Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidDeviceDetection/Private/AndroidDeviceDetectionModule.cpp
Josh Adams 660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00

424 lines
11 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AndroidDeviceDetectionModule.cpp: Implements the FAndroidDeviceDetectionModule class.
=============================================================================*/
#include "AndroidDeviceDetectionPrivatePCH.h"
#define LOCTEXT_NAMESPACE "FAndroidDeviceDetectionModule"
DEFINE_LOG_CATEGORY_STATIC(AndroidDeviceDetectionLog, Log, All);
class FAndroidDeviceDetectionRunnable : public FRunnable
{
public:
FAndroidDeviceDetectionRunnable(TMap<FString,FAndroidDeviceInfo>& InDeviceMap, FCriticalSection* InDeviceMapLock, FCriticalSection* InADBPathCheckLock) :
StopTaskCounter(0),
DeviceMap(InDeviceMap),
DeviceMapLock(InDeviceMapLock),
ADBPathCheckLock(InADBPathCheckLock),
HasADBPath(false),
ForceCheck(false)
{
}
public:
// FRunnable interface.
virtual bool Init(void)
{
return true;
}
virtual void Exit(void)
{
}
virtual void Stop(void)
{
StopTaskCounter.Increment();
}
virtual uint32 Run(void)
{
int LoopCount = 10;
while (StopTaskCounter.GetValue() == 0)
{
// query every 10 seconds
if (LoopCount++ >= 10 || ForceCheck)
{
// Make sure we have an ADB path before checking
FScopeLock PathLock(ADBPathCheckLock);
if (HasADBPath)
QueryConnectedDevices();
LoopCount = 0;
ForceCheck = false;
}
FPlatformProcess::Sleep(1.0f);
}
return 0;
}
void UpdateADBPath(FString &InADBPath)
{
ADBPath = InADBPath;
HasADBPath = !ADBPath.IsEmpty();
// Force a check next time we go around otherwise it can take over 10sec to find devices
ForceCheck = HasADBPath;
// If we have no path then clean the existing devices out
if (!HasADBPath && DeviceMap.Num() > 0)
{
DeviceMap.Reset();
}
}
private:
bool ExecuteAdbCommand( const FString& CommandLine, FString* OutStdOut, FString* OutStdErr ) const
{
// execute the command
int32 ReturnCode;
FString DefaultError;
// make sure there's a place for error output to go if the caller specified nullptr
if (!OutStdErr)
{
OutStdErr = &DefaultError;
}
FPlatformProcess::ExecProcess(*ADBPath, *CommandLine, &ReturnCode, OutStdOut, OutStdErr);
if (ReturnCode != 0)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("The Android SDK command '%s' failed to run. Return code: %d, Error: %s\n"), *CommandLine, ReturnCode, **OutStdErr);
return false;
}
return true;
}
void QueryConnectedDevices()
{
// grab the list of devices via adb
FString StdOut;
if (!ExecuteAdbCommand(TEXT("devices -l"), &StdOut, nullptr))
{
return;
}
// separate out each line
TArray<FString> DeviceStrings;
StdOut = StdOut.Replace(TEXT("\r"), TEXT("\n"));
StdOut.ParseIntoArray(DeviceStrings, TEXT("\n"), true);
// a list containing all devices found this time, so we can remove anything not in this list
TArray<FString> CurrentlyConnectedDevices;
for (int32 StringIndex = 0; StringIndex < DeviceStrings.Num(); ++StringIndex)
{
const FString& DeviceString = DeviceStrings[StringIndex];
// skip over non-device lines
if (DeviceString.StartsWith("* ") || DeviceString.StartsWith("List "))
{
continue;
}
// grab the device serial number
int32 TabIndex;
// use either tab or space as separator
if (!DeviceString.FindChar(TCHAR('\t'), TabIndex))
{
if (!DeviceString.FindChar(TCHAR(' '), TabIndex))
{
continue;
}
}
FAndroidDeviceInfo NewDeviceInfo;
NewDeviceInfo.SerialNumber = DeviceString.Left(TabIndex);
const FString DeviceState = DeviceString.Mid(TabIndex + 1).Trim();
NewDeviceInfo.bUnauthorizedDevice = DeviceState == TEXT("unauthorized");
// add it to our list of currently connected devices
CurrentlyConnectedDevices.Add(NewDeviceInfo.SerialNumber);
// move on to next device if this one is already a known device
if (DeviceMap.Contains(NewDeviceInfo.SerialNumber))
{
continue;
}
if (NewDeviceInfo.bUnauthorizedDevice)
{
NewDeviceInfo.DeviceName = TEXT("Unauthorized - enable USB debugging");
}
else
{
// grab the Android version
const FString AndroidVersionCommand = FString::Printf(TEXT("-s %s shell getprop ro.build.version.release"), *NewDeviceInfo.SerialNumber);
if (!ExecuteAdbCommand(*AndroidVersionCommand, &NewDeviceInfo.HumanAndroidVersion, nullptr))
{
continue;
}
NewDeviceInfo.HumanAndroidVersion = NewDeviceInfo.HumanAndroidVersion.Replace(TEXT("\r"), TEXT("")).Replace(TEXT("\n"), TEXT(""));
NewDeviceInfo.HumanAndroidVersion.Trim().TrimTrailing();
// grab the Android SDK version
const FString SDKVersionCommand = FString::Printf(TEXT("-s %s shell getprop ro.build.version.sdk"), *NewDeviceInfo.SerialNumber);
FString SDKVersionString;
if (!ExecuteAdbCommand(*SDKVersionCommand, &SDKVersionString, nullptr))
{
continue;
}
NewDeviceInfo.SDKVersion = FCString::Atoi(*SDKVersionString);
if (NewDeviceInfo.SDKVersion <= 0)
{
NewDeviceInfo.SDKVersion = INDEX_NONE;
}
// get the GL extensions string (and a bunch of other stuff)
const FString ExtensionsCommand = FString::Printf(TEXT("-s %s shell dumpsys SurfaceFlinger"), *NewDeviceInfo.SerialNumber);
if (!ExecuteAdbCommand(*ExtensionsCommand, &NewDeviceInfo.GLESExtensions, nullptr))
{
continue;
}
// grab the GL ES version
FString GLESVersionString;
const FString GLVersionCommand = FString::Printf(TEXT("-s %s shell getprop ro.opengles.version"), *NewDeviceInfo.SerialNumber);
if (!ExecuteAdbCommand(*GLVersionCommand, &GLESVersionString, nullptr))
{
continue;
}
NewDeviceInfo.GLESVersion = FCString::Atoi(*GLESVersionString);
// parse the device model
FParse::Value(*DeviceString, TEXT("model:"), NewDeviceInfo.Model);
if (NewDeviceInfo.Model.IsEmpty())
{
FString ModelCommand = FString::Printf(TEXT("-s %s shell getprop ro.product.model"), *NewDeviceInfo.SerialNumber);
FString RoProductModel;
ExecuteAdbCommand(*ModelCommand, &RoProductModel, nullptr);
const TCHAR* Ptr = *RoProductModel;
FParse::Line(&Ptr, NewDeviceInfo.Model);
}
// parse the device name
FParse::Value(*DeviceString, TEXT("device:"), NewDeviceInfo.DeviceName);
if (NewDeviceInfo.DeviceName.IsEmpty())
{
FString DeviceCommand = FString::Printf(TEXT("-s %s shell getprop ro.product.device"), *NewDeviceInfo.SerialNumber);
FString RoProductDevice;
ExecuteAdbCommand(*DeviceCommand, &RoProductDevice, nullptr);
const TCHAR* Ptr = *RoProductDevice;
FParse::Line(&Ptr, NewDeviceInfo.DeviceName);
}
}
// add the device to the map
{
FScopeLock ScopeLock(DeviceMapLock);
FAndroidDeviceInfo& SavedDeviceInfo = DeviceMap.Add(NewDeviceInfo.SerialNumber);
SavedDeviceInfo = NewDeviceInfo;
}
}
// loop through the previously connected devices list and remove any that aren't still connected from the updated DeviceMap
TArray<FString> DevicesToRemove;
for (auto It = DeviceMap.CreateConstIterator(); It; ++It)
{
if (!CurrentlyConnectedDevices.Contains(It.Key()))
{
DevicesToRemove.Add(It.Key());
}
}
{
// enter the critical section and remove the devices from the map
FScopeLock ScopeLock(DeviceMapLock);
for (auto It = DevicesToRemove.CreateConstIterator(); It; ++It)
{
DeviceMap.Remove(*It);
}
}
}
private:
// path to the adb command
FString ADBPath;
// > 0 if we've been asked to abort work in progress at the next opportunity
FThreadSafeCounter StopTaskCounter;
TMap<FString,FAndroidDeviceInfo>& DeviceMap;
FCriticalSection* DeviceMapLock;
FCriticalSection* ADBPathCheckLock;
bool HasADBPath;
bool ForceCheck;
};
class FAndroidDeviceDetection : public IAndroidDeviceDetection
{
public:
FAndroidDeviceDetection() :
DetectionThread(nullptr),
DetectionThreadRunnable(nullptr)
{
// create and fire off our device detection thread
DetectionThreadRunnable = new FAndroidDeviceDetectionRunnable(DeviceMap, &DeviceMapLock, &ADBPathCheckLock);
DetectionThread = FRunnableThread::Create(DetectionThreadRunnable, TEXT("FAndroidDeviceDetectionRunnable"));
// get the SDK binaries folder and throw it to the runnable
UpdateADBPath();
}
virtual ~FAndroidDeviceDetection()
{
if (DetectionThreadRunnable && DetectionThread)
{
DetectionThreadRunnable->Stop();
DetectionThread->WaitForCompletion();
}
}
virtual const TMap<FString,FAndroidDeviceInfo>& GetDeviceMap() override
{
return DeviceMap;
}
virtual FCriticalSection* GetDeviceMapLock() override
{
return &DeviceMapLock;
}
virtual void UpdateADBPath() override
{
FScopeLock PathUpdateLock(&ADBPathCheckLock);
TCHAR AndroidDirectory[32768] = { 0 };
FPlatformMisc::GetEnvironmentVariable(TEXT("ANDROID_HOME"), AndroidDirectory, 32768);
FString ADBPath;
#if PLATFORM_MAC
if (AndroidDirectory[0] == 0)
{
// didn't find ANDROID_HOME, so parse the .bash_profile file on MAC
FArchive* FileReader = IFileManager::Get().CreateFileReader(*FString([@"~/.bash_profile" stringByExpandingTildeInPath]));
if (FileReader)
{
const int64 FileSize = FileReader->TotalSize();
ANSICHAR* AnsiContents = (ANSICHAR*)FMemory::Malloc(FileSize + 1);
FileReader->Serialize(AnsiContents, FileSize);
FileReader->Close();
delete FileReader;
AnsiContents[FileSize] = 0;
TArray<FString> Lines;
FString(ANSI_TO_TCHAR(AnsiContents)).ParseIntoArrayLines(Lines);
FMemory::Free(AnsiContents);
for (int32 Index = Lines.Num()-1; Index >=0; Index--)
{
if (AndroidDirectory[0] == 0 && Lines[Index].StartsWith(TEXT("export ANDROID_HOME=")))
{
FString Directory;
Lines[Index].Split(TEXT("="), NULL, &Directory);
Directory = Directory.Replace(TEXT("\""), TEXT(""));
FCString::Strcpy(AndroidDirectory, *Directory);
setenv("ANDROID_HOME", TCHAR_TO_ANSI(AndroidDirectory), 1);
}
}
}
}
#endif
if (AndroidDirectory[0] != 0)
{
#if PLATFORM_WINDOWS
ADBPath = FString::Printf(TEXT("%s\\platform-tools\\adb.exe"), AndroidDirectory);
#else
ADBPath = FString::Printf(TEXT("%s/platform-tools/adb"), AndroidDirectory);
#endif
// if it doesn't exist then just clear the path as we might set it later
if (!FPaths::FileExists(*ADBPath))
{
ADBPath.Empty();
}
}
DetectionThreadRunnable->UpdateADBPath(ADBPath);
}
private:
FRunnableThread* DetectionThread;
FAndroidDeviceDetectionRunnable* DetectionThreadRunnable;
TMap<FString,FAndroidDeviceInfo> DeviceMap;
FCriticalSection DeviceMapLock;
FCriticalSection ADBPathCheckLock;
};
/**
* Holds the target platform singleton.
*/
static FAndroidDeviceDetection* AndroidDeviceDetectionSingleton = nullptr;
/**
* Module for detecting android devices.
*/
class FAndroidDeviceDetectionModule : public IAndroidDeviceDetectionModule
{
public:
/**
* Destructor.
*/
~FAndroidDeviceDetectionModule( )
{
if (AndroidDeviceDetectionSingleton != nullptr)
{
delete AndroidDeviceDetectionSingleton;
}
AndroidDeviceDetectionSingleton = nullptr;
}
virtual IAndroidDeviceDetection* GetAndroidDeviceDetection() override
{
if (AndroidDeviceDetectionSingleton == nullptr)
{
AndroidDeviceDetectionSingleton = new FAndroidDeviceDetection();
}
return AndroidDeviceDetectionSingleton;
}
};
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE( FAndroidDeviceDetectionModule, AndroidDeviceDetection);