("Compiled (64-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
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|
#else
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|
UE_LOG(LogInit, Log, TEXT("Compiled (32-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
|
|
#endif
|
|
|
|
// Print compiler version info
|
|
#if defined(__clang__)
|
|
UE_LOG(LogInit, Log, TEXT("Compiled with Clang: %s"), ANSI_TO_TCHAR( __clang_version__ ) );
|
|
#elif defined(__INTEL_COMPILER)
|
|
UE_LOG(LogInit, Log, TEXT("Compiled with ICL: %d"), __INTEL_COMPILER);
|
|
#elif defined( _MSC_VER )
|
|
#ifndef __INTELLISENSE__ // Intellisense compiler doesn't support _MSC_FULL_VER
|
|
{
|
|
const FString VisualCPPVersion( FString::Printf( TEXT( "%d" ), _MSC_FULL_VER ) );
|
|
const FString VisualCPPRevisionNumber( FString::Printf( TEXT( "%02d" ), _MSC_BUILD ) );
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|
UE_LOG(LogInit, Log, TEXT("Compiled with Visual C++: %s.%s.%s.%s"),
|
|
*VisualCPPVersion.Mid( 0, 2 ), // Major version
|
|
*VisualCPPVersion.Mid( 2, 2 ), // Minor version
|
|
*VisualCPPVersion.Mid( 4 ), // Build version
|
|
*VisualCPPRevisionNumber // Revision number
|
|
);
|
|
}
|
|
#endif
|
|
#else
|
|
UE_LOG(LogInit, Log, TEXT("Compiled with unrecognized C++ compiler") );
|
|
#endif
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Build Configuration: %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
|
|
UE_LOG(LogInit, Log, TEXT("Branch Name: %s"), *FApp::GetBranchName() );
|
|
UE_LOG(LogInit, Log, TEXT("Command line: %s"), FCommandLine::GetForLogging() );
|
|
UE_LOG(LogInit, Log, TEXT("Base directory: %s"), FPlatformProcess::BaseDir() );
|
|
//UE_LOG(LogInit, Log, TEXT("Character set: %s"), sizeof(TCHAR)==1 ? TEXT("ANSI") : TEXT("Unicode") );
|
|
UE_LOG(LogInit, Log, TEXT("Installed Engine Build: %d"), FApp::IsEngineInstalled() ? 1 : 0);
|
|
|
|
// if a logging build, clear out old log files
|
|
#if !NO_LOGGING
|
|
FMaintenance::DeleteOldLogs();
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
FApp::InitializeSession();
|
|
#endif
|
|
|
|
// Checks.
|
|
check(sizeof(uint8) == 1);
|
|
check(sizeof(int8) == 1);
|
|
check(sizeof(uint16) == 2);
|
|
check(sizeof(uint32) == 4);
|
|
check(sizeof(uint64) == 8);
|
|
check(sizeof(ANSICHAR) == 1);
|
|
|
|
#if PLATFORM_TCHAR_IS_4_BYTES
|
|
check(sizeof(TCHAR) == 4);
|
|
#else
|
|
check(sizeof(TCHAR) == 2);
|
|
#endif
|
|
|
|
check(sizeof(int16) == 2);
|
|
check(sizeof(int32) == 4);
|
|
check(sizeof(int64) == 8);
|
|
check(sizeof(bool) == 1);
|
|
check(sizeof(float) == 4);
|
|
check(sizeof(double) == 8);
|
|
|
|
// Init list of common colors.
|
|
GColorList.CreateColorMap();
|
|
|
|
bool bForceSmokeTests = false;
|
|
GConfig->GetBool(TEXT("AutomationTesting"), TEXT("bForceSmokeTests"), bForceSmokeTests, GEngineIni);
|
|
bForceSmokeTests |= FParse::Param(FCommandLine::Get(), TEXT("bForceSmokeTests"));
|
|
FAutomationTestFramework::Get().SetForceSmokeTests(bForceSmokeTests);
|
|
|
|
// Init other systems.
|
|
FCoreDelegates::OnInit.Broadcast();
|
|
return true;
|
|
}
|
|
|
|
|
|
void FEngineLoop::AppPreExit( )
|
|
{
|
|
UE_LOG(LogExit, Log, TEXT("Preparing to exit.") );
|
|
|
|
FCoreDelegates::OnPreExit.Broadcast();
|
|
|
|
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
|
|
|
|
#if WITH_ENGINE
|
|
if (FString(FCommandLine::Get()).Contains(TEXT("CreatePak")) && GetDerivedDataCache())
|
|
{
|
|
// if we are creating a Pak, we need to make sure everything is done and written before we exit
|
|
UE_LOG(LogInit, Display, TEXT("Closing DDC Pak File."));
|
|
GetDerivedDataCacheRef().WaitForQuiescence(true);
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
FRemoteConfig::Flush();
|
|
#endif
|
|
|
|
FCoreDelegates::OnExit.Broadcast();
|
|
|
|
// Clean up the thread pool
|
|
if (GThreadPool != nullptr)
|
|
{
|
|
GThreadPool->Destroy();
|
|
}
|
|
|
|
if (GIOThreadPool != nullptr)
|
|
{
|
|
GIOThreadPool->Destroy();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
if ( GShaderCompilingManager )
|
|
{
|
|
GShaderCompilingManager->Shutdown();
|
|
|
|
delete GShaderCompilingManager;
|
|
GShaderCompilingManager = nullptr;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::AppExit( )
|
|
{
|
|
UE_LOG(LogExit, Log, TEXT("Exiting."));
|
|
|
|
FPlatformMisc::PlatformTearDown();
|
|
|
|
if (GConfig)
|
|
{
|
|
GConfig->Exit();
|
|
delete GConfig;
|
|
GConfig = nullptr;
|
|
}
|
|
|
|
if( GLog )
|
|
{
|
|
GLog->TearDown();
|
|
}
|
|
|
|
FInternationalization::TearDown();
|
|
}
|
|
|
|
|
|
void FEngineLoop::PreInitHMDDevice()
|
|
{
|
|
#if WITH_ENGINE && !UE_SERVER
|
|
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
|
|
{
|
|
// Get a list of modules that implement this feature
|
|
FName Type = IHeadMountedDisplayModule::GetModularFeatureName();
|
|
IModularFeatures& ModularFeatures = IModularFeatures::Get();
|
|
TArray<IHeadMountedDisplayModule*> HMDModules = ModularFeatures.GetModularFeatureImplementations<IHeadMountedDisplayModule>(Type);
|
|
|
|
// Iterate over modules, calling PreInit
|
|
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
|
|
|
|
if (!HMDModule->PreInit())
|
|
{
|
|
// Unregister modules which fail PreInit
|
|
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
|
|
}
|
|
}
|
|
}
|
|
#endif // #if WITH_ENGINE && !UE_SERVER
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|