Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserServer/Private/UnrealMultiUserServer.cpp
JeanMichel Dignard d4f0f4d3f2 Copying //UE4/Dev-Enterprise @ cl 9420543 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 9420574 by JeanMichel Dignard in Main branch]
2019-10-04 13:11:45 -04:00

127 lines
3.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "ConcertSettings.h"
#include "ConcertSyncServerLoop.h"
#include "RequiredProgramMainCPPInclude.h"
IMPLEMENT_APPLICATION(UnrealMultiUserServer, "UnrealMultiUserServer");
int32 RunUnrealMutilUserServer(int ArgC, TCHAR* ArgV[])
{
FConcertSyncServerLoopInitArgs ServerLoopInitArgs;
ServerLoopInitArgs.SessionFlags = EConcertSyncSessionFlags::Default_MultiUserSession;
ServerLoopInitArgs.ServiceRole = TEXT("MultiUser");
ServerLoopInitArgs.ServiceFriendlyName = TEXT("Multi-User Editing Server");
return ConcertSyncServerLoop(ArgC, ArgV, ServerLoopInitArgs);
}
#if PLATFORM_MAC // On Mac, to get a properly logging console that play nice, we need to build a mac application (.app) rather than a console application.
class CommandLineArguments
{
public:
CommandLineArguments() : ArgC(0), ArgV(nullptr) {}
CommandLineArguments(int InArgC, char* InUtf8ArgV[]) { Init(InArgC, InUtf8ArgV); }
void Init(int InArgC, char* InUtf8ArgV[])
{
ArgC = InArgC;
ArgV = new TCHAR*[ArgC];
for (int32 a = 0; a < ArgC; a++)
{
FUTF8ToTCHAR ConvertFromUtf8(InUtf8ArgV[a]);
ArgV[a] = new TCHAR[ConvertFromUtf8.Length() + 1];
FCString::Strcpy(ArgV[a], ConvertFromUtf8.Length() + 1, ConvertFromUtf8.Get());
}
}
~CommandLineArguments()
{
for (int32 a = 0; a < ArgC; a++)
{
delete[] ArgV[a];
}
delete[] ArgV;
}
int ArgC;
TCHAR** ArgV;
};
#include "Mac/CocoaThread.h"
static CommandLineArguments GSavedCommandLine;
@interface UE4AppDelegate : NSObject <NSApplicationDelegate, NSFileManagerDelegate>
{
}
@end
@implementation UE4AppDelegate
//handler for the quit apple event used by the Dock menu
- (void)handleQuitEvent:(NSAppleEventDescriptor*)Event withReplyEvent:(NSAppleEventDescriptor*)ReplyEvent
{
[NSApp terminate:self];
}
- (void) runGameThread:(id)Arg
{
FPlatformMisc::SetGracefulTerminationHandler();
FPlatformMisc::SetCrashHandler(nullptr);
RunUnrealMutilUserServer(GSavedCommandLine.ArgC, GSavedCommandLine.ArgV);
[NSApp terminate: self];
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)Sender;
{
if(!IsEngineExitRequested() || ([NSThread gameThread] && [NSThread gameThread] != [NSThread mainThread]))
{
RequestEngineExit(TEXT("UnrealMultiUserServer Requesting Exist"));
return NSTerminateLater;
}
else
{
return NSTerminateNow;
}
}
- (void)applicationDidFinishLaunching:(NSNotification *)Notification
{
//install the custom quit event handler
NSAppleEventManager* appleEventManager = [NSAppleEventManager sharedAppleEventManager];
[appleEventManager setEventHandler:self andSelector:@selector(handleQuitEvent:withReplyEvent:) forEventClass:kCoreEventClass andEventID:kAEQuitApplication];
RunGameThread(self, @selector(runGameThread:));
}
int main(int argc, char *argv[])
{
// Record the command line.
GSavedCommandLine.Init(argc, argv);
// Launch the application.
SCOPED_AUTORELEASE_POOL;
[NSApplication sharedApplication];
[NSApp setDelegate:[UE4AppDelegate new]];
[NSApp run];
return 0;
}
@end
#else // Windows/Linux
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
return RunUnrealMutilUserServer(ArgC, ArgV);
}
#endif