Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Launch.cpp
andrew rodham 4c2916fd1f Core: Prevent excessive CPU use when passing -waitforattach or -waitfordebugger
#rb JeanFrancois.Dube, Brandon.Schaefer
#preflight 61fc3dcee058822bdaa87854

#ROBOMERGE-AUTHOR: andrew.rodham
#ROBOMERGE-SOURCE: CL 18852399 via CL 18853996 via CL 18854004 via CL 18854010 via CL 18855238 via CL 18855578
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18855620 by andrew rodham in ue5-main branch]
2022-02-03 18:37:45 -05:00

204 lines
5.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/CommandLine.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceError.h"
#include "LaunchEngineLoop.h"
#include "PhysicsPublic.h"
#include "HAL/ExceptionHandling.h"
#include "Modules/ModuleManager.h"
#include "ProfilingDebugging/LoadTimeTracker.h"
#include "Stats/StatsMisc.h"
#include "Misc/CoreDelegates.h"
#include "Misc/EngineVersion.h"
#include "Misc/ScopedSlowTask.h"
#if WITH_EDITOR
#include "UnrealEdGlobals.h"
#endif
#if PLATFORM_WINDOWS
#include "Windows/WindowsHWrapper.h"
#endif
IMPLEMENT_MODULE(FDefaultModuleImpl, Launch);
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_UNIX || PLATFORM_USE_GENERIC_LAUNCH_IMPLEMENTATION
FEngineLoop GEngineLoop;
bool GIsConsoleExecutable = false;
extern "C" int test_main(int argc, char ** argp)
{
return 0;
}
/**
* PreInits the engine loop
*/
int32 EnginePreInit( const TCHAR* CmdLine )
{
int32 ErrorLevel = GEngineLoop.PreInit( CmdLine );
return( ErrorLevel );
}
/**
* Inits the engine loop
*/
int32 EngineInit()
{
int32 ErrorLevel = GEngineLoop.Init();
return( ErrorLevel );
}
/**
* Ticks the engine loop
*/
LAUNCH_API void EngineTick( void )
{
GEngineLoop.Tick();
}
/**
* Shuts down the engine
*/
LAUNCH_API void EngineExit( void )
{
// Make sure this is set
RequestEngineExit(TEXT("EngineExit() was called"));
GEngineLoop.Exit();
}
/**
* Performs any required cleanup in the case of a fatal error.
*/
void LaunchStaticShutdownAfterError()
{
// Make sure physics is correctly torn down.
TermGamePhys();
}
#if WITH_EDITOR
extern UNREALED_API FSecondsCounterData BlueprintCompileAndLoadTimerData;
#endif
/**
* Static guarded main function. Rolled into own function so we can have error handling for debug/ release builds depending
* on whether a debugger is attached or not.
*/
int32 GuardedMain( const TCHAR* CmdLine )
{
FTaskTagScope Scope(ETaskTag::EGameThread);
#if !(UE_BUILD_SHIPPING)
// If "-waitforattach" or "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
if (FParse::Param(CmdLine, TEXT("waitforattach")) || FParse::Param(CmdLine, TEXT("WaitForDebugger")))
{
while (!FPlatformMisc::IsDebuggerPresent())
{
FPlatformProcess::Sleep(0.1f);
}
UE_DEBUG_BREAK();
}
#endif
BootTimingPoint("DefaultMain");
// Super early init code. DO NOT MOVE THIS ANYWHERE ELSE!
FCoreDelegates::GetPreMainInitDelegate().Broadcast();
// make sure GEngineLoop::Exit() is always called.
struct EngineLoopCleanupGuard
{
~EngineLoopCleanupGuard()
{
// Don't shut down the engine on scope exit when we are running embedded
// because the outer application will take care of that.
if (!GUELibraryOverrideSettings.bIsEmbedded)
{
EngineExit();
}
}
} CleanupGuard;
// Set up minidump filename. We cannot do this directly inside main as we use an FString that requires
// destruction and main uses SEH.
// These names will be updated as soon as the Filemanager is set up so we can write to the log file.
// That will also use the user folder for installed builds so we don't write into program files or whatever.
#if PLATFORM_WINDOWS
FCString::Strcpy(MiniDumpFilenameW, *FString::Printf(TEXT("unreal-v%i-%s.dmp"), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString()));
GIsConsoleExecutable = (GetFileType(GetStdHandle(STD_OUTPUT_HANDLE)) == FILE_TYPE_CHAR);
#endif
int32 ErrorLevel = EnginePreInit( CmdLine );
// exit if PreInit failed.
if ( ErrorLevel != 0 || IsEngineExitRequested() )
{
return ErrorLevel;
}
{
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineInit", "EngineInit_Loading", "Loading..."));
// EnginePreInit leaves 20% unused in its slow task.
// Here we consume 80% immediately so that the percentage value on the splash screen doesn't change from one slow task to the next.
// (Note, we can't include the call to EnginePreInit in this ScopedSlowTask, because the engine isn't fully initialized at that point)
SlowTask.EnterProgressFrame(80);
SlowTask.EnterProgressFrame(20);
#if WITH_EDITOR
if (GIsEditor)
{
ErrorLevel = EditorInit(GEngineLoop);
}
else
#endif
{
ErrorLevel = EngineInit();
}
}
double EngineInitializationTime = FPlatformTime::Seconds() - GStartTime;
UE_LOG(LogLoad, Log, TEXT("(Engine Initialization) Total time: %.2f seconds"), EngineInitializationTime);
#if WITH_EDITOR
UE_LOG(LogLoad, Log, TEXT("(Engine Initialization) Total Blueprint compile time: %.2f seconds"), BlueprintCompileAndLoadTimerData.GetTime());
#endif
ACCUM_LOADTIME(TEXT("EngineInitialization"), EngineInitializationTime);
BootTimingPoint("Tick loop starting");
DumpBootTiming();
// Don't tick if we're running an embedded engine - we rely on the outer
// application ticking us instead.
if (!GUELibraryOverrideSettings.bIsEmbedded)
{
while( !IsEngineExitRequested() )
{
EngineTick();
}
}
TRACE_BOOKMARK(TEXT("Tick loop end"));
#if WITH_EDITOR
if( GIsEditor )
{
EditorExit();
}
#endif
return ErrorLevel;
}
#endif