Files
UnrealEngineUWP/Engine/Source/Developer/Windows/WindowsTargetPlatform/Private/GenericWindowsTargetPlatform.h
Peter Sauerbrei 0600bc5b81 #ue4
* fix for IPP causing deploy or package to fail when running from Game Launcher

[CL 2039103 by Peter Sauerbrei in Main branch]
2014-04-23 17:23:52 -04:00

383 lines
11 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GenericWindowsTargetPlatform.h: Declares the TGenericWindowsTargetPlatform class template.
=============================================================================*/
#pragma once
/**
* Template for Windows target platforms
*/
template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
class TGenericWindowsTargetPlatform
: public TTargetPlatformBase<FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
{
public:
typedef public TTargetPlatformBase<FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> > TSuper;
/**
* Default constructor.
*/
TGenericWindowsTargetPlatform( )
{
LocalDevice = MakeShareable(new TLocalPcTargetDevice<HAS_EDITOR_DATA>(*this));
#if WITH_ENGINE
FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
TextureLODSettings.Initialize(EngineSettings, TEXT("SystemSettings"));
StaticMeshLODSettings.Initialize(EngineSettings);
#endif
}
public:
// Begin ITargetPlatform interface
virtual void EnableDeviceCheck(bool OnOff) OVERRIDE {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const OVERRIDE
{
OutDevices.Reset();
OutDevices.Add(LocalDevice);
}
virtual ECompressionFlags GetBaseCompressionMethod( ) const OVERRIDE
{
return COMPRESS_ZLIB;
}
virtual bool GetBuildArtifacts( const FString& ProjectPath, EBuildTargets::Type BuildTarget, EBuildConfigurations::Type BuildConfiguration, ETargetPlatformBuildArtifacts::Type Artifacts, TMap<FString, FString>& OutFiles, TArray<FString>& OutMissingFiles ) const OVERRIDE
{
if ((BuildTarget == EBuildTargets::Unknown) || (BuildConfiguration == EBuildConfigurations::Unknown))
{
return false;
}
const FString ProjectName = FPaths::GetBaseFilename(ProjectPath);
const FString ProjectRoot = FPaths::GetPath(ProjectPath);
if (ProjectName.IsEmpty() || ProjectRoot.IsEmpty())
{
return false;
}
// append binaries
if (Artifacts & ETargetPlatformBuildArtifacts::Engine)
{
const FString EngineBinariesDir = FPaths::EngineDir() / TEXT("Binaries") / GetBinariesSubDir();
const FString DeployedBinariesDir = FString(TEXT("Engine")) / TEXT("Binaries") / GetBinariesSubDir();
// executable
{
FString ExecutableBaseName;
FString ProjectBinariesDir = ProjectRoot / TEXT("Binaries") / GetBinariesSubDir();
// content-only projects use game agnostic binaries
if (IFileManager::Get().DirectoryExists(*ProjectBinariesDir))
{
ExecutableBaseName = ProjectName;
}
else
{
if (BuildTarget == EBuildTargets::Game)
{
ExecutableBaseName = TEXT("UE4Game");
}
else if (BuildTarget == EBuildTargets::Server)
{
ExecutableBaseName = TEXT("UE4Game");
}
else if (BuildTarget == EBuildTargets::Editor)
{
ExecutableBaseName = TEXT("UE4Editor");
}
ProjectBinariesDir = EngineBinariesDir;
}
if (BuildConfiguration != EBuildConfigurations::Development)
{
ExecutableBaseName += FString::Printf(TEXT("-%s-%s.exe"), *PlatformName(), EBuildConfigurations::ToString(BuildConfiguration));
}
// add executable
{
FString ExecutablePath = ProjectBinariesDir / ExecutableBaseName + TEXT(".exe");
if (FPaths::FileExists(*ExecutablePath))
{
OutFiles.Add(ExecutablePath, DeployedBinariesDir / ExecutableBaseName + TEXT(".exe"));
}
else
{
OutMissingFiles.Add(ExecutablePath);
}
}
// add debug symbols
if (Artifacts & ETargetPlatformBuildArtifacts::DebugSymbols)
{
FString DebugSymbolsPath = ProjectBinariesDir / ExecutableBaseName + TEXT(".pdb");
if (FPaths::FileExists(*DebugSymbolsPath))
{
OutFiles.Add(DebugSymbolsPath, DeployedBinariesDir / ExecutableBaseName + TEXT(".pdb"));
}
else
{
OutMissingFiles.Add(DebugSymbolsPath);
}
}
}
// dynamic link libraries
{
// @todo platforms: this needs some major improvement, so that only required files are included
TArray<FString> FileNames;
IFileManager::Get().FindFiles(FileNames, *(EngineBinariesDir / TEXT("*.dll")), true, false);
for (int32 FileIndex = 0; FileIndex < FileNames.Num(); ++FileIndex)
{
// add library
const FString& FileName = FileNames[FileIndex];
OutFiles.Add(EngineBinariesDir / FileName, DeployedBinariesDir / FileName);
// add debug symbols
if (Artifacts & ETargetPlatformBuildArtifacts::DebugSymbols)
{
FString DebugSymbolFile = FPaths::GetBaseFilename(FileName) + TEXT(".pdb");
FString DebugySymbolPath = EngineBinariesDir / DebugSymbolFile;
if (FPaths::FileExists(DebugySymbolPath))
{
OutFiles.Add(DebugySymbolPath, DeployedBinariesDir / DebugSymbolFile);
}
else
{
OutMissingFiles.Add(DebugySymbolPath);
}
}
}
}
// append third party binaries
{
FString ThirdPartyBinariesDir = FPaths::EngineDir() / TEXT("Binaries") / TEXT("ThirdParty");
TArray<FString> FileNames;
IFileManager::Get().FindFilesRecursive(FileNames, *ThirdPartyBinariesDir, TEXT("*.*"), true, false);
for (int32 FileIndex = 0; FileIndex < FileNames.Num(); ++FileIndex)
{
FString FileName = FileNames[FileIndex];
if (FileName.EndsWith(TEXT(".dll")) && !FileName.Contains(TEXT("Mcpp")) && !FileName.Contains(TEXT("NoRedist")) )
{
OutFiles.Add(FileName, FileName.RightChop(9));
}
}
}
}
// append engine content
if (Artifacts & ETargetPlatformBuildArtifacts::Content)
{
// @todo platforms: handle Engine configuration files and content
}
// append game content
if (Artifacts & ETargetPlatformBuildArtifacts::Content)
{
// @todo platforms: handle game configuration files and content
}
// append tools
if (Artifacts & ETargetPlatformBuildArtifacts::Tools)
{
// @todo platforms: add tools deployment support
return false;
}
return (OutMissingFiles.Num() == 0);
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const OVERRIDE
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const OVERRIDE
{
return LocalDevice;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
return NULL;
}
virtual FString GetIconPath( ETargetPlatformIcons::IconType IconType ) const OVERRIDE
{
if (IS_DEDICATED_SERVER)
{
switch (IconType)
{
case ETargetPlatformIcons::Normal:
return FString(TEXT("Launcher/Windows/Platform_WindowsServer_24x"));
case ETargetPlatformIcons::Large:
case ETargetPlatformIcons::XLarge:
return FString(TEXT("Launcher/Windows/Platform_WindowsServer_128x"));
}
}
else if (UE_GAME)
{
switch (IconType)
{
case ETargetPlatformIcons::Normal:
return FString(TEXT("Launcher/Windows/Platform_WindowsNoEditor_24x"));
case ETargetPlatformIcons::Large:
case ETargetPlatformIcons::XLarge:
return FString(TEXT("Launcher/Windows/Platform_WindowsNoEditor_128x"));
}
}
else
{
switch (IconType)
{
case ETargetPlatformIcons::Normal:
return FString(TEXT("Launcher/Windows/Platform_Windows_24x"));
case ETargetPlatformIcons::Large:
case ETargetPlatformIcons::XLarge:
return FString(TEXT("Launcher/Windows/Platform_Windows_128x"));
}
}
return FString();
}
virtual bool IsRunningPlatform( ) const OVERRIDE
{
// Must be Windows platform as editor for this to be considered a running platform
return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
}
virtual bool SupportsFeature( ETargetPlatformFeatures::Type Feature ) const OVERRIDE
{
// we currently do not have a build target for WindowsServer
if (Feature == ETargetPlatformFeatures::Packaging)
{
return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER);
}
return TSuper::SupportsFeature(Feature);
}
#if WITH_ENGINE
virtual void GetShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE
{
// no shaders needed for dedicated server target
if (!IS_DEDICATED_SERVER)
{
// Only shader formats needed for cooked builds should be added here.
// TODO: this should be configurable per-project, e.g. you may or
// may not wish to support SM4 or OpenGL.
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4"));
OutFormats.AddUnique(NAME_PCD3D_SM5);
OutFormats.AddUnique(NAME_PCD3D_SM4);
}
}
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const OVERRIDE
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const OVERRIDE
{
if (!IS_DEDICATED_SERVER)
{
// just use the standard texture format name for this texture
OutFormats.Add(GetDefaultTextureFormatName(InTexture, EngineSettings));
}
}
virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const OVERRIDE
{
return TextureLODSettings;
}
virtual FName GetWaveFormat( class USoundWave* Wave ) const OVERRIDE
{
static FName NAME_OGG(TEXT("OGG"));
return NAME_OGG;
}
#endif //WITH_ENGINE
DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) OVERRIDE
{
return DeviceDiscoveredEvent;
}
DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
virtual FOnTargetDeviceLost& OnDeviceLost( ) OVERRIDE
{
return DeviceLostEvent;
}
// End ITargetPlatform interface
protected:
/**
* Temporary helper until we refactor Windows build targets.
* Basically maps WindowsNoEditor to Win32 and Windows to Win64.
*/
FString GetBinariesSubDir( ) const
{
if (HAS_EDITOR_DATA)
{
return TEXT("Win64");
}
return TEXT("Win32");
}
private:
// Holds the local device.
ITargetDevicePtr LocalDevice;
#if WITH_ENGINE
// Holds the Engine INI settings for quick use.
FConfigFile EngineSettings;
// Holds the texture LOD settings.
FTextureLODSettings TextureLODSettings;
// Holds static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
#endif // WITH_ENGINE
private:
// Holds an event delegate that is executed when a new target device has been discovered.
FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
FOnTargetDeviceLost DeviceLostEvent;
};