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#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UE-42732 Change 3347371 on 2017/03/15 by Graeme.Thornton Fix for runtime asset cache not invalidating files with an outdated version number Change 3349161 on 2017/03/16 by Steve.Robb Generated UFUNCTION FNames no longer exported.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 Change 3352390 on 2017/03/17 by Ben.Marsh Remove unused/out of date binaries for CrashReporter.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)/... Change3377311on 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 33727653373272from 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]
951 lines
32 KiB
C++
951 lines
32 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "PluginManager.h"
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#include "GenericPlatform/GenericPlatformFile.h"
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#include "HAL/PlatformFilemanager.h"
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#include "HAL/FileManager.h"
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#include "Misc/MessageDialog.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/CoreDelegates.h"
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#include "Misc/App.h"
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#include "Misc/EngineVersion.h"
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#include "Misc/FileHelper.h"
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#include "ProjectDescriptor.h"
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#include "Interfaces/IProjectManager.h"
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#include "Modules/ModuleManager.h"
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#include "ProjectManager.h"
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DEFINE_LOG_CATEGORY_STATIC( LogPluginManager, Log, All );
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#define LOCTEXT_NAMESPACE "PluginManager"
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namespace PluginSystemDefs
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{
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/** File extension of plugin descriptor files.
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NOTE: This constant exists in UnrealBuildTool code as well. */
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static const TCHAR PluginDescriptorFileExtension[] = TEXT( ".uplugin" );
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/**
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* Parsing the command line and loads any foreign plugins that were
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* specified using the -PLUGIN= command.
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*
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* @param CommandLine The commandline used to launch the editor.
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* @param SearchPathsOut
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* @return The number of plugins that were specified using the -PLUGIN param.
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*/
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static int32 GetAdditionalPluginPaths(TSet<FString>& PluginPathsOut)
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{
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const TCHAR* SwitchStr = TEXT("PLUGIN=");
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const int32 SwitchLen = FCString::Strlen(SwitchStr);
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int32 PluginCount = 0;
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const TCHAR* SearchStr = FCommandLine::Get();
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do
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{
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FString PluginPath;
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SearchStr = FCString::Strifind(SearchStr, SwitchStr);
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if (FParse::Value(SearchStr, SwitchStr, PluginPath))
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{
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FString PluginDir = FPaths::GetPath(PluginPath);
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PluginPathsOut.Add(PluginDir);
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++PluginCount;
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SearchStr += SwitchLen + PluginPath.Len();
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}
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else
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{
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break;
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}
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} while (SearchStr != nullptr);
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#if IS_PROGRAM
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// For programs that have the project dir set, look for plugins under the project directory
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const FProjectDescriptor *Project = IProjectManager::Get().GetCurrentProject();
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if (Project != nullptr)
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{
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PluginPathsOut.Add(FPaths::GetPath(FPaths::GetProjectFilePath()) / TEXT("Plugins"));
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}
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#endif
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return PluginCount;
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}
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}
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FPlugin::FPlugin(const FString& InFileName, const FPluginDescriptor& InDescriptor, EPluginLoadedFrom InLoadedFrom)
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: Name(FPaths::GetBaseFilename(InFileName))
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, FileName(InFileName)
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, Descriptor(InDescriptor)
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, LoadedFrom(InLoadedFrom)
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, bEnabled(false)
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{
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}
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FPlugin::~FPlugin()
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{
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}
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FString FPlugin::GetName() const
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{
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return Name;
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}
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FString FPlugin::GetDescriptorFileName() const
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{
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return FileName;
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}
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FString FPlugin::GetBaseDir() const
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{
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return FPaths::GetPath(FileName);
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}
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FString FPlugin::GetContentDir() const
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{
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return FPaths::GetPath(FileName) / TEXT("Content");
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}
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FString FPlugin::GetMountedAssetPath() const
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{
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return FString::Printf(TEXT("/%s/"), *Name);
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}
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bool FPlugin::IsEnabled() const
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{
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return bEnabled;
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}
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bool FPlugin::CanContainContent() const
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{
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return Descriptor.bCanContainContent;
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}
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EPluginLoadedFrom FPlugin::GetLoadedFrom() const
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{
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return LoadedFrom;
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}
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const FPluginDescriptor& FPlugin::GetDescriptor() const
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{
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return Descriptor;
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}
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bool FPlugin::UpdateDescriptor(const FPluginDescriptor& NewDescriptor, FText& OutFailReason)
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{
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if(!NewDescriptor.Save(FileName, LoadedFrom == EPluginLoadedFrom::GameProject, OutFailReason))
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{
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return false;
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}
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Descriptor = NewDescriptor;
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return true;
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}
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FPluginManager::FPluginManager()
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: bHaveConfiguredEnabledPlugins(false)
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, bHaveAllRequiredPlugins(false)
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{
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DiscoverAllPlugins();
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}
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FPluginManager::~FPluginManager()
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{
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// NOTE: All plugins and modules should be cleaned up or abandoned by this point
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// @todo plugin: Really, we should "reboot" module manager's unloading code so that it remembers at which startup phase
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// modules were loaded in, so that we can shut groups of modules down (in reverse-load order) at the various counterpart
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// shutdown phases. This will fix issues where modules that are loaded after game modules are shutdown AFTER many engine
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// systems are already killed (like GConfig.) Currently the only workaround is to listen to global exit events, or to
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// explicitly unload your module somewhere. We should be able to handle most cases automatically though!
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}
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void FPluginManager::RefreshPluginsList()
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{
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// Read a new list of all plugins
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TMap<FString, TSharedRef<FPlugin>> NewPlugins;
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ReadAllPlugins(NewPlugins, PluginDiscoveryPaths);
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// Build a list of filenames for plugins which are enabled, and remove the rest
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TArray<FString> EnabledPluginFileNames;
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for(TMap<FString, TSharedRef<FPlugin>>::TIterator Iter(AllPlugins); Iter; ++Iter)
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{
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const TSharedRef<FPlugin>& Plugin = Iter.Value();
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if(Plugin->bEnabled)
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{
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EnabledPluginFileNames.Add(Plugin->FileName);
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}
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else
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{
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Iter.RemoveCurrent();
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}
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}
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// Add all the plugins which aren't already enabled
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for(const TPair<FString, TSharedRef<FPlugin>>& NewPluginPair: NewPlugins)
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{
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const TSharedRef<FPlugin>& NewPlugin = NewPluginPair.Value;
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if(!EnabledPluginFileNames.Contains(NewPlugin->FileName))
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{
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AllPlugins.Add(NewPlugin->GetName(), NewPlugin);
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}
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}
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}
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void FPluginManager::DiscoverAllPlugins()
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{
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ensure( AllPlugins.Num() == 0 ); // Should not have already been initialized!
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PluginSystemDefs::GetAdditionalPluginPaths(PluginDiscoveryPaths);
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ReadAllPlugins(AllPlugins, PluginDiscoveryPaths);
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}
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void FPluginManager::ReadAllPlugins(TMap<FString, TSharedRef<FPlugin>>& Plugins, const TSet<FString>& ExtraSearchPaths)
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{
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#if (WITH_ENGINE && !IS_PROGRAM) || WITH_PLUGIN_SUPPORT
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// Find "built-in" plugins. That is, plugins situated right within the Engine directory.
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ReadPluginsInDirectory(FPaths::EnginePluginsDir(), EPluginLoadedFrom::Engine, Plugins);
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// Find plugins in the game project directory (<MyGameProject>/Plugins). If there are any engine plugins matching the name of a game plugin,
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// assume that the game plugin version is preferred.
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if( FApp::HasGameName() )
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{
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ReadPluginsInDirectory(FPaths::GamePluginsDir(), EPluginLoadedFrom::GameProject, Plugins);
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}
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const FProjectDescriptor* Project = IProjectManager::Get().GetCurrentProject();
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if (Project != nullptr)
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{
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// If they have a list of additional directories to check, add those plugins too
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for (const FString& Dir : Project->GetAdditionalPluginDirectories())
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{
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ReadPluginsInDirectory(Dir, EPluginLoadedFrom::Engine, Plugins);
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}
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}
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for (const FString& ExtraSearchPath : ExtraSearchPaths)
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{
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ReadPluginsInDirectory(ExtraSearchPath, EPluginLoadedFrom::GameProject, Plugins);
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}
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#endif
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}
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void FPluginManager::ReadPluginsInDirectory(const FString& PluginsDirectory, const EPluginLoadedFrom LoadedFrom, TMap<FString, TSharedRef<FPlugin>>& Plugins)
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{
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// Make sure the directory even exists
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if(FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*PluginsDirectory))
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{
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TArray<FString> FileNames;
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FindPluginsInDirectory(PluginsDirectory, FileNames);
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for(const FString& FileName: FileNames)
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{
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FPluginDescriptor Descriptor;
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FText FailureReason;
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if ( Descriptor.Load(FileName, LoadedFrom == EPluginLoadedFrom::GameProject, FailureReason) )
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{
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TSharedRef<FPlugin> Plugin = MakeShareable(new FPlugin(FileName, Descriptor, LoadedFrom));
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FString FullPath = FPaths::ConvertRelativePathToFull(FileName);
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UE_LOG(LogPluginManager, Verbose, TEXT("Read plugin descriptor for %s, from %s"), *Plugin->GetName(), *FullPath);
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const TSharedRef<FPlugin>* ExistingPlugin = Plugins.Find(Plugin->GetName());
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if (ExistingPlugin == nullptr)
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{
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Plugins.Add(Plugin->GetName(), Plugin);
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}
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else if ((*ExistingPlugin)->LoadedFrom == EPluginLoadedFrom::Engine && LoadedFrom == EPluginLoadedFrom::GameProject)
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{
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Plugins[Plugin->GetName()] = Plugin;
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UE_LOG(LogPluginManager, Verbose, TEXT("Replacing engine version of '%s' plugin with game version"), *Plugin->GetName());
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}
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else if( (*ExistingPlugin)->LoadedFrom != EPluginLoadedFrom::GameProject || LoadedFrom != EPluginLoadedFrom::Engine)
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{
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UE_LOG(LogPluginManager, Warning, TEXT("Plugin '%s' exists at '%s' and '%s' - second location will be ignored"), *Plugin->GetName(), *(*ExistingPlugin)->FileName, *Plugin->FileName);
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}
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}
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else
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{
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// NOTE: Even though loading of this plugin failed, we'll keep processing other plugins
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FString FullPath = FPaths::ConvertRelativePathToFull(FileName);
|
|
FText FailureMessage = FText::Format(LOCTEXT("FailureFormat", "{0} ({1})"), FailureReason, FText::FromString(FullPath));
|
|
FText DialogTitle = LOCTEXT("PluginFailureTitle", "Failed to load Plugin");
|
|
UE_LOG(LogPluginManager, Error, TEXT("%s"), *FailureMessage.ToString());
|
|
FMessageDialog::Open(EAppMsgType::Ok, FailureMessage, &DialogTitle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FPluginManager::FindPluginsInDirectory(const FString& PluginsDirectory, TArray<FString>& FileNames)
|
|
{
|
|
// Class to enumerate the contents of a directory, and find all sub-directories and plugin descriptors within it
|
|
struct FPluginDirectoryVisitor : public IPlatformFile::FDirectoryVisitor
|
|
{
|
|
TArray<FString> SubDirectories;
|
|
TArray<FString> PluginDescriptors;
|
|
|
|
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory) override
|
|
{
|
|
FString FilenameOrDirectoryStr = FilenameOrDirectory;
|
|
if(bIsDirectory)
|
|
{
|
|
SubDirectories.Add(FilenameOrDirectoryStr);
|
|
}
|
|
else if(FilenameOrDirectoryStr.EndsWith(TEXT(".uplugin")))
|
|
{
|
|
PluginDescriptors.Add(FilenameOrDirectoryStr);
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
// Enumerate the contents of the current directory
|
|
FPluginDirectoryVisitor Visitor;
|
|
FPlatformFileManager::Get().GetPlatformFile().IterateDirectory(*PluginsDirectory, Visitor);
|
|
|
|
// If there's no plugins in this directory, recurse through all the child directories
|
|
if(Visitor.PluginDescriptors.Num() == 0)
|
|
{
|
|
for(const FString& SubDirectory: Visitor.SubDirectories)
|
|
{
|
|
FindPluginsInDirectory(SubDirectory, FileNames);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(const FString& PluginDescriptor: Visitor.PluginDescriptors)
|
|
{
|
|
if (!FileNames.Contains(PluginDescriptor))
|
|
{
|
|
FileNames.Add(PluginDescriptor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Helper class to find all pak files.
|
|
class FPakFileSearchVisitor : public IPlatformFile::FDirectoryVisitor
|
|
{
|
|
TArray<FString>& FoundFiles;
|
|
public:
|
|
FPakFileSearchVisitor(TArray<FString>& InFoundFiles)
|
|
: FoundFiles(InFoundFiles)
|
|
{}
|
|
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory)
|
|
{
|
|
if (bIsDirectory == false)
|
|
{
|
|
FString Filename(FilenameOrDirectory);
|
|
if (Filename.MatchesWildcard(TEXT("*.pak")) && !FoundFiles.Contains(Filename))
|
|
{
|
|
FoundFiles.Add(Filename);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
bool FPluginManager::IsPluginSupportedByCurrentTarget(TSharedRef<FPlugin> Plugin) const
|
|
{
|
|
bool bSupported = false;
|
|
if (Plugin->GetDescriptor().Modules.Num())
|
|
{
|
|
for (const FModuleDescriptor& Module : Plugin->GetDescriptor().Modules)
|
|
{
|
|
// Programs support only program type plugins
|
|
// Non-program targets don't support from plugins
|
|
#if IS_PROGRAM
|
|
if (Module.Type == EHostType::Program)
|
|
{
|
|
bSupported = true;
|
|
}
|
|
#else
|
|
if (Module.Type != EHostType::Program)
|
|
{
|
|
bSupported = true;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bSupported = true;
|
|
}
|
|
return bSupported;
|
|
}
|
|
|
|
bool FPluginManager::ConfigureEnabledPlugins()
|
|
{
|
|
if(!bHaveConfiguredEnabledPlugins)
|
|
{
|
|
// Don't need to run this again
|
|
bHaveConfiguredEnabledPlugins = true;
|
|
|
|
// If a current project is set, check that we know about any plugin that's explicitly enabled
|
|
const FProjectDescriptor *Project = IProjectManager::Get().GetCurrentProject();
|
|
const bool bHasProjectFile = Project != nullptr;
|
|
|
|
// Get all the enabled plugin names
|
|
TArray< FString > EnabledPluginNames;
|
|
#if IS_PROGRAM
|
|
// Programs can also define the list of enabled plugins in ini
|
|
GConfig->GetArray(TEXT("Plugins"), TEXT("ProgramEnabledPlugins"), EnabledPluginNames, GEngineIni);
|
|
#endif
|
|
#if !IS_PROGRAM || HACK_HEADER_GENERATOR
|
|
if (!FParse::Param(FCommandLine::Get(), TEXT("NoEnginePlugins")))
|
|
{
|
|
FProjectManager::Get().GetEnabledPlugins(EnabledPluginNames);
|
|
}
|
|
#endif
|
|
|
|
// Build a set from the array
|
|
TSet< FString > AllEnabledPlugins;
|
|
AllEnabledPlugins.Append(MoveTemp(EnabledPluginNames));
|
|
|
|
// Enable all the plugins by name
|
|
for (const TPair<FString, TSharedRef< FPlugin >> PluginPair : AllPlugins)
|
|
{
|
|
const TSharedRef<FPlugin>& Plugin = PluginPair.Value;
|
|
if (AllEnabledPlugins.Contains(Plugin->Name))
|
|
{
|
|
#if IS_PROGRAM
|
|
Plugin->bEnabled = !bHasProjectFile || IsPluginSupportedByCurrentTarget(Plugin);
|
|
if (!Plugin->bEnabled)
|
|
{
|
|
AllEnabledPlugins.Remove(Plugin->Name);
|
|
}
|
|
#else
|
|
Plugin->bEnabled = true;
|
|
#endif
|
|
|
|
if (Plugin->bEnabled && FPlatformMisc::ShouldDisablePluginAtRuntime(Plugin->Name))
|
|
{
|
|
Plugin->bEnabled = false;
|
|
AllEnabledPlugins.Remove(Plugin->Name);
|
|
}
|
|
|
|
if (Plugin->bEnabled && Plugin->Descriptor.EngineVersion.Len() > 0)
|
|
{
|
|
FEngineVersion Version;
|
|
if (!FEngineVersion::Parse(Plugin->Descriptor.EngineVersion, Version))
|
|
{
|
|
UE_LOG(LogPluginManager, Warning, TEXT("Engine version string in %s could not be parsed (\"%s\")"), *Plugin->FileName, *Plugin->Descriptor.EngineVersion);
|
|
}
|
|
else
|
|
{
|
|
EVersionComparison Comparison = FEngineVersion::GetNewest(FEngineVersion::CompatibleWith(), Version, nullptr);
|
|
if (Comparison != EVersionComparison::Neither)
|
|
{
|
|
FText Title = LOCTEXT("IncompatiblePluginTitle", "Incompatible Plugin");
|
|
if (FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("IncompatiblePluginMessage", "The '{0}' plugin was designed for a different version of the engine. Attempt to load it anyway?"), FText::FromString(Plugin->Descriptor.FriendlyName)), &Title) != EAppReturnType::Yes)
|
|
{
|
|
Plugin->bEnabled = false;
|
|
AllEnabledPlugins.Remove(Plugin->Name);
|
|
UE_LOG(LogPluginManager, Log, TEXT("Disabled plugin '%s' due to incompatibility"), *Plugin->FileName);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogPluginManager, Log, TEXT("Enabled plugin '%s' despite being built for CL %d"), *Plugin->FileName, Plugin->Descriptor.CompatibleChangelist);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (Plugin->bEnabled && Plugin->Descriptor.CompatibleChangelist != 0 && FEngineVersion::CompatibleWith().HasChangelist() && Plugin->Descriptor.CompatibleChangelist != FEngineVersion::CompatibleWith().GetChangelist())
|
|
{
|
|
FText Title = LOCTEXT("IncompatiblePluginTitle", "Incompatible Plugin");
|
|
if (FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("IncompatiblePluginMessage", "'{0}' was designed for a different version of the game. Attempt to load it anyway?"), FText::FromString(Plugin->Descriptor.FriendlyName)), &Title) != EAppReturnType::Yes)
|
|
{
|
|
Plugin->bEnabled = false;
|
|
AllEnabledPlugins.Remove(Plugin->Name);
|
|
UE_LOG(LogPluginManager, Log, TEXT("Disabled plugin '%s' due to incompatibility"), *Plugin->FileName);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogPluginManager, Log, TEXT("Enabled plugin '%s' despite being built for CL %d"), *Plugin->FileName, Plugin->Descriptor.CompatibleChangelist);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bHasProjectFile)
|
|
{
|
|
// Take a copy of the Project's plugins as we may remove some
|
|
TArray<FPluginReferenceDescriptor> PluginsCopy = Project->Plugins;
|
|
for(const FPluginReferenceDescriptor& Plugin: PluginsCopy)
|
|
{
|
|
bool bShouldBeEnabled = Plugin.bEnabled && Plugin.IsEnabledForPlatform(FPlatformMisc::GetUBTPlatform()) && Plugin.IsEnabledForTarget(FPlatformMisc::GetUBTTarget());
|
|
if (bShouldBeEnabled && !FindPluginInstance(Plugin.Name).IsValid() && !Plugin.bOptional
|
|
#if IS_PROGRAM
|
|
&& AllEnabledPlugins.Contains(Plugin.Name) // skip if this is a program and the plugin is not enabled
|
|
#endif
|
|
)
|
|
{
|
|
if (FApp::IsUnattended())
|
|
{
|
|
UE_LOG(LogPluginManager, Error, TEXT("This project requires the '%s' plugin. Install it and try again, or remove it from the project's required plugin list."), *Plugin.Name);
|
|
return false;
|
|
}
|
|
|
|
FText Caption(LOCTEXT("PluginMissingCaption", "Plugin missing"));
|
|
if(Plugin.MarketplaceURL.Len() > 0)
|
|
{
|
|
if(FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("PluginMissingError", "This project requires the {0} plugin.\n\nWould you like to download it from the the Marketplace?"), FText::FromString(Plugin.Name)), &Caption) == EAppReturnType::Yes)
|
|
{
|
|
FString Error;
|
|
FPlatformProcess::LaunchURL(*Plugin.MarketplaceURL, nullptr, &Error);
|
|
if(Error.Len() > 0) FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(Error));
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FString Description = (Plugin.Description.Len() > 0) ? FString::Printf(TEXT("\n\n%s"), *Plugin.Description) : FString();
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("PluginRequiredError", "This project requires the {0} plugin. {1}"), FText::FromString(Plugin.Name), FText::FromString(Description)), &Caption);
|
|
|
|
if (FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("PluginMissingDisable", "Would you like to disable {0}? You will no longer be able to open any assets created using it."), FText::FromString(Plugin.Name)), &Caption) == EAppReturnType::No)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FText FailReason;
|
|
if (!IProjectManager::Get().SetPluginEnabled(*Plugin.Name, false, FailReason))
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, FailReason);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we made it here, we have all the required plugins
|
|
bHaveAllRequiredPlugins = true;
|
|
|
|
for(const TPair<FString, TSharedRef<FPlugin>>& PluginPair: AllPlugins)
|
|
{
|
|
const TSharedRef<FPlugin>& Plugin = PluginPair.Value;
|
|
if (Plugin->bEnabled)
|
|
{
|
|
// Add the plugin binaries directory
|
|
const FString PluginBinariesPath = FPaths::Combine(*FPaths::GetPath(Plugin->FileName), TEXT("Binaries"), FPlatformProcess::GetBinariesSubdirectory());
|
|
FModuleManager::Get().AddBinariesDirectory(*PluginBinariesPath, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject);
|
|
|
|
#if !IS_MONOLITHIC
|
|
// Only check this when in a non-monolithic build where modules could be in separate binaries
|
|
if (Project != NULL && Project->Modules.Num() == 0)
|
|
{
|
|
// Content only project - check whether any plugins are incompatible and offer to disable instead of trying to build them later
|
|
TArray<FString> IncompatibleFiles;
|
|
if (!FModuleDescriptor::CheckModuleCompatibility(Plugin->Descriptor.Modules, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject, IncompatibleFiles))
|
|
{
|
|
// Ask whether to disable plugin if incompatible
|
|
FText Caption(LOCTEXT("IncompatiblePluginCaption", "Plugin missing or incompatible"));
|
|
if (FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("IncompatiblePluginText", "Missing or incompatible modules in {0} plugin - would you like to disable it? You will no longer be able to open any assets created using it."), FText::FromString(Plugin->Name)), &Caption) == EAppReturnType::No)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FText FailReason;
|
|
if (!IProjectManager::Get().SetPluginEnabled(*Plugin->Name, false, FailReason))
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, FailReason);
|
|
}
|
|
}
|
|
}
|
|
#endif //!IS_MONOLITHIC
|
|
|
|
// Build the list of content folders
|
|
if (Plugin->Descriptor.bCanContainContent)
|
|
{
|
|
if (FConfigFile* EngineConfigFile = GConfig->Find(GEngineIni, false))
|
|
{
|
|
if (FConfigSection* CoreSystemSection = EngineConfigFile->Find(TEXT("Core.System")))
|
|
{
|
|
CoreSystemSection->AddUnique("Paths", Plugin->GetContentDir());
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load <PluginName>.ini config file if it exists
|
|
FString PluginConfigDir = FPaths::GetPath(Plugin->FileName) / TEXT("Config/");
|
|
FString EngineConfigDir = FPaths::EngineConfigDir();
|
|
FString SourceConfigDir = FPaths::SourceConfigDir();
|
|
|
|
// Load Engine plugins out of BasePluginName.ini and the engine directory, game plugins out of DefaultPluginName.ini
|
|
if (Plugin->LoadedFrom == EPluginLoadedFrom::Engine)
|
|
{
|
|
EngineConfigDir = PluginConfigDir;
|
|
}
|
|
else
|
|
{
|
|
SourceConfigDir = PluginConfigDir;
|
|
}
|
|
|
|
FString PluginConfigFilename = FString::Printf(TEXT("%s%s/%s.ini"), *FPaths::GeneratedConfigDir(), ANSI_TO_TCHAR(FPlatformProperties::PlatformName()), *Plugin->Name);
|
|
FConfigFile& PluginConfig = GConfig->Add(PluginConfigFilename, FConfigFile());
|
|
|
|
// This will write out an ini to PluginConfigFilename
|
|
if (!FConfigCacheIni::LoadExternalIniFile(PluginConfig, *Plugin->Name, *EngineConfigDir, *SourceConfigDir, true, nullptr, false, true))
|
|
{
|
|
// Nothing to add, remove from map
|
|
GConfig->Remove(PluginConfigFilename);
|
|
}
|
|
|
|
if (!GIsEditor)
|
|
{
|
|
// override config cache entries with plugin configs (Engine.ini, Game.ini, etc in <PluginDir>\Config\)
|
|
TArray<FString> PluginConfigs;
|
|
IFileManager::Get().FindFiles(PluginConfigs, *PluginConfigDir, TEXT("ini"));
|
|
for (const FString& ConfigFile : PluginConfigs)
|
|
{
|
|
FString PlaformName = FPlatformProperties::PlatformName();
|
|
PluginConfigFilename = FString::Printf(TEXT("%s%s/%s.ini"), *FPaths::GeneratedConfigDir(), *PlaformName, *FPaths::GetBaseFilename(ConfigFile));
|
|
FConfigFile* FoundConfig = GConfig->Find(PluginConfigFilename, false);
|
|
if (FoundConfig != nullptr)
|
|
{
|
|
FString PluginConfigContent;
|
|
if (FFileHelper::LoadFileToString(PluginConfigContent, *FPaths::Combine(PluginConfigDir, ConfigFile)))
|
|
{
|
|
FoundConfig->CombineFromBuffer(PluginConfigContent);
|
|
// if plugin config overrides are applied then don't save
|
|
FoundConfig->NoSave = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Mount all the plugin content folders and pak files
|
|
TArray<FString> FoundPaks;
|
|
FPakFileSearchVisitor PakVisitor(FoundPaks);
|
|
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
|
for(TSharedRef<IPlugin> Plugin: GetEnabledPlugins())
|
|
{
|
|
if (Plugin->CanContainContent() && ensure(RegisterMountPointDelegate.IsBound()))
|
|
{
|
|
FString ContentDir = Plugin->GetContentDir();
|
|
RegisterMountPointDelegate.Execute(Plugin->GetMountedAssetPath(), ContentDir);
|
|
|
|
// Pak files are loaded from <PluginName>/Content/Paks/<PlatformName>
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
{
|
|
FoundPaks.Reset();
|
|
PlatformFile.IterateDirectoryRecursively(*(ContentDir / TEXT("Paks") / FPlatformProperties::PlatformName()), PakVisitor);
|
|
for (const FString& PakPath : FoundPaks)
|
|
{
|
|
if (FCoreDelegates::OnMountPak.IsBound())
|
|
{
|
|
FCoreDelegates::OnMountPak.Execute(PakPath, 0, nullptr);
|
|
PluginsWithPakFile.AddUnique(Plugin);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogPluginManager, Warning, TEXT("PAK file (%s) could not be mounted because OnMountPak is not bound"), *PakPath)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return bHaveAllRequiredPlugins;
|
|
}
|
|
|
|
TSharedPtr<FPlugin> FPluginManager::FindPluginInstance(const FString& Name)
|
|
{
|
|
const TSharedRef<FPlugin>* Instance = AllPlugins.Find(Name);
|
|
if (Instance == nullptr)
|
|
{
|
|
return TSharedPtr<FPlugin>();
|
|
}
|
|
else
|
|
{
|
|
return TSharedPtr<FPlugin>(*Instance);
|
|
}
|
|
}
|
|
|
|
|
|
static bool TryLoadModulesForPlugin( const FPlugin& Plugin, const ELoadingPhase::Type LoadingPhase )
|
|
{
|
|
TMap<FName, EModuleLoadResult> ModuleLoadFailures;
|
|
FModuleDescriptor::LoadModulesForPhase(LoadingPhase, Plugin.Descriptor.Modules, ModuleLoadFailures);
|
|
|
|
FText FailureMessage;
|
|
for( auto FailureIt( ModuleLoadFailures.CreateConstIterator() ); FailureIt; ++FailureIt )
|
|
{
|
|
const FName ModuleNameThatFailedToLoad = FailureIt.Key();
|
|
const EModuleLoadResult FailureReason = FailureIt.Value();
|
|
|
|
if( FailureReason != EModuleLoadResult::Success )
|
|
{
|
|
const FText PluginNameText = FText::FromString(Plugin.Name);
|
|
const FText TextModuleName = FText::FromName(FailureIt.Key());
|
|
|
|
if ( FailureReason == EModuleLoadResult::FileNotFound )
|
|
{
|
|
FailureMessage = FText::Format( LOCTEXT("PluginModuleNotFound", "Plugin '{0}' failed to load because module '{1}' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."), PluginNameText, TextModuleName );
|
|
}
|
|
else if ( FailureReason == EModuleLoadResult::FileIncompatible )
|
|
{
|
|
FailureMessage = FText::Format( LOCTEXT("PluginModuleIncompatible", "Plugin '{0}' failed to load because module '{1}' does not appear to be compatible with the current version of the engine. The plugin may need to be recompiled."), PluginNameText, TextModuleName );
|
|
}
|
|
else if ( FailureReason == EModuleLoadResult::CouldNotBeLoadedByOS )
|
|
{
|
|
FailureMessage = FText::Format( LOCTEXT("PluginModuleCouldntBeLoaded", "Plugin '{0}' failed to load because module '{1}' could not be loaded. There may be an operating system error or the module may not be properly set up."), PluginNameText, TextModuleName );
|
|
}
|
|
else if ( FailureReason == EModuleLoadResult::FailedToInitialize )
|
|
{
|
|
FailureMessage = FText::Format( LOCTEXT("PluginModuleFailedToInitialize", "Plugin '{0}' failed to load because module '{1}' could not be initialized successfully after it was loaded."), PluginNameText, TextModuleName );
|
|
}
|
|
else
|
|
{
|
|
ensure(0); // If this goes off, the error handling code should be updated for the new enum values!
|
|
FailureMessage = FText::Format( LOCTEXT("PluginGenericLoadFailure", "Plugin '{0}' failed to load because module '{1}' could not be loaded for an unspecified reason. This plugin's functionality will not be available. Please report this error."), PluginNameText, TextModuleName );
|
|
}
|
|
|
|
// Don't need to display more than one module load error per plugin that failed to load
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( !FailureMessage.IsEmpty() )
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, FailureMessage);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FPluginManager::LoadModulesForEnabledPlugins( const ELoadingPhase::Type LoadingPhase )
|
|
{
|
|
// Figure out which plugins are enabled
|
|
if(!ConfigureEnabledPlugins())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(AllPlugins.Num());
|
|
|
|
// Load plugins!
|
|
for( const TPair<FString, TSharedRef< FPlugin >> PluginPair : AllPlugins )
|
|
{
|
|
const TSharedRef<FPlugin> &Plugin = PluginPair.Value;
|
|
SlowTask.EnterProgressFrame(1);
|
|
|
|
if ( Plugin->bEnabled )
|
|
{
|
|
if (!TryLoadModulesForPlugin(Plugin.Get(), LoadingPhase))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FPluginManager::GetLocalizationPathsForEnabledPlugins( TArray<FString>& OutLocResPaths )
|
|
{
|
|
// Figure out which plugins are enabled
|
|
if (!ConfigureEnabledPlugins())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Gather the paths from all plugins that have localization targets that are loaded based on the current runtime environment
|
|
for (const TPair<FString, TSharedRef<FPlugin>>& PluginPair : AllPlugins)
|
|
{
|
|
const TSharedRef<FPlugin>& Plugin = PluginPair.Value;
|
|
if (!Plugin->bEnabled || Plugin->GetDescriptor().LocalizationTargets.Num() == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FString PluginLocDir = Plugin->GetContentDir() / TEXT("Localization");
|
|
for (const FLocalizationTargetDescriptor& LocTargetDesc : Plugin->GetDescriptor().LocalizationTargets)
|
|
{
|
|
if (LocTargetDesc.ShouldLoadLocalizationTarget())
|
|
{
|
|
OutLocResPaths.Add(PluginLocDir / LocTargetDesc.Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FPluginManager::SetRegisterMountPointDelegate( const FRegisterMountPointDelegate& Delegate )
|
|
{
|
|
RegisterMountPointDelegate = Delegate;
|
|
}
|
|
|
|
bool FPluginManager::AreRequiredPluginsAvailable()
|
|
{
|
|
return ConfigureEnabledPlugins();
|
|
}
|
|
|
|
bool FPluginManager::CheckModuleCompatibility(TArray<FString>& OutIncompatibleModules)
|
|
{
|
|
if(!ConfigureEnabledPlugins())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bResult = true;
|
|
for(const TPair<FString, TSharedRef<FPlugin>>& PluginPair : AllPlugins)
|
|
{
|
|
const TSharedRef< FPlugin > &Plugin = PluginPair.Value;
|
|
if (Plugin->bEnabled && !FModuleDescriptor::CheckModuleCompatibility(Plugin->Descriptor.Modules, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject, OutIncompatibleModules))
|
|
{
|
|
bResult = false;
|
|
}
|
|
}
|
|
return bResult;
|
|
}
|
|
|
|
IPluginManager& IPluginManager::Get()
|
|
{
|
|
// Single instance of manager, allocated on demand and destroyed on program exit.
|
|
static FPluginManager* PluginManager = NULL;
|
|
if( PluginManager == NULL )
|
|
{
|
|
PluginManager = new FPluginManager();
|
|
}
|
|
return *PluginManager;
|
|
}
|
|
|
|
TSharedPtr<IPlugin> FPluginManager::FindPlugin(const FString& Name)
|
|
{
|
|
const TSharedRef<FPlugin>* Instance = AllPlugins.Find(Name);
|
|
if (Instance == nullptr)
|
|
{
|
|
return TSharedPtr<IPlugin>();
|
|
}
|
|
else
|
|
{
|
|
return TSharedPtr<IPlugin>(*Instance);
|
|
}
|
|
}
|
|
|
|
TArray<TSharedRef<IPlugin>> FPluginManager::GetEnabledPlugins()
|
|
{
|
|
TArray<TSharedRef<IPlugin>> Plugins;
|
|
for(TPair<FString, TSharedRef<FPlugin>>& PluginPair : AllPlugins)
|
|
{
|
|
TSharedRef<FPlugin>& PossiblePlugin = PluginPair.Value;
|
|
if(PossiblePlugin->bEnabled)
|
|
{
|
|
Plugins.Add(PossiblePlugin);
|
|
}
|
|
}
|
|
return Plugins;
|
|
}
|
|
|
|
TArray<TSharedRef<IPlugin>> FPluginManager::GetDiscoveredPlugins()
|
|
{
|
|
TArray<TSharedRef<IPlugin>> Plugins;
|
|
for (TPair<FString, TSharedRef<FPlugin>>& PluginPair : AllPlugins)
|
|
{
|
|
Plugins.Add(PluginPair.Value);
|
|
}
|
|
return Plugins;
|
|
}
|
|
|
|
TArray< FPluginStatus > FPluginManager::QueryStatusForAllPlugins() const
|
|
{
|
|
TArray< FPluginStatus > PluginStatuses;
|
|
|
|
for( const TPair<FString, TSharedRef<FPlugin>>& PluginPair : AllPlugins )
|
|
{
|
|
const TSharedRef< FPlugin >& Plugin = PluginPair.Value;
|
|
|
|
FPluginStatus PluginStatus;
|
|
PluginStatus.Name = Plugin->Name;
|
|
PluginStatus.PluginDirectory = FPaths::GetPath(Plugin->FileName);
|
|
PluginStatus.bIsEnabled = Plugin->bEnabled;
|
|
PluginStatus.Descriptor = Plugin->Descriptor;
|
|
PluginStatus.LoadedFrom = Plugin->LoadedFrom;
|
|
|
|
PluginStatuses.Add( PluginStatus );
|
|
}
|
|
|
|
return PluginStatuses;
|
|
}
|
|
|
|
void FPluginManager::AddPluginSearchPath(const FString& ExtraDiscoveryPath, bool bRefresh)
|
|
{
|
|
PluginDiscoveryPaths.Add(ExtraDiscoveryPath);
|
|
if (bRefresh)
|
|
{
|
|
RefreshPluginsList();
|
|
}
|
|
}
|
|
|
|
TArray<TSharedRef<IPlugin>> FPluginManager::GetPluginsWithPakFile() const
|
|
{
|
|
return PluginsWithPakFile;
|
|
}
|
|
|
|
IPluginManager::FNewPluginMountedEvent& FPluginManager::OnNewPluginMounted()
|
|
{
|
|
return NewPluginMountedEvent;
|
|
}
|
|
|
|
void FPluginManager::MountNewlyCreatedPlugin(const FString& PluginName)
|
|
{
|
|
for(TMap<FString, TSharedRef<FPlugin>>::TIterator Iter(AllPlugins); Iter; ++Iter)
|
|
{
|
|
const TSharedRef<FPlugin>& Plugin = Iter.Value();
|
|
if (Plugin->Name == PluginName)
|
|
{
|
|
// Mark the plugin as enabled
|
|
Plugin->bEnabled = true;
|
|
|
|
// Mount the plugin content directory
|
|
if (Plugin->CanContainContent() && ensure(RegisterMountPointDelegate.IsBound()))
|
|
{
|
|
FString ContentDir = Plugin->GetContentDir();
|
|
RegisterMountPointDelegate.Execute(Plugin->GetMountedAssetPath(), ContentDir);
|
|
|
|
// Register this plugin's path with the list of content directories that the editor will search
|
|
if (FConfigFile* EngineConfigFile = GConfig->Find(GEngineIni, false))
|
|
{
|
|
if (FConfigSection* CoreSystemSection = EngineConfigFile->Find(TEXT("Core.System")))
|
|
{
|
|
CoreSystemSection->AddUnique("Paths", Plugin->GetContentDir());
|
|
}
|
|
}
|
|
}
|
|
|
|
// If it's a code module, also load the modules for it
|
|
if (Plugin->Descriptor.Modules.Num() > 0)
|
|
{
|
|
// Add the plugin binaries directory
|
|
const FString PluginBinariesPath = FPaths::Combine(*FPaths::GetPath(Plugin->FileName), TEXT("Binaries"), FPlatformProcess::GetBinariesSubdirectory());
|
|
FModuleManager::Get().AddBinariesDirectory(*PluginBinariesPath, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject);
|
|
|
|
// Load all the plugin modules
|
|
for (ELoadingPhase::Type LoadingPhase = (ELoadingPhase::Type)0; LoadingPhase < ELoadingPhase::Max; LoadingPhase = (ELoadingPhase::Type)(LoadingPhase + 1))
|
|
{
|
|
if (LoadingPhase != ELoadingPhase::None)
|
|
{
|
|
TryLoadModulesForPlugin(Plugin.Get(), LoadingPhase);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Notify any listeners that a new plugin has been mounted
|
|
if (NewPluginMountedEvent.IsBound())
|
|
{
|
|
NewPluginMountedEvent.Broadcast(*Plugin);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|