Files
UnrealEngineUWP/Engine/Source/Runtime/WebBrowser/Private/WebBrowserSingleton.cpp
Andrew Grant 505e2440b1 Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

Change 2903938 on 2016/03/10 by Frank.Gigliotti

	Added an instance ID to FAnimMontageInstance

	#CodeReview Laurent.Delayen
	#RB Laurent.Delayen
	#Tests PIE

Change 2903745 on 2016/03/10 by Wes.Hunt

	Update Oodle TPS
	#rb none
	#tests none
	#codereview:john.pollard

Change 2903689 on 2016/03/10 by Uriel.Doyon

	New "LogHeroMaterials" console command, displaying the current state of materials and  textures on the character hero.
	#rb marcus.wasmer
	#codereview marcus.wassmer
	#tests editor, playing PC games, trying the new command

Change 2903669 on 2016/03/10 by Aaron.McLeran

	OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds

	- Change only effects debug stat commands for audio guys

	#rb none
	#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds

Change 2903625 on 2016/03/10 by John.Pollard

	XB1 Oodle SDK

	#rb none
	#tests none
	#codereview Jeff.Campeau

Change 2903577 on 2016/03/10 by Ben.Marsh

	Remaking latest build scripts from //UE4/Main @ 2900980.

Change 2903560 on 2016/03/10 by Ben.Marsh

	Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.

	Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:

	* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
	* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
	* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
	* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
	* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.

	Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.

	Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.

	Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.

	File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.

	Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.

	A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.

	#rb none
	#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
	#tests local only so far, but not part of any build process yet

Change 2903539 on 2016/03/10 by John.Pollard

	Improve replay playback debugging of character movement

	#rb none
	#tests replays

Change 2903526 on 2016/03/10 by Ben.Marsh

	Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.

	#rb none
	#tests none

Change 2903512 on 2016/03/10 by Dan.Youhon

	Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s

	#rb None
	#tests Compiles

Change 2903474 on 2016/03/10 by Marc.Audy

	Fix crash if ChildActor is null
	#rb None
	#tests None

Change 2903314 on 2016/03/10 by Marc.Audy

	Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
	#rb James.Golding
	#tests Selection of child actors works as expected
	#jira UE-28201

Change 2903298 on 2016/03/10 by Simon.Tovey

	Disabling the trails optimization.

	#tests none
	#rb none

	#codereview Olaf.Piesche

Change 2903124 on 2016/03/10 by Robert.Manuszewski

	Small refactor to pak signing to help with exe protection

	#rb none
	#tests none

[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00

433 lines
14 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "WebBrowserPrivatePCH.h"
#include "SlateCore.h"
#include "WebBrowserSingleton.h"
#include "WebBrowserApp.h"
#include "WebBrowserHandler.h"
#include "WebBrowserWindow.h"
#include "IPlatformTextField.h"
#include "IVirtualKeyboardEntry.h"
#include "SlateApplication.h"
#include "Runtime/Launch/Resources/Version.h"
#if WITH_CEF3
# if PLATFORM_WINDOWS
# include "AllowWindowsPlatformTypes.h"
# endif
# pragma push_macro("OVERRIDE")
# undef OVERRIDE // cef headers provide their own OVERRIDE macro
# include "include/cef_app.h"
# pragma pop_macro("OVERRIDE")
# if PLATFORM_WINDOWS
# include "HideWindowsPlatformTypes.h"
# endif
#endif
#if PLATFORM_MAC || PLATFORM_LINUX
# include <pthread.h>
#endif
#if PLATFORM_ANDROID
# include <Android/AndroidPlatformWebBrowser.h>
#endif
// Define some platform-dependent file locations
#if WITH_CEF3
# define CEF3_BIN_DIR TEXT("Binaries/ThirdParty/CEF3")
# if PLATFORM_WINDOWS && PLATFORM_64BITS
# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Win64/Resources")
# define CEF3_SUBPROCES_EXE TEXT("Binaries/Win64/UnrealCEFSubProcess.exe")
# elif PLATFORM_WINDOWS && PLATFORM_32BITS
# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Win32/Resources")
# define CEF3_SUBPROCES_EXE TEXT("Binaries/Win32/UnrealCEFSubProcess.exe")
# elif PLATFORM_MAC
# define CEF3_FRAMEWORK_DIR CEF3_BIN_DIR TEXT("/Mac/Chromium Embedded Framework.framework")
# define CEF3_RESOURCES_DIR CEF3_FRAMEWORK_DIR TEXT("/Resources")
# define CEF3_SUBPROCES_EXE TEXT("Binaries/Mac/UnrealCEFSubProcess.app/Contents/MacOS/UnrealCEFSubProcess")
# elif PLATFORM_LINUX // @todo Linux
# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Linux/Resources")
# define CEF3_SUBPROCES_EXE TEXT("Binaries/Linux/UnrealCEFSubProcess")
# endif
#endif
namespace {
/**
* Helper function to set the current thread name, visible by the debugger.
* @param ThreadName Name to set
*/
void SetCurrentThreadName(char* ThreadName)
{
#if PLATFORM_MAC
pthread_setname_np(ThreadName);
#elif PLATFORM_LINUX
pthread_setname_np(pthread_self(), ThreadName);
#elif PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
/**
* Code setting the thread name for use in the debugger.
* Copied implementation from WindowsRunnableThread as it is private.
*
* http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
*/
const uint32 MS_VC_EXCEPTION=0x406D1388;
struct THREADNAME_INFO
{
uint32 dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
uint32 dwThreadID; // Thread ID (-1=caller thread).
uint32 dwFlags; // Reserved for future use, must be zero.
};
THREADNAME_INFO ThreadNameInfo = {0x1000, ThreadName, -1, 0};
__try
{
RaiseException( MS_VC_EXCEPTION, 0, sizeof(ThreadNameInfo)/sizeof(ULONG_PTR), (ULONG_PTR*)&ThreadNameInfo );
}
__except( EXCEPTION_EXECUTE_HANDLER )
CA_SUPPRESS(6322)
{
}
#endif
}
#if PLATFORM_MAC
// OSX wants caches in a separate location from other app data
const TCHAR* ApplicationCacheDir()
{
static TCHAR Result[MAX_PATH] = TEXT("");
if (!Result[0])
{
SCOPED_AUTORELEASE_POOL;
NSString *CacheBaseDir = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES) objectAtIndex: 0];
NSString* BundleID = [[NSBundle mainBundle] bundleIdentifier];
if(!BundleID)
{
BundleID = [[NSProcessInfo processInfo] processName];
}
check(BundleID);
NSString* AppCacheDir = [CacheBaseDir stringByAppendingPathComponent: BundleID];
FPlatformString::CFStringToTCHAR((CFStringRef)AppCacheDir, Result);
}
return Result;
}
#endif
}
FWebBrowserSingleton::FWebBrowserSingleton()
: bDevToolsShortcutEnabled(UE_BUILD_DEBUG)
{
#if WITH_CEF3
// The FWebBrowserSingleton must be initialized on the game thread
check(IsInGameThread());
// Provide CEF with command-line arguments.
#if PLATFORM_WINDOWS
CefMainArgs MainArgs(hInstance);
#else
CefMainArgs MainArgs;
#endif
bool bVerboseLogging = FParse::Param(FCommandLine::Get(), TEXT("cefverbose")) || FParse::Param(FCommandLine::Get(), TEXT("debuglog"));
// WebBrowserApp implements application-level callbacks.
WebBrowserApp = new FWebBrowserApp;
WebBrowserApp->OnRenderProcessThreadCreated().BindRaw(this, &FWebBrowserSingleton::HandleRenderProcessCreated);
// Specify CEF global settings here.
CefSettings Settings;
Settings.no_sandbox = true;
Settings.command_line_args_disabled = true;
FString CefLogFile(FPaths::Combine(*FPaths::GameLogDir(), TEXT("cef3.log")));
CefLogFile = FPaths::ConvertRelativePathToFull(CefLogFile);
CefString(&Settings.log_file) = *CefLogFile;
Settings.log_severity = bVerboseLogging ? LOGSEVERITY_VERBOSE : LOGSEVERITY_WARNING;
// Specify locale from our settings
FString LocaleCode = GetCurrentLocaleCode();
CefString(&Settings.locale) = *LocaleCode;
// Append engine version to the user agent string.
FString ProductVersion = FString::Printf( TEXT("%s UnrealEngineChrome/%s"), FApp::GetGameName(), ENGINE_VERSION_STRING);
CefString(&Settings.product_version) = *ProductVersion;
// Enable on disk cache
#if PLATFORM_MAC
// OSX wants cache files in a special location
FString CachePath(FPaths::Combine(ApplicationCacheDir(), TEXT("webcache")));
#else
FString CachePath(FPaths::Combine(*FPaths::GameSavedDir(), TEXT("webcache")));
#endif
CachePath = FPaths::ConvertRelativePathToFull(CachePath);
CefString(&Settings.cache_path) = *CachePath;
// Specify path to resources
FString ResourcesPath(FPaths::Combine(*FPaths::EngineDir(), CEF3_RESOURCES_DIR));
ResourcesPath = FPaths::ConvertRelativePathToFull(ResourcesPath);
if (!FPaths::DirectoryExists(ResourcesPath))
{
UE_LOG(LogWebBrowser, Error, TEXT("Chromium Resources information not found at: %s."), *ResourcesPath);
}
CefString(&Settings.resources_dir_path) = *ResourcesPath;
#if !PLATFORM_MAC
// On Mac Chromium ignores custom locales dir. Files need to be stored in Resources folder in the app bundle
FString LocalesPath(FPaths::Combine(*ResourcesPath, TEXT("locales")));
LocalesPath = FPaths::ConvertRelativePathToFull(LocalesPath);
if (!FPaths::DirectoryExists(LocalesPath))
{
UE_LOG(LogWebBrowser, Error, TEXT("Chromium Locales information not found at: %s."), *LocalesPath);
}
CefString(&Settings.locales_dir_path) = *LocalesPath;
#endif
// Specify path to sub process exe
FString SubProcessPath(FPaths::Combine(*FPaths::EngineDir(), CEF3_SUBPROCES_EXE));
SubProcessPath = FPaths::ConvertRelativePathToFull(SubProcessPath);
if (!FPaths::FileExists(SubProcessPath))
{
UE_LOG(LogWebBrowser, Error, TEXT("UnrealCEFSubProcess.exe not found, check that this program has been built and is placed in: %s."), *SubProcessPath);
}
CefString(&Settings.browser_subprocess_path) = *SubProcessPath;
// Initialize CEF.
bool bSuccess = CefInitialize(MainArgs, Settings, WebBrowserApp.get(), nullptr);
check(bSuccess);
// Set the thread name back to GameThread.
SetCurrentThreadName(TCHAR_TO_ANSI( *(FName( NAME_GameThread ).GetPlainNameString()) ));
#endif
}
#if WITH_CEF3
void FWebBrowserSingleton::HandleRenderProcessCreated(CefRefPtr<CefListValue> ExtraInfo)
{
for (int32 Index = WindowInterfaces.Num() - 1; Index >= 0; --Index)
{
TSharedPtr<FWebBrowserWindow> BrowserWindow = WindowInterfaces[Index].Pin();
if (BrowserWindow.IsValid())
{
CefRefPtr<CefDictionaryValue> Bindings = BrowserWindow->GetProcessInfo();
if (Bindings.get())
{
ExtraInfo->SetDictionary(ExtraInfo->GetSize(), Bindings);
}
}
}
}
#endif
FWebBrowserSingleton::~FWebBrowserSingleton()
{
#if WITH_CEF3
// Force all existing browsers to close in case any haven't been deleted
for (int32 Index = 0; Index < WindowInterfaces.Num(); ++Index)
{
auto BrowserWindow = WindowInterfaces[Index].Pin();
if (BrowserWindow.IsValid() && BrowserWindow->IsValid())
{
// Call CloseBrowser directly on the Host object as FWebBrowserWindow::CloseBrowser is delayed
BrowserWindow->InternalCefBrowser->GetHost()->CloseBrowser(true);
}
}
// Just in case, although we deallocate WebBrowserApp right after this.
WebBrowserApp->OnRenderProcessThreadCreated().Unbind();
// CefRefPtr takes care of delete
WebBrowserApp = nullptr;
// Shut down CEF.
CefShutdown();
#endif
}
TSharedPtr<IWebBrowserWindow> FWebBrowserSingleton::CreateBrowserWindow(
TSharedPtr<FWebBrowserWindow>& BrowserWindowParent,
TSharedPtr<FWebBrowserWindowInfo>& BrowserWindowInfo
)
{
#if WITH_CEF3
TOptional<FString> ContentsToLoad;
bool bShowErrorMessage = BrowserWindowParent->IsShowingErrorMessages();
bool bThumbMouseButtonNavigation = BrowserWindowParent->IsThumbMouseButtonNavigationEnabled();
bool bUseTransparency = BrowserWindowParent->UseTransparency();
FString InitialURL = BrowserWindowInfo->Browser->GetMainFrame()->GetURL().ToWString().c_str();
TSharedPtr<FWebBrowserWindow> NewBrowserWindow(new FWebBrowserWindow(BrowserWindowInfo->Browser, BrowserWindowInfo->Handler, InitialURL, ContentsToLoad, bShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
BrowserWindowInfo->Handler->SetBrowserWindow(NewBrowserWindow);
WindowInterfaces.Add(NewBrowserWindow);
return NewBrowserWindow;
#endif
return nullptr;
}
TSharedPtr<IWebBrowserWindow> FWebBrowserSingleton::CreateBrowserWindow(
void* OSWindowHandle,
FString InitialURL,
bool bUseTransparency,
bool bThumbMouseButtonNavigation,
TOptional<FString> ContentsToLoad,
bool ShowErrorMessage,
FColor BackgroundColor)
{
#if WITH_CEF3
static bool AllowCEF = !FParse::Param(FCommandLine::Get(), TEXT("nocef"));
if (AllowCEF)
{
// Information used when creating the native window.
CefWindowInfo WindowInfo;
// Specify CEF browser settings here.
CefBrowserSettings BrowserSettings;
// Set max framerate to maximum supported.
BrowserSettings.background_color = CefColorSetARGB(BackgroundColor.A, BackgroundColor.R, BackgroundColor.G, BackgroundColor.B);
// Disable plugins
BrowserSettings.plugins = STATE_DISABLED;
#if PLATFORM_WINDOWS
// Create the widget as a child window on whindows when passing in a parent window
if (OSWindowHandle != nullptr)
{
RECT ClientRect = { 0, 0, 0, 0 };
WindowInfo.SetAsChild((CefWindowHandle)OSWindowHandle, ClientRect);
}
else
#endif
{
// Use off screen rendering so we can integrate with our windows
WindowInfo.SetAsWindowless(nullptr, bUseTransparency);
BrowserSettings.windowless_frame_rate = 24;
}
// WebBrowserHandler implements browser-level callbacks.
CefRefPtr<FWebBrowserHandler> NewHandler(new FWebBrowserHandler(bUseTransparency));
// Create the CEF browser window.
CefRefPtr<CefBrowser> Browser = CefBrowserHost::CreateBrowserSync(WindowInfo, NewHandler.get(), *InitialURL, BrowserSettings, nullptr);
if (Browser.get())
{
// Create new window
TSharedPtr<FWebBrowserWindow> NewBrowserWindow(new FWebBrowserWindow(Browser, NewHandler, InitialURL, ContentsToLoad, ShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
NewHandler->SetBrowserWindow(NewBrowserWindow);
WindowInterfaces.Add(NewBrowserWindow);
return NewBrowserWindow;
}
}
#elif PLATFORM_ANDROID
// Create new window
TSharedPtr<FWebBrowserWindow> NewBrowserWindow = MakeShareable(new FWebBrowserWindow(InitialURL, ContentsToLoad, ShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
//WindowInterfaces.Add(NewBrowserWindow);
return NewBrowserWindow;
#endif
return nullptr;
}
bool FWebBrowserSingleton::Tick(float DeltaTime)
{
#if WITH_CEF3
bool bIsSlateAwake = !FSlateApplication::Get().IsSlateAsleep();
// Remove any windows that have been deleted and check wether it's currently visible
for (int32 Index = WindowInterfaces.Num() - 1; Index >= 0; --Index)
{
if (!WindowInterfaces[Index].IsValid())
{
WindowInterfaces.RemoveAtSwap(Index);
}
else if (bIsSlateAwake) // only check for Tick activity if Slate is currently ticking
{
TSharedPtr<FWebBrowserWindow> BrowserWindow = WindowInterfaces[Index].Pin();
if(BrowserWindow.IsValid())
{
// Test if we've ticked recently. If not assume the browser window has become hidden.
BrowserWindow->CheckTickActivity();
}
}
}
CefDoMessageLoopWork();
#endif
return true;
}
FString FWebBrowserSingleton::GetCurrentLocaleCode()
{
FCultureRef Culture = FInternationalization::Get().GetCurrentCulture();
FString LocaleCode = Culture->GetTwoLetterISOLanguageName();
FString Country = Culture->GetRegion();
if (!Country.IsEmpty())
{
LocaleCode = LocaleCode + TEXT("-") + Country;
}
return LocaleCode;
}
#if WITH_CEF3
namespace
{
// Task for executing a callback on a given thread.
class FDeleteCookiesNotificationTask
: public CefTask
{
TFunction<void (int)> Callback;
int Value;
public:
FDeleteCookiesNotificationTask(const TFunction<void (int)>& InCallback, int InValue)
: Callback(InCallback)
, Value(InValue)
{}
virtual void Execute() override
{
Callback(Value);
}
IMPLEMENT_REFCOUNTING(FDeleteCookiesNotificationTask);
};
// Callback that will invoke the callback with the result on the UI thread.
class FDeleteCookiesFunctionCallback
: public CefDeleteCookiesCallback
{
TFunction<void (int)> Callback;
public:
FDeleteCookiesFunctionCallback(const TFunction<void (int)>& InCallback)
: Callback(InCallback)
{}
virtual void OnComplete(int NumDeleted) override
{
// We're on the IO thread, so we'll have to schedule the callback on the main thread
CefPostTask(TID_UI, new FDeleteCookiesNotificationTask(Callback, NumDeleted));
}
IMPLEMENT_REFCOUNTING(FDeleteCookiesFunctionCallback);
};
}
#endif
void FWebBrowserSingleton::DeleteBrowserCookies(FString URL, FString CookieName, TFunction<void (int)> Completed)
{
#if WITH_CEF3
CefRefPtr<FDeleteCookiesFunctionCallback> Callback = Completed ? new FDeleteCookiesFunctionCallback(Completed) : nullptr;
CefCookieManager::GetGlobalManager(nullptr)->DeleteCookies(*URL, *CookieName, Callback);
#endif
}
// Cleanup macros to avoid having them leak outside this source file
#undef CEF3_BIN_DIR
#undef CEF3_FRAMEWORK_DIR
#undef CEF3_RESOURCES_DIR
#undef CEF3_SUBPROCES_EXE