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#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3149443 on 2016/10/03 by Max.Preussner
MediaAssets: Better parameter names for MediaPlayer BP functions
Change 3149756 on 2016/10/03 by Max.Chen
Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity)
#jira UE-35233
Change 3149795 on 2016/10/03 by Max.Chen
Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic.
#jira UE-36734
Change 3150378 on 2016/10/04 by Max.Preussner
PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807)
#jira UE-36807
Change 3151414 on 2016/10/05 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
#jira UE-35285
Change 3152038 on 2016/10/05 by Max.Preussner
UdpMessaging: Code & documentation modernization pass
Change 3152471 on 2016/10/05 by Max.Chen
Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a
bug where the cine camera actor won't tick if you hook in event tick.
#jira UE-36625
Change 3152692 on 2016/10/05 by Max.Preussner
Messaging: API code & documentation modernization pass
Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity.
Change 3153824 on 2016/10/06 by Max.Preussner
Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging
I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery
modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This
functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more.
Change 3153826 on 2016/10/06 by Max.Preussner
Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies
Change 3153857 on 2016/10/06 by Max.Chen
Sequencer: Set snap time to dragged key on by default.
Change 3153980 on 2016/10/06 by Max.Preussner
SessionServices: Removed typedefs; code and documentation modernization pass
Change 3154313 on 2016/10/06 by Max.Chen
Sequencer: Set the paste keys time to the current time, rather than the mouse time.
Change 3154332 on 2016/10/06 by Max.Chen
Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu.
Change 3154377 on 2016/10/07 by Max.Chen
Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and .
Change 3154788 on 2016/10/07 by Max.Chen
Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all
sections except for any that aren't being moved.
#jira UE-29152
Change 3159274 on 2016/10/11 by Max.Preussner
Core: Documentation fixes
Change 3159275 on 2016/10/11 by Max.Preussner
UdpMessaging: Added missing header
Change 3160746 on 2016/10/12 by Max.Preussner
MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances
#jira UE-37241
Change 3160975 on 2016/10/12 by Max.Preussner
PS4Media: Better logging for SetRate failures
Change 3160995 on 2016/10/12 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
#jira UE-37248
Change 3161066 on 2016/10/12 by Max.Preussner
PS4Media: Enforcing minimum 8 byte alignment for media allocations
Change 3161069 on 2016/10/12 by Max.Preussner
PS4Media: Fixed log spam when setting play rate to current rate
Change 3162567 on 2016/10/13 by Max.Preussner
PS4Media: Made track switching code more readable
Change 3163447 on 2016/10/14 by Max.Preussner
PS4Media: Fixed array out of bounds assertions
Change 3163772 on 2016/10/14 by Max.Preussner
MfMedia: Fixed a number of timing related issues
Change 3163980 on 2016/10/15 by Max.Chen
Sequencer: Remove folder name numeric padding so that the naming convention is similar to creating objects in the level.
Change 3164581 on 2016/10/17 by Andrew.Rodham
Sequencer: Ensure global pre-animated state is restored in reverse order
Change 3164582 on 2016/10/17 by Andrew.Rodham
Sequencer: Ensure pre animated state is restored for all actor components before saving default state
Change 3164583 on 2016/10/17 by Andrew.Rodham
Sequencer: Re-enabled support for pre and post roll
Change 3165464 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
Copy from Release-4.14
#jira UE-37416
Change 3165483 on 2016/10/17 by Max.Chen
Sequencer: Enable restore state for attach section completion
Change 3165771 on 2016/10/18 by Andrew.Rodham
Sequencer: Force evaluate when rendering thumbnails
#jira UE-37321
Change 3166057 on 2016/10/18 by Andrew.Rodham
Sequencer: Only set defaults for tracks that have no keys, and where the requested default has changed
#jira UE-37285
Change 3166218 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
#jira UE-37470
Change 3166247 on 2016/10/18 by Max.Preussner
WmfMedia: Showing progress bar while media is being resolved
Change 3166289 on 2016/10/18 by Max.Preussner
MfMedia: Showing progress bar while media is being resolved
Change 3166993 on 2016/10/18 by Max.Preussner
MfMedia: Fixed info string not reset on media close.
Change 3166999 on 2016/10/19 by Max.Preussner
Media: Fixed NV12 and NV21 support
Change 3167008 on 2016/10/19 by Max.Preussner
Media: Removed vertical NV12 alignment
Change 3167029 on 2016/10/19 by Max.Preussner
WmfMedia: Temp fix for RGB32 encoded AVIs rendering upside-down and too bright (UE-37505)
#jira UE-37505
Change 3168593 on 2016/10/19 by Max.Chen
Sequencer: Change paste at time to local time, so that the paste happens in the local time of the sequence rather than the global time if pasting in a shot level sequence.
Change 3168626 on 2016/10/19 by Max.Chen
Sequencer: Clamp to view bounds should snap to frame if frame snapping is on.
Change 3168627 on 2016/10/19 by Max.Chen
Sequencer: Initialize working and view range to be 10% larger than playback range.
Change 3168760 on 2016/10/20 by Max.Preussner
Media: Revamped media texture buffer management to support padded frames
Added support for Windows bitmap buffers.
Fixed a number of format, conversion and/or looping issues in WmfMedia and MfMedia.
Not all shaders have been updated yet.
Change 3169640 on 2016/10/20 by Max.Chen
Sequencer: Add current camera to FLevelSequencePlayerSnapshot. Adjust DefaultBurnIn to include a few more parameters like focal length and focus distance.
#jira UE-37407
Change 3170677 on 2016/10/21 by Max.Chen
Movie Scene Capture: Add toggle to override engine scalability settings to cinematic scalability.
#jira UE-36560
Change 3170710 on 2016/10/21 by Max.Preussner
Media: Optimized handling of RGB input
Change 3170712 on 2016/10/21 by Max.Preussner
Media: Fixed NV21 conversion shader scaling
Change 3170923 on 2016/10/21 by Max.Preussner
UBT: Copied XboxOne project generator fix from Fortnite CL# 3170868
Change 3171494 on 2016/10/23 by Max.Chen
Sequencer: Fix fbx export from master sequence not finding bound objects.
#jira UE-35752
Change 3171506 on 2016/10/23 by Max.Chen
Sequencer: Draw where in and out points of the shot section are, just like subsequences do. Change to only draw the green starting line if StartOffset is negative.
#jira UE-35473
Change 3171743 on 2016/10/24 by Andrew.Rodham
Editor: Added support for detail customizations on root structs
- Also added the ability to add external struct data onto a detail category builder, and property type customization.
Change 3171752 on 2016/10/24 by Andrew.Rodham
Sequencer: Fixed spawnable ownership
- Spawnables are no longer destroyed when the cursor leaves the master playback range.
- Spawnable ownership now operates as it previously did before the evaluation rework.
- bIgnoreOwnershipInEditor has been removed since its existence was a work around for when we didn't evaluate sub sequences from the master sequence.
- FMovieSceneSequenceID is now a struct so that it can be used in array properties
- Meta data now exists for each segment of an evaluation field. Currently this only includes the sub sequence IDs that exist at that time, but it may be expanded to include all evaluation entities (tracks + sections) in future so
we don't have to calculate that at runtime.
Change 3171756 on 2016/10/24 by Andrew.Rodham
Sequencer: Added ability to trigger events with parameters
- It's now possible to supply an event payload on event track keys which are to be passed to a given event. The structure must match the signature of the event, or a warning will be emitted.
- Added a templated TGenericKeyArea, TKeyFrameManipulator and TCurveInterface that allow to generic manipulation of keyframe section data. In time we will port the other key areas over to this representation.
- This new architecture affords the common manipulation of time-based keyframes in a value-agnostic manner.
Change 3172935 on 2016/10/24 by Max.Preussner
MediaPlayerEditor: Fixed MediaPlayer asset not being dirtied when creating media sound wave or texture for it
Change 3173947 on 2016/10/25 by Max.Preussner
SlateRemote: Disabled plug-in, but enabled server by default
Change 3174510 on 2016/10/26 by Max.Chen
Sequencer: Fix slomo track crash
#jira UE-37802
Change 3174698 on 2016/10/26 by Andrew.Rodham
UMG: Fixed objects bound to a panel slot animating their slot's content instead of the slot itself
#jira UE-37775
Change 3174780 on 2016/10/26 by Max.Preussner
MediaAssets: Accepting decoder defined buffer dimensions for RGB buffers
Change 3174789 on 2016/10/26 by Max.Preussner
MediaPlayerEditor: Showing desired player name instead of current player name if no media loaded
Change 3174817 on 2016/10/26 by Max.Preussner
WmfMedia: Added support for Motion JPEG (MJPG)
Change 3174825 on 2016/10/26 by Max.Preussner
WmfMedia: Added support for non-RGB32 uncompressed formats
Change 3174834 on 2016/10/26 by Max.Preussner
MediaPlayerAssets: Allow pausing while buffering media
Change 3174886 on 2016/10/26 by Andrew.Rodham
Core: Fixed range test that was testing incorrect behavior
Change 3174889 on 2016/10/26 by Andrew.Rodham
Sequencer: Fixed AssignActor behavior
- Also ensure that cached object state is invalidated when playback context changes
#jira UE-37798
Change 3174905 on 2016/10/26 by Andrew.Rodham
Sequencer: Changed assert when failing to create an audio component to a log message
- Audio no longer plays when GEngine->UseSound() is false
#jira UE-37772
Change 3174980 on 2016/10/26 by Andrew.Rodham
Sequencer: Remove warning when event endpoint could not be found for a given context
#jira UE-37824
Change 3175001 on 2016/10/26 by Andrew.Rodham
Sequencer: Evaluate sequence with EMovieScenePlaybackStatus::Jumping on Pause.
- Also protect Pause() against reentrancy when being called from an event
Change 3175012 on 2016/10/26 by Max.Chen
Sequence Recorder: Fixes an empty working and view range after recording.
On StopRecording() update playback range after nullifying the current sequence so that the playback range isn't empty.
Added SetViewRange and SetWorkingRange.
#jira UE-34191
Change 3177760 on 2016/10/28 by Max.Chen
Sequence Recorder: Don't update the current sequence name if it's already set. This fixes a bug where if you pass in a sequence name to record to, it gets reset to the name in the sequence recorder settings.
#jira UE-37808
Change 3178529 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
#jira UE-37328
#2864
[CL 3178562 by Max Chen in Main branch]
3513 lines
109 KiB
C++
3513 lines
109 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "LaunchPrivatePCH.h"
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#include "Internationalization/Internationalization.h"
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#include "Ticker.h"
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#include "ConsoleManager.h"
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#include "ExceptionHandling.h"
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#include "FileManagerGeneric.h"
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#include "TaskGraphInterfaces.h"
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#include "StatsMallocProfilerProxy.h"
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#include "Projects.h"
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#include "UProjectInfo.h"
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#include "EngineVersion.h"
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#include "ModuleManager.h"
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#include "../Resources/Version.h"
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#include "VersionManifest.h"
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#include "UObject/DevObjectVersion.h"
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#include "HAL/ThreadHeartBeat.h"
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#include "MallocProfiler.h"
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#include "NetworkVersion.h"
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#if WITH_COREUOBJECT
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#include "Internationalization/PackageLocalizationManager.h"
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#include "CoreUObject.h"
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#endif
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#if WITH_EDITOR
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#include "EditorStyle.h"
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#include "RemoteConfigIni.h"
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#include "EditorCommandLineUtils.h"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <objbase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#endif
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#if WITH_ENGINE
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#include "AudioThread.h"
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#include "AutomationController.h"
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#include "Database.h"
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#include "DerivedDataCacheInterface.h"
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#include "RenderCore.h"
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#include "ShaderCompiler.h"
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#include "DistanceFieldAtlas.h"
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#include "GlobalShader.h"
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#include "ParticleHelper.h"
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#include "PhysicsPublic.h"
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#include "PlatformFeatures.h"
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#include "DeviceProfiles/DeviceProfileManager.h"
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#include "Commandlets/Commandlet.h"
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#include "EngineService.h"
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#include "ContentStreaming.h"
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#include "HighResScreenshot.h"
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#include "HotReloadInterface.h"
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#include "ISessionService.h"
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#include "ISessionServicesModule.h"
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#include "Engine/GameInstance.h"
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#include "Net/OnlineEngineInterface.h"
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#include "Internationalization/EnginePackageLocalizationCache.h"
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#if !UE_SERVER
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#include "HeadMountedDisplay.h"
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#include "ISlateRHIRendererModule.h"
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#include "ISlateNullRendererModule.h"
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#include "EngineFontServices.h"
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#endif
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#include "MoviePlayer.h"
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#if !UE_BUILD_SHIPPING
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#include "STaskGraph.h"
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#include "IProfilerServiceModule.h"
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#endif
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#if WITH_AUTOMATION_WORKER
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#include "AutomationWorker.h"
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#endif
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#endif //WITH_ENGINE
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#if WITH_EDITOR
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#include "FeedbackContextEditor.h"
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static FFeedbackContextEditor UnrealEdWarn;
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#endif // WITH_EDITOR
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#if UE_EDITOR
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#include "DesktopPlatformModule.h"
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#endif
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#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <ObjBase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#if ENABLE_VISUAL_LOG
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#include "VisualLogger/VisualLogger.h"
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#endif
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#if WITH_LAUNCHERCHECK
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#include "LauncherCheck.h"
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#endif
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#if WITH_COREUOBJECT
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#ifndef USE_LOCALIZED_PACKAGE_CACHE
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#define USE_LOCALIZED_PACKAGE_CACHE 1
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#endif
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#else
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#define USE_LOCALIZED_PACKAGE_CACHE 0
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#endif
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// Pipe output to std output
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// This enables UBT to collect the output for it's own use
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class FOutputDeviceStdOutput : public FOutputDevice
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{
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public:
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FOutputDeviceStdOutput()
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{
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bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
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}
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virtual ~FOutputDeviceStdOutput()
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{
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}
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virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
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{
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if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
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{
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#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
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wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#else
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wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#endif
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fflush(stdout);
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}
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}
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private:
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bool bAllowLogVerbosity;
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};
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// Exits the game/editor if any of the specified phrases appears in the log output
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class FOutputDeviceTestExit : public FOutputDevice
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{
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TArray<FString> ExitPhrases;
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public:
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FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
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: ExitPhrases(InExitPhrases)
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{
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}
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virtual ~FOutputDeviceTestExit()
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{
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}
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virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
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{
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if (!GIsRequestingExit)
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{
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for (auto& Phrase : ExitPhrases)
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{
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if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
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{
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#if WITH_ENGINE
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if (GEngine != nullptr)
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{
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if (GIsEditor)
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{
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GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
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}
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else
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{
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GEngine->Exec(nullptr, TEXT("QUIT"));
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}
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}
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#else
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FPlatformMisc::RequestExit(true);
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#endif
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break;
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}
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}
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}
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}
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};
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static TScopedPointer<FOutputDeviceConsole> GScopedLogConsole;
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static TScopedPointer<FOutputDeviceStdOutput> GScopedStdOut;
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static TScopedPointer<FOutputDeviceTestExit> GScopedTestExit;
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#if WITH_ENGINE
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static void RHIExitAndStopRHIThread()
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{
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#if HAS_GPU_STATS
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FRealtimeGPUProfiler::Get()->Release();
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#endif
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RHIExit();
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// Stop the RHI Thread
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if (GUseRHIThread)
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{
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DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
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FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
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}
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}
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#endif
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/**
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* Initializes std out device and adds it to GLog
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**/
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void InitializeStdOutDevice()
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{
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// Check if something is trying to initialize std out device twice.
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check(!GScopedStdOut.IsValid());
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GScopedStdOut = new FOutputDeviceStdOutput();
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GLog->AddOutputDevice(GScopedStdOut.GetOwnedPointer());
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}
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bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
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{
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const TCHAR *CmdLine = InCmdLine;
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FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
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// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
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// VC++ tends to do this in its "external tools" config
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FirstCommandLineToken = FirstCommandLineToken.Trim();
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//
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OutProjectFilePath = TEXT("");
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OutGameName = TEXT("");
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if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
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{
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// The first command line argument could be the project file if it exists or the game name if not launching with a project file
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const FString ProjectFilePath = FString(FirstCommandLineToken);
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if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
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{
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OutProjectFilePath = FirstCommandLineToken;
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// Here we derive the game name from the project file
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OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
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return true;
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}
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else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
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{
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// Full game name is assumed to be the first token
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OutGameName = MoveTemp(FirstCommandLineToken);
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// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
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OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
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return true;
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}
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}
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#if WITH_EDITOR
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if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
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{
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return true;
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}
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#endif
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return false;
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}
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bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
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{
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if (GIsGameAgnosticExe)
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{
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// Initialize GameName to an empty string. Populate it below.
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FApp::SetGameName(TEXT(""));
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FString ProjFilePath;
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FString LocalGameName;
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if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
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{
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// Only set the game name if this is NOT a program...
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if (FPlatformProperties::IsProgram() == false)
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{
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FApp::SetGameName(*LocalGameName);
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}
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OutGameProjectFilePathUnnormalized = ProjFilePath;
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FPaths::SetProjectFilePath(ProjFilePath);
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}
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#if UE_GAME
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else
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{
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// Try to use the executable name as the game name.
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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 )
|
|
{
|
|
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 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 = 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 = new FOutputDeviceTestExit(ExitPhrasesList);
|
|
GLog->AddOutputDevice(GScopedTestExit.GetOwnedPointer());
|
|
}
|
|
}
|
|
}
|
|
|
|
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"));
|
|
|
|
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
|
|
|
|
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 USE_NEW_ASYNC_IO
|
|
{
|
|
GIOThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
|
|
if (FPlatformProperties::IsServerOnly())
|
|
{
|
|
NumThreadsInThreadPool = 2;
|
|
}
|
|
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
|
|
}
|
|
#endif // USE_NEW_ASYNC_IO
|
|
|
|
#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.GetOwnedPointer();
|
|
|
|
LoadPreInitModules();
|
|
|
|
// Start the application
|
|
if(!AppInit())
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
#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.IsValid() && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
#if !USE_NEW_ASYNC_IO
|
|
FIOSystem::Get(); // force it to be created if it isn't already
|
|
#endif
|
|
|
|
// 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();
|
|
|
|
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)
|
|
{
|
|
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
|
|
{
|
|
// This means we can't continue without the global shader map.
|
|
return 1;
|
|
}
|
|
}
|
|
else if (FPlatformProperties::RequiresCookedData() == false)
|
|
{
|
|
GetDerivedDataCacheRef();
|
|
}
|
|
|
|
// 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);
|
|
|
|
// 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;
|
|
}
|
|
|
|
#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 );
|
|
|
|
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
|
|
}
|
|
|
|
// Create the engine font services now that the Slate renderer is ready
|
|
FEngineFontServices::Create();
|
|
#endif
|
|
|
|
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
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// @todo ps4: If a loading movie starts earlier, which it probably should, then please see PS4's PlatformPostInit() implementation!
|
|
|
|
// 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();
|
|
|
|
GetMoviePlayer()->Initialize();
|
|
GetMoviePlayer()->PlayMovie();
|
|
|
|
// 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);
|
|
|
|
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();
|
|
}
|
|
|
|
#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();
|
|
}
|
|
#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 );
|
|
}
|
|
|
|
GIsRequestingExit = true; // so CTRL-C will exit immediately
|
|
|
|
// 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();
|
|
|
|
// 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_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"));
|
|
|
|
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 AbilitySystem editor as early as possible for statically initialized assets (non cooked BT assets needs it)
|
|
// cooking needs this module too
|
|
bool bGameplayAbilitiesEnabled = false;
|
|
GConfig->GetBool(TEXT("GameplayAbilities"), TEXT("GameplayAbilitiesEditorEnabled"), bGameplayAbilitiesEnabled, GEngineIni);
|
|
if (bGameplayAbilitiesEnabled)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayAbilitiesEditor"));
|
|
}
|
|
|
|
// -----------------------------------------------------
|
|
|
|
// 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"));
|
|
}
|
|
|
|
// Needed for extra Blueprint nodes that can be used in standalone.
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayTagsEditor"));
|
|
|
|
#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
|
|
|
|
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
|
|
|
|
GetMoviePlayer()->Shutdown();
|
|
|
|
// 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
|
|
|
|
// Move earlier?
|
|
#if STATS
|
|
FThreadStats::StopThread();
|
|
#endif
|
|
|
|
FTaskGraphInterface::Shutdown();
|
|
IStreamingManager::Shutdown();
|
|
#if !USE_NEW_ASYNC_IO
|
|
FIOSystem::Shutdown();
|
|
#endif
|
|
}
|
|
|
|
|
|
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;
|
|
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 "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();
|
|
|
|
// 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.
|
|
#if WITH_ENGINE
|
|
extern ENGINE_API float GNewWorldToMetersScale;
|
|
UWorld* HackGWorld = GWorld;
|
|
if( GNewWorldToMetersScale != 0.0f && HackGWorld != nullptr )
|
|
{
|
|
if( GNewWorldToMetersScale != HackGWorld->GetWorldSettings()->WorldToMeters )
|
|
{
|
|
HackGWorld->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
|
|
}
|
|
}
|
|
#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 (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 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
|
|
{
|
|
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
|
|
// 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();
|
|
|
|
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
|
|
|
|
#if WITH_ENGINE
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
// 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
|
|
// --
|
|
// Why load HTTP?
|
|
// Because most, if not all online subsystems will load HTTP themselves. This can cause problems though, as HTTP will be loaded *after* OSS,
|
|
// and if OSS holds on to resources allocated by it, this will cause crash (modules are being unloaded in LIFO order with no dependency tracking).
|
|
// Loading HTTP before OSS works around this problem by making ModuleManager unload HTTP after OSS, at the cost of extra module for the few OSS (like Null) that don't use it.
|
|
|
|
// These should not be LoadModuleChecked because these modules might not exist
|
|
FModuleManager::Get().LoadModule(TEXT("XMPP"));
|
|
FModuleManager::Get().LoadModule(TEXT("HTTP"));
|
|
// OSS Default/Console are loaded in plugins immediately following
|
|
}
|
|
#endif
|
|
|
|
// 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
|
|
|
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// Print compiler version info
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|
#if defined(__clang__)
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UE_LOG(LogInit, Log, TEXT("Compiled with Clang: %s"), ANSI_TO_TCHAR( __clang_version__ ) );
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#elif defined(__INTEL_COMPILER)
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UE_LOG(LogInit, Log, TEXT("Compiled with ICL: %d"), __INTEL_COMPILER);
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#elif defined( _MSC_VER )
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|
#ifndef __INTELLISENSE__ // Intellisense compiler doesn't support _MSC_FULL_VER
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|
{
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const FString VisualCPPVersion( FString::Printf( TEXT( "%d" ), _MSC_FULL_VER ) );
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|
const FString VisualCPPRevisionNumber( FString::Printf( TEXT( "%02d" ), _MSC_BUILD ) );
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UE_LOG(LogInit, Log, TEXT("Compiled with Visual C++: %s.%s.%s.%s"),
|
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*VisualCPPVersion.Mid( 0, 2 ), // Major version
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*VisualCPPVersion.Mid( 2, 2 ), // Minor version
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|
*VisualCPPVersion.Mid( 4 ), // Build version
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|
*VisualCPPRevisionNumber // Revision number
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|
);
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|
}
|
|
#endif
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|
#else
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|
UE_LOG(LogInit, Log, TEXT("Compiled with unrecognized C++ compiler") );
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|
#endif
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Build Configuration: %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
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|
UE_LOG(LogInit, Log, TEXT("Branch Name: %s"), *FApp::GetBranchName() );
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|
UE_LOG(LogInit, Log, TEXT("Command line: %s"), FCommandLine::GetForLogging() );
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|
UE_LOG(LogInit, Log, TEXT("Base directory: %s"), FPlatformProcess::BaseDir() );
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|
//UE_LOG(LogInit, Log, TEXT("Character set: %s"), sizeof(TCHAR)==1 ? TEXT("ANSI") : TEXT("Unicode") );
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|
UE_LOG(LogInit, Log, TEXT("Installed Engine Build: %d"), FApp::IsEngineInstalled() ? 1 : 0);
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|
|
|
// 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();
|
|
|
|
// Clean up the thread pool
|
|
if (GThreadPool != nullptr)
|
|
{
|
|
GThreadPool->Destroy();
|
|
}
|
|
#if USE_NEW_ASYNC_IO
|
|
if (GIOThreadPool != nullptr)
|
|
{
|
|
GIOThreadPool->Destroy();
|
|
}
|
|
#endif // USE_NEW_ASYNC_IO
|
|
|
|
#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);
|
|
|
|
// Iterate over modules, calling PreInit
|
|
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
|
|
|
|
if (!HMDModule->PreInit())
|
|
{
|
|
// Unregister modules which fail PreInit
|
|
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
|
|
}
|
|
}
|
|
}
|
|
#endif // #if WITH_ENGINE && !UE_SERVER
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|