Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp
Ben Marsh 75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00

3812 lines
118 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LaunchEngineLoop.h"
#include "HAL/PlatformStackWalk.h"
#include "HAL/PlatformOutputDevices.h"
#include "Misc/MessageDialog.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/QueuedThreadPool.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformAffinity.h"
#include "Misc/FileHelper.h"
#include "Internationalization/TextLocalizationManagerGlobals.h"
#include "Logging/LogSuppressionInterface.h"
#include "Async/TaskGraphInterfaces.h"
#include "Misc/TimeGuard.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/OutputDeviceHelper.h"
#include "Misc/OutputDeviceRedirector.h"
#include "Misc/AutomationTest.h"
#include "Misc/CommandLine.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceConsole.h"
#include "HAL/PlatformFilemanager.h"
#include "Templates/ScopedPointer.h"
#include "HAL/FileManagerGeneric.h"
#include "HAL/ExceptionHandling.h"
#include "Stats/StatsMallocProfilerProxy.h"
#include "HAL/PlatformSplash.h"
#include "HAL/ThreadManager.h"
#include "ProfilingDebugging/ExternalProfiler.h"
#include "Containers/Ticker.h"
#include "Interfaces/IPluginManager.h"
#include "ProjectDescriptor.h"
#include "Interfaces/IProjectManager.h"
#include "Misc/UProjectInfo.h"
#include "Misc/EngineVersion.h"
#include "Misc/CoreDelegates.h"
#include "Modules/ModuleManager.h"
#include "Runtime/Launch/Resources/Version.h"
#include "VersionManifest.h"
#include "UObject/DevObjectVersion.h"
#include "HAL/ThreadHeartBeat.h"
#include "Misc/NetworkVersion.h"
#include "UniquePtr.h"
#if WITH_COREUOBJECT
#include "Internationalization/PackageLocalizationManager.h"
#include "Misc/PackageName.h"
#include "Misc/StartupPackages.h"
#include "UObject/UObjectHash.h"
#include "UObject/Package.h"
#include "UObject/Linker.h"
#include "UObject/LinkerLoad.h"
#endif
#if WITH_EDITOR
#include "Blueprint/BlueprintSupport.h"
#include "EditorStyleSet.h"
#include "Misc/RemoteConfigIni.h"
#include "EditorCommandLineUtils.h"
#include "Input/Reply.h"
#include "Styling/CoreStyle.h"
#include "RenderingThread.h"
#include "Editor/EditorEngine.h"
#include "UnrealEdMisc.h"
#include "UnrealEdGlobals.h"
#include "Editor/UnrealEdEngine.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Interfaces/IEditorStyleModule.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <objbase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#endif
#if WITH_ENGINE
#include "Engine/GameEngine.h"
#include "UnrealClient.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/GameUserSettings.h"
#include "Features/IModularFeatures.h"
#include "GameFramework/WorldSettings.h"
#include "SystemSettings.h"
#include "EngineStats.h"
#include "EngineGlobals.h"
#include "AudioThread.h"
#if WITH_ENGINE && !UE_BUILD_SHIPPING
#include "Interfaces/IAutomationControllerModule.h"
#endif // WITH_ENGINE && !UE_BUILD_SHIPPING
#include "Database.h"
#include "DerivedDataCacheInterface.h"
#include "ShaderCompiler.h"
#include "DistanceFieldAtlas.h"
#include "GlobalShader.h"
#include "Materials/MaterialInterface.h"
#include "TextureResource.h"
#include "Engine/Texture2D.h"
#include "StringTable.h"
#include "SceneUtils.h"
#include "ParticleHelper.h"
#include "PhysicsPublic.h"
#include "PlatformFeatures.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Commandlets/Commandlet.h"
#include "EngineService.h"
#include "ContentStreaming.h"
#include "HighResScreenshot.h"
#include "Misc/HotReloadInterface.h"
#include "ISessionServicesModule.h"
#include "Net/OnlineEngineInterface.h"
#include "Internationalization/EnginePackageLocalizationCache.h"
#include "Rendering/SlateRenderer.h"
#include "Layout/WidgetPath.h"
#include "Framework/Application/SlateApplication.h"
#include "IMessagingModule.h"
#include "Engine/DemoNetDriver.h"
#if !UE_SERVER
#include "IHeadMountedDisplayModule.h"
#include "HeadMountedDisplay.h"
#include "Interfaces/ISlateRHIRendererModule.h"
#include "Interfaces/ISlateNullRendererModule.h"
#include "EngineFontServices.h"
#endif
#include "MoviePlayer.h"
#if !UE_BUILD_SHIPPING
#include "STaskGraph.h"
#include "IProfilerServiceModule.h"
#endif
#if WITH_AUTOMATION_WORKER
#include "Interfaces/IAutomationWorkerModule.h"
#endif
#endif //WITH_ENGINE
class FSlateRenderer;
class SViewport;
class IPlatformFile;
class FExternalProfiler;
class FFeedbackContext;
#if WITH_EDITOR
#include "FeedbackContextEditor.h"
static FFeedbackContextEditor UnrealEdWarn;
#include "AudioEditorModule.h"
#endif // WITH_EDITOR
#if UE_EDITOR
#include "DesktopPlatformModule.h"
#endif
#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <ObjBase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#if WITH_ENGINE
#include "EngineDefines.h"
#if ENABLE_VISUAL_LOG
#include "VisualLogger/VisualLogger.h"
#endif
#endif
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
#include "LauncherCheck.h"
#endif
#if WITH_COREUOBJECT
#ifndef USE_LOCALIZED_PACKAGE_CACHE
#define USE_LOCALIZED_PACKAGE_CACHE 1
#endif
#else
#define USE_LOCALIZED_PACKAGE_CACHE 0
#endif
static TAutoConsoleVariable<int32> CVarDoAsyncEndOfFrameTasksRandomize(
TEXT("tick.DoAsyncEndOfFrameTasks.Randomize"),
0,
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.")
);
static FAutoConsoleTaskPriority CPrio_AsyncEndOfFrameGameTasks(
TEXT("TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks"),
TEXT("Task and thread priority for the experiemntal async end of frame tasks."),
ENamedThreads::HighThreadPriority,
ENamedThreads::NormalTaskPriority,
ENamedThreads::HighTaskPriority
);
/** Task that executes concurrently with Slate when tick.DoAsyncEndOfFrameTasks is true. */
class FExecuteConcurrentWithSlateTickTask
{
TFunctionRef<void()> TickWithSlate;
public:
FExecuteConcurrentWithSlateTickTask(TFunctionRef<void()> InTickWithSlate)
: TickWithSlate(InTickWithSlate)
{
}
static FORCEINLINE TStatId GetStatId()
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FExecuteConcurrentWithSlateTickTask, STATGROUP_TaskGraphTasks);
}
static FORCEINLINE ENamedThreads::Type GetDesiredThread()
{
return CPrio_AsyncEndOfFrameGameTasks.Get();
}
static FORCEINLINE ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
TickWithSlate();
}
};
// Pipe output to std output
// This enables UBT to collect the output for it's own use
class FOutputDeviceStdOutput : public FOutputDevice
{
public:
FOutputDeviceStdOutput()
{
bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
}
virtual ~FOutputDeviceStdOutput()
{
}
virtual bool CanBeUsedOnAnyThread() const override
{
return true;
}
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
{
if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
{
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
wprintf(TEXT("%ls\n"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#else
wprintf(TEXT("%s\n"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#endif
fflush(stdout);
}
}
private:
bool bAllowLogVerbosity;
};
// Exits the game/editor if any of the specified phrases appears in the log output
class FOutputDeviceTestExit : public FOutputDevice
{
TArray<FString> ExitPhrases;
public:
FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
: ExitPhrases(InExitPhrases)
{
}
virtual ~FOutputDeviceTestExit()
{
}
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
if (!GIsRequestingExit)
{
for (auto& Phrase : ExitPhrases)
{
if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
{
#if WITH_ENGINE
if (GEngine != nullptr)
{
if (GIsEditor)
{
GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
}
else
{
GEngine->Exec(nullptr, TEXT("QUIT"));
}
}
#else
FPlatformMisc::RequestExit(true);
#endif
break;
}
}
}
}
};
static TUniquePtr<FOutputDeviceConsole> GScopedLogConsole;
static TUniquePtr<FOutputDeviceStdOutput> GScopedStdOut;
static TUniquePtr<FOutputDeviceTestExit> GScopedTestExit;
#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 )
{
FPlatformMisc::InitTaggedStorage(1024);
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"));
#if PLATFORM_HTML5_BROWSER
bool bUseFixedTimeStep = false;
GConfig->GetBool(TEXT("/Script/HTML5PlatformEditor.HTML5TargetSettings"), TEXT("UseFixedTimeStep"), bUseFixedTimeStep, GEngineIni);
FApp::SetUseFixedTimeStep(bUseFixedTimeStep);
#else
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
#endif
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
FPlatformFileManager::Get().InitializeNewAsyncIO();
#endif
if (FPlatformProcess::SupportsMultithreading())
{
{
GIOThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 2;
}
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 64 * 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();
}
// 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)
{
CompileGlobalShaderMaps(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();
}
CreateMoviePlayer();
// 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();
// 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(SlateRenderer);
// 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();
}
}
else if ( IsRunningCommandlet() )
{
// Create the engine font services now that the Slate renderer is ready
FEngineFontServices::Create();
}
#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(FSlateApplication::Get().GetRenderer());
}
#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
// Playing a movie can only happen after the rendering thread is started.
#if !UE_SERVER// && !UE_EDITOR
if (!IsRunningDedicatedServer() && !IsRunningCommandlet() && !GetMoviePlayer()->IsMovieCurrentlyPlaying())
{
// Play any non-early startup loading movies.
GetMoviePlayer()->PlayMovie();
}
#endif
{
FCoreUObjectDelegates::PreGarbageCollectConditionalBeginDestroy.AddStatic(StartRenderCommandFenceBundler);
FCoreUObjectDelegates::PostGarbageCollectConditionalBeginDestroy.AddStatic(StopRenderCommandFenceBundler);
}
#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"));
FModuleManager::Get().LoadModule(TEXT("AnimationModifiers"));
#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
FModuleManager::Get().LoadModule(TEXT("ClothingSystemRuntime"));
#if WITH_EDITOR
FModuleManager::Get().LoadModule(TEXT("ClothingSystemEditor"));
#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
// 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
DestroyMoviePlayer();
// Move earlier?
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
IStreamingManager::Shutdown();
FPlatformMisc::ShutdownTaggedStorage();
}
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.
extern ENGINE_API float GNewWorldToMetersScale;
if( GNewWorldToMetersScale != 0.0f )
{
#if WITH_ENGINE
UWorld* WorldToScale = GWorld;
#if WITH_EDITOR
if( GIsEditor && GEditor->PlayWorld != nullptr && GEditor->bIsSimulatingInEditor )
{
WorldToScale = GEditor->PlayWorld;
}
#endif // WITH_EDITOR
if( WorldToScale != nullptr )
{
if( GNewWorldToMetersScale != WorldToScale->GetWorldSettings()->WorldToMeters )
{
WorldToScale->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
}
}
GNewWorldToMetersScale = 0.0f;
}
#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();
const UGameViewportClient* const GameViewport = GEngine->GameViewport;
const UWorld* const GameViewportWorld = GameViewport ? GameViewport->GetWorld() : nullptr;
UDemoNetDriver* const CurrentDemoNetDriver = GameViewportWorld ? GameViewportWorld->DemoNetDriver : nullptr;
if (CurrentDemoNetDriver && CurrentDemoNetDriver->ShouldTickFlushAsyncEndOfFrame())
{
ConcurrentTask = TGraphTask<FExecuteConcurrentWithSlateTickTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
[CurrentDemoNetDriver, DeltaSeconds]()
{
if (CVarDoAsyncEndOfFrameTasksRandomize.GetValueOnAnyThread(true) > 0)
{
FPlatformProcess::Sleep(FMath::RandRange(0.0f, .003f)); // this shakes up the threading to find race conditions
}
if (CurrentDemoNetDriver != nullptr)
{
CurrentDemoNetDriver->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 && !UE_BUILD_SHIPPING
{
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
FString CmdLineFile;
if (FParse::Value(FCommandLine::Get(), TEXT("-CmdLineFile="), CmdLineFile))
{
if (CmdLineFile.EndsWith(TEXT(".txt")))
{
FString FileCmds;
if (FFileHelper::LoadFileToString(FileCmds, *CmdLineFile))
{
FileCmds = FString(TEXT(" ")) + FileCmds.Trim().TrimTrailing();
if (FileCmds.Len() > 1)
{
UE_LOG(LogInit, Log, TEXT("Appending commandline from file:%s"), *FileCmds);
FCommandLine::Append(*FileCmds);
}
}
else
{
UE_LOG(LogInit, Warning, TEXT("Failed to load commandline file '%s'."), *CmdLineFile);
}
}
else
{
UE_LOG(LogInit, Warning, TEXT("Can only load commandline files ending with .txt, can't load: %s"), *CmdLineFile);
}
}
// 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();
#if WITH_EDITOR
FBlueprintSupport::InitializeCompilationManager();
#endif
CheckForPrintTimesOverride();
// Check whether the project or any of its plugins are missing or are out of date
#if UE_EDITOR && !IS_MONOLITHIC
if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
{
const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject();
if(CurrentProject != nullptr && CurrentProject->Modules.Num() > 0)
{
bool bNeedCompile = false;
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorLoadingSavingSettings"), TEXT("bForceCompilationAtStartup"), bNeedCompile, GEditorPerProjectIni);
if(FParse::Param(FCommandLine::Get(), TEXT("SKIPCOMPILE")) || FParse::Param(FCommandLine::Get(), TEXT("MULTIPROCESS")))
{
bNeedCompile = false;
}
if(!bNeedCompile)
{
// Check if any of the project or plugin modules are out of date, and the user wants to compile them.
TArray<FString> IncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles);
if (IncompatibleFiles.Num() > 0)
{
// Log the modules which need to be rebuilt
FString ModulesList = TEXT("The following modules are missing or built with a different engine version:\n\n");
for (int Idx = 0; Idx < IncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Incompatible or missing module: %s"), *IncompatibleFiles[Idx]);
ModulesList += IncompatibleFiles[Idx] + TEXT("\n");
}
ModulesList += TEXT("\nWould you like to rebuild them now?");
// If we're running with -stdout, assume that we're a non interactive process and about to fail
if (FApp::IsUnattended() || FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
return false;
}
// Ask whether to compile before continuing
if (FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, *ModulesList, *FString::Printf(TEXT("Missing %s Modules"), FApp::GetGameName())) == EAppReturnType::No)
{
return false;
}
bNeedCompile = true;
}
}
if(bNeedCompile)
{
// Try to compile it
FFeedbackContext *Context = (FFeedbackContext*)FDesktopPlatformModule::Get()->GetNativeFeedbackContext();
Context->BeginSlowTask(FText::FromString(TEXT("Starting build...")), true, true);
bool bCompileResult = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), FPaths::GetProjectFilePath(), Context);
Context->EndSlowTask();
// Get a list of modules which are still incompatible
TArray<FString> StillIncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
if(!bCompileResult || StillIncompatibleFiles.Num() > 0)
{
for (int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
}
if (!FApp::IsUnattended())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), FApp::GetGameName()), TEXT("Error"));
}
return false;
}
}
}
}
#endif
// NOTE: This is the earliest place to init the online subsystems (via plugins)
// Code needs GConfigFile to be valid
// Must be after FThreadStats::StartThread();
// Must be before Render/RHI subsystem D3DCreate()
// For platform services that need D3D hooks like Steam
// Load "pre-init" plugin modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
{
return false;
}
// Register the callback that allows the text localization manager to load data for plugins
FTextLocalizationManager::Get().GatherAdditionalLocResPathsCallback.AddLambda([](TArray<FString>& OutLocResPaths)
{
IPluginManager::Get().GetLocalizationPathsForEnabledPlugins(OutLocResPaths);
});
PreInitHMDDevice();
// Put the command line and config info into the suppression system
FLogSuppressionInterface::Get().ProcessConfigAndCommandLine();
// after the above has run we now have the REQUIRED set of engine .INIs (all of the other .INIs)
// that are gotten from .h files' config() are not requires and are dynamically loaded when the .u files are loaded
#if !UE_BUILD_SHIPPING
// Prompt the user for remote debugging?
bool bPromptForRemoteDebug = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugging"), bPromptForRemoteDebug, GEngineIni);
bool bPromptForRemoteDebugOnEnsure = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugOnEnsure"), bPromptForRemoteDebugOnEnsure, GEngineIni);
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUG")))
{
bPromptForRemoteDebug = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUGENSURE")))
{
bPromptForRemoteDebug = true;
bPromptForRemoteDebugOnEnsure = true;
}
FPlatformMisc::SetShouldPromptForRemoteDebugging(bPromptForRemoteDebug);
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);
}
//// Command line.
UE_LOG(LogInit, Log, TEXT("Build: %s"), FApp::GetBuildVersion());
UE_LOG(LogInit, Log, TEXT("Engine Version: %s"), *FEngineVersion::Current().ToString());
UE_LOG(LogInit, Log, TEXT("Compatible Engine Version: %s"), *FEngineVersion::CompatibleWith().ToString());
UE_LOG(LogInit, Log, TEXT("Net CL: %u"), FNetworkVersion::GetNetworkCompatibleChangelist());
FDevVersionRegistration::DumpVersionsToLog();
#if PLATFORM_64BITS
UE_LOG(LogInit, Log, TEXT("Compiled (64-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#else
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 ) );
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();
#if WITH_EDITOR
if (GLargeThreadPool != nullptr)
{
GLargeThreadPool->Destroy();
}
#endif // WITH_EDITOR
// 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);
// Check whether the user passed in an explicit HMD module on the command line
FString ExplicitHMDName;
bool bUseExplicitHMDName = FParse::Value(FCommandLine::Get(), TEXT("hmd="), ExplicitHMDName);
// Iterate over modules, checking ExplicitHMDName and calling PreInit
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
{
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
if ((bUseExplicitHMDName && !ExplicitHMDName.Equals(HMDModule->GetModuleKeyName(), ESearchCase::IgnoreCase)) || !HMDModule->PreInit())
{
// Unregister modules which don't match ExplicitHMDName, or which fail PreInit
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
}
}
// Note we do not disable or warn here if no HMD modules matched ExplicitHMDName, as not all HMD plugins have been loaded yet.
}
#endif // #if WITH_ENGINE && !UE_SERVER
}
#undef LOCTEXT_NAMESPACE