Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp
Matt Kuhlenschmidt b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

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

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00

3707 lines
115 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LaunchEngineLoop.h"
#include "HAL/PlatformStackWalk.h"
#include "HAL/PlatformOutputDevices.h"
#include "Misc/MessageDialog.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/QueuedThreadPool.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformAffinity.h"
#include "Misc/FileHelper.h"
#include "Internationalization/TextLocalizationManagerGlobals.h"
#include "Logging/LogSuppressionInterface.h"
#include "Async/TaskGraphInterfaces.h"
#include "Misc/TimeGuard.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/OutputDeviceHelper.h"
#include "Misc/OutputDeviceRedirector.h"
#include "Misc/AutomationTest.h"
#include "Misc/CommandLine.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceConsole.h"
#include "HAL/PlatformFilemanager.h"
#include "Templates/ScopedPointer.h"
#include "HAL/FileManagerGeneric.h"
#include "HAL/ExceptionHandling.h"
#include "Stats/StatsMallocProfilerProxy.h"
#include "HAL/PlatformSplash.h"
#include "HAL/ThreadManager.h"
#include "ProfilingDebugging/ExternalProfiler.h"
#include "Containers/Ticker.h"
#include "Interfaces/IPluginManager.h"
#include "ProjectDescriptor.h"
#include "Interfaces/IProjectManager.h"
#include "Misc/UProjectInfo.h"
#include "Misc/EngineVersion.h"
#include "HAL/IOBase.h"
#include "Misc/CoreDelegates.h"
#include "Modules/ModuleManager.h"
#include "Runtime/Launch/Resources/Version.h"
#include "VersionManifest.h"
#include "UObject/DevObjectVersion.h"
#include "HAL/ThreadHeartBeat.h"
#include "Misc/NetworkVersion.h"
#include "UniquePtr.h"
#if WITH_COREUOBJECT
#include "Internationalization/PackageLocalizationManager.h"
#include "Misc/PackageName.h"
#include "Misc/StartupPackages.h"
#include "UObject/UObjectHash.h"
#include "UObject/Package.h"
#include "UObject/Linker.h"
#endif
#if WITH_EDITOR
#include "EditorStyleSet.h"
#include "Misc/RemoteConfigIni.h"
#include "EditorCommandLineUtils.h"
#include "Input/Reply.h"
#include "Styling/CoreStyle.h"
#include "RenderingThread.h"
#include "Editor/EditorEngine.h"
#include "UnrealEdMisc.h"
#include "UnrealEdGlobals.h"
#include "Editor/UnrealEdEngine.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Interfaces/IEditorStyleModule.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <objbase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#endif
#if WITH_ENGINE
#include "Engine/GameEngine.h"
#include "UnrealClient.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/GameUserSettings.h"
#include "Features/IModularFeatures.h"
#include "GameFramework/WorldSettings.h"
#include "SystemSettings.h"
#include "EngineStats.h"
#include "EngineGlobals.h"
#include "AudioThread.h"
#include "Interfaces/IAutomationControllerModule.h"
#include "Database.h"
#include "DerivedDataCacheInterface.h"
#include "ShaderCompiler.h"
#include "DistanceFieldAtlas.h"
#include "GlobalShader.h"
#include "Materials/MaterialInterface.h"
#include "TextureResource.h"
#include "Engine/Texture2D.h"
#include "StringTable.h"
#include "SceneUtils.h"
#include "ParticleHelper.h"
#include "PhysicsPublic.h"
#include "PlatformFeatures.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Commandlets/Commandlet.h"
#include "EngineService.h"
#include "ContentStreaming.h"
#include "HighResScreenshot.h"
#include "Misc/HotReloadInterface.h"
#include "ISessionServicesModule.h"
#include "Net/OnlineEngineInterface.h"
#include "Internationalization/EnginePackageLocalizationCache.h"
#include "Rendering/SlateRenderer.h"
#include "Layout/WidgetPath.h"
#include "Framework/Application/SlateApplication.h"
#include "IMessagingModule.h"
#include "Engine/DemoNetDriver.h"
#if !UE_SERVER
#include "IHeadMountedDisplayModule.h"
#include "HeadMountedDisplay.h"
#include "Interfaces/ISlateRHIRendererModule.h"
#include "Interfaces/ISlateNullRendererModule.h"
#include "EngineFontServices.h"
#endif
#include "MoviePlayer.h"
#if !UE_BUILD_SHIPPING
#include "STaskGraph.h"
#include "IProfilerServiceModule.h"
#endif
#if WITH_AUTOMATION_WORKER
#include "Interfaces/IAutomationWorkerModule.h"
#endif
#endif //WITH_ENGINE
class FSlateRenderer;
class SViewport;
class IPlatformFile;
class FExternalProfiler;
class FFeedbackContext;
#if WITH_EDITOR
#include "FeedbackContextEditor.h"
static FFeedbackContextEditor UnrealEdWarn;
#include "AudioEditorModule.h"
#endif // WITH_EDITOR
#if UE_EDITOR
#include "DesktopPlatformModule.h"
#endif
#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <ObjBase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#if WITH_ENGINE
#include "EngineDefines.h"
#if ENABLE_VISUAL_LOG
#include "VisualLogger/VisualLogger.h"
#endif
#endif
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
#include "LauncherCheck.h"
#endif
#if WITH_COREUOBJECT
#ifndef USE_LOCALIZED_PACKAGE_CACHE
#define USE_LOCALIZED_PACKAGE_CACHE 1
#endif
#else
#define USE_LOCALIZED_PACKAGE_CACHE 0
#endif
static TAutoConsoleVariable<int32> CVarDoAsyncEndOfFrameTasksRandomize(
TEXT("tick.DoAsyncEndOfFrameTasks.Randomize"),
0,
TEXT("Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread.")
);
static FAutoConsoleTaskPriority CPrio_AsyncEndOfFrameGameTasks(
TEXT("TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks"),
TEXT("Task and thread priority for the experiemntal async end of frame tasks."),
ENamedThreads::HighThreadPriority,
ENamedThreads::NormalTaskPriority,
ENamedThreads::HighTaskPriority
);
/** Task that executes concurrently with Slate when tick.DoAsyncEndOfFrameTasks is true. */
class FExecuteConcurrentWithSlateTickTask
{
TFunctionRef<void()> TickWithSlate;
public:
FExecuteConcurrentWithSlateTickTask(TFunctionRef<void()> InTickWithSlate)
: TickWithSlate(InTickWithSlate)
{
}
static FORCEINLINE TStatId GetStatId()
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FExecuteConcurrentWithSlateTickTask, STATGROUP_TaskGraphTasks);
}
static FORCEINLINE ENamedThreads::Type GetDesiredThread()
{
return CPrio_AsyncEndOfFrameGameTasks.Get();
}
static FORCEINLINE ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
TickWithSlate();
}
};
// Pipe output to std output
// This enables UBT to collect the output for it's own use
class FOutputDeviceStdOutput : public FOutputDevice
{
public:
FOutputDeviceStdOutput()
{
bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
}
virtual ~FOutputDeviceStdOutput()
{
}
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
{
if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
{
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#else
wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#endif
fflush(stdout);
}
}
private:
bool bAllowLogVerbosity;
};
// Exits the game/editor if any of the specified phrases appears in the log output
class FOutputDeviceTestExit : public FOutputDevice
{
TArray<FString> ExitPhrases;
public:
FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
: ExitPhrases(InExitPhrases)
{
}
virtual ~FOutputDeviceTestExit()
{
}
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
if (!GIsRequestingExit)
{
for (auto& Phrase : ExitPhrases)
{
if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
{
#if WITH_ENGINE
if (GEngine != nullptr)
{
if (GIsEditor)
{
GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
}
else
{
GEngine->Exec(nullptr, TEXT("QUIT"));
}
}
#else
FPlatformMisc::RequestExit(true);
#endif
break;
}
}
}
}
};
static TUniquePtr<FOutputDeviceConsole> GScopedLogConsole;
static TUniquePtr<FOutputDeviceStdOutput> GScopedStdOut;
static TUniquePtr<FOutputDeviceTestExit> GScopedTestExit;
#if WITH_ENGINE
static void RHIExitAndStopRHIThread()
{
#if HAS_GPU_STATS
FRealtimeGPUProfiler::Get()->Release();
#endif
RHIExit();
// Stop the RHI Thread
if (GUseRHIThread)
{
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
}
}
#endif
/**
* Initializes std out device and adds it to GLog
**/
void InitializeStdOutDevice()
{
// Check if something is trying to initialize std out device twice.
check(!GScopedStdOut);
GScopedStdOut = MakeUnique<FOutputDeviceStdOutput>();
GLog->AddOutputDevice(GScopedStdOut.Get());
}
bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
{
const TCHAR *CmdLine = InCmdLine;
FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
FirstCommandLineToken = FirstCommandLineToken.Trim();
//
OutProjectFilePath = TEXT("");
OutGameName = TEXT("");
if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
{
// The first command line argument could be the project file if it exists or the game name if not launching with a project file
const FString ProjectFilePath = FString(FirstCommandLineToken);
if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
{
OutProjectFilePath = FirstCommandLineToken;
// Here we derive the game name from the project file
OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
return true;
}
else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
{
// Full game name is assumed to be the first token
OutGameName = MoveTemp(FirstCommandLineToken);
// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
return true;
}
}
#if WITH_EDITOR
if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
{
return true;
}
#endif
return false;
}
bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
{
if (GIsGameAgnosticExe)
{
// Initialize GameName to an empty string. Populate it below.
FApp::SetGameName(TEXT(""));
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
#if UE_GAME
else
{
// Try to use the executable name as the game name.
LocalGameName = FPlatformProcess::ExecutableName();
int32 FirstCharToRemove = INDEX_NONE;
if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
{
LocalGameName = LocalGameName.Left(FirstCharToRemove);
}
FApp::SetGameName(*LocalGameName);
// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
if (LocalGameName != TEXT("UE4Game"))
{
ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
}
#endif
static bool bPrinted = false;
if (!bPrinted)
{
bPrinted = true;
if (FApp::HasGameName())
{
UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
}
else
{
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
}
else
{
UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
}
}
}
}
else
{
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
if (FPlatformProperties::RequiresCookedData())
{
// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
if (LocalGameName != FApp::GetGameName())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
}
}
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
// In a non-game agnostic exe, the game name should already be assigned by now.
if (!FApp::HasGameName())
{
UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
}
}
return true;
}
void LaunchFixGameNameCase()
{
#if PLATFORM_DESKTOP && !IS_PROGRAM
// This is to make sure this function is not misused and is only called when the game name is set
check(FApp::HasGameName());
// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
if (FPaths::IsProjectFilePathSet())
{
const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
{
if (GameName == FApp::GetGameName()) // case insensitive compare
{
FApp::SetGameName(*GameName);
}
else
{
const FText Message = FText::Format(
NSLOCTEXT("Core", "MismatchedGameNames", "The name of the .uproject file ('{0}') must match the name of the project passed in the command line ('{1}')."),
FText::FromString(*GameName),
FText::FromString(FApp::GetGameName()));
if (!GIsBuildMachine)
{
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
FMessageDialog::Open(EAppMsgType::Ok, Message);
}
FApp::SetGameName(TEXT("")); // this disables part of the crash reporter to avoid writing log files to a bogus directory
if (!GIsBuildMachine)
{
exit(1);
}
UE_LOG(LogInit, Fatal, TEXT("%s"), *Message.ToString());
}
}
}
#endif //PLATFORM_DESKTOP
}
static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = false;
}
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = false;
}
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
if (WrapperFile != nullptr && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
{
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = true;
}
if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = true;
}
// Don't delete the platform file. It will be automatically deleted by its module.
WrapperFile = nullptr;
}
}
else
{
// Make sure it won't be used.
WrapperFile = nullptr;
}
return WrapperFile;
}
/**
* Look for any file overrides on the command line (i.e. network connection file handler)
*/
bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
{
OutFileOverrideFound = false;
// Get the physical platform file.
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
// Try to create pak file wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try to create sandbox wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
// Streaming network wrapper (it has a priority over normal network wrapper)
bool bNetworkFailedToInitialize = false;
do
{
bool bShouldUseStreamingFile = false;
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
// if streaming network platform file was tried this loop don't try this one
// Network file wrapper (only create if the streaming wrapper hasn't been created)
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
{
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
if (bNetworkFailedToInitialize)
{
FString HostIpString;
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
#if PLATFORM_REQUIRES_FILESERVER
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
FPlatformProcess::Sleep(5.0f);
uint32 Result = 2;
#else //PLATFORM_REQUIRES_FILESERVER
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
#endif //PLATFORM_REQUIRES_FILESERVER
if (Result == EAppReturnType::No)
{
break;
}
else if (Result == EAppReturnType::Cancel)
{
// Cancel - return a failure, and quit
return false;
}
}
}
while (bNetworkFailedToInitialize);
#endif
#if !UE_BUILD_SHIPPING
// Try to create file profiling wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file timings stats wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file open log wrapper (lists the order files are first opened)
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#endif //#if !UE_BUILD_SHIPPING
// Wrap the above in a file logging singleton if requested
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// If our platform file is different than it was when we started, then an override was used
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
return true;
}
bool LaunchHasIncompleteGameName()
{
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
{
// Verify this is a legitimate game name
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
{
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
{
return true;
}
}
}
return false;
}
void LaunchUpdateMostRecentProjectFile()
{
// If we are launching without a game name or project file, we should use the last used project file, if it exists
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
FString RecentProjectFileContents;
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
{
if ( RecentProjectFileContents.Len() )
{
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
{
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
// This indicates that there was a problem loading the project.
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
}
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
{
// The previously loaded project file was found. Change the game name here and update the project file path
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
FPaths::SetProjectFilePath(RecentProjectFileContents);
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
// Write a file indicating that we are trying to auto-load a project.
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
}
}
}
}
/*-----------------------------------------------------------------------------
FEngineLoop implementation.
-----------------------------------------------------------------------------*/
FEngineLoop::FEngineLoop()
#if WITH_ENGINE
: EngineService(nullptr)
#endif
{ }
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
{
FMemory::SetupTLSCachesOnCurrentThread();
FString CmdLine;
// loop over the parameters, skipping the first one (which is the executable name)
for (int32 Arg = 1; Arg < ArgC; Arg++)
{
FString ThisArg = ArgV[Arg];
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
{
int32 EqualsAt = ThisArg.Find(TEXT("="));
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
{
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
}
else
{
ThisArg = FString("\"") + ThisArg + FString("\"");
}
}
CmdLine += ThisArg;
// put a space between each argument (not needed after the end)
if (Arg + 1 < ArgC)
{
CmdLine += TEXT(" ");
}
}
// append the additional extra command line
if (AdditionalCommandline)
{
CmdLine += TEXT(" ");
CmdLine += AdditionalCommandline;
}
// send the command line without the exe name
return GEngineLoop.PreInit(*CmdLine);
}
#if WITH_ENGINE
bool IsServerDelegateForOSS(FName WorldContextHandle)
{
if (IsRunningDedicatedServer())
{
return true;
}
UWorld* World = nullptr;
#if WITH_EDITOR
if (WorldContextHandle != NAME_None)
{
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
World = WorldContext.World();
}
else
#endif
{
ensure(WorldContextHandle == NAME_None);
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
if (GameEngine)
{
World = GameEngine->GetGameWorld();
}
else
{
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
return false;
}
}
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
}
#endif
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
{
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
{
FPlatformMisc::SetUTF8Output();
}
// Switch into executable's directory.
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
// also realize that command lines can be pulled from the network at a slightly later time.
if (!FCommandLine::Set(CmdLine))
{
// Fail, shipping builds will crash if setting command line fails
return -1;
}
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
{
// Tell Launcher to run us instead
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
// We wish to exit
GIsRequestingExit = true;
return 0;
}
#endif
#if STATS
// Create the stats malloc profiler proxy.
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
{
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
{
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
}
// Assumes no concurrency here.
GMalloc = FStatsMallocProfilerProxy::Get();
}
#endif // STATS
// Name of project file before normalization (as specified in command line).
// Used to fixup project name if necessary.
FString GameProjectFilePathUnnormalized;
// Set GameName, based on the command line
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
{
// If it failed, do not continue
return 1;
}
// Initialize log console here to avoid statics initialization issues when launched from the command line.
GScopedLogConsole = TUniquePtr<FOutputDeviceConsole>(FPlatformOutputDevices::GetLogConsole());
// Always enable the backlog so we get all messages, we will disable and clear it in the game
// as soon as we determine whether GIsEditor == false
GLog->EnableBacklog(true);
// Initialize std out device as early as possible if requested in the command line
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
InitializeStdOutDevice();
}
#if !UE_BUILD_SHIPPING
if (FPlatformProperties::SupportsQuit())
{
FString ExitPhrases;
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
{
TArray<FString> ExitPhrasesList;
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
{
GScopedTestExit = MakeUnique<FOutputDeviceTestExit>(ExitPhrasesList);
GLog->AddOutputDevice(GScopedTestExit.Get());
}
}
}
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
{
GEmitDrawEvents = true;
}
#endif // !UE_BUILD_SHIPPING
// Switch into executable's directory (may be required by some of the platform file overrides)
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// This fixes up the relative project path, needs to happen before we set platform file paths
if (FPlatformProperties::IsProgram() == false)
{
if (FPaths::IsProjectFilePathSet())
{
FString ProjPath = FPaths::GetProjectFilePath();
if (FPaths::FileExists(ProjPath) == false)
{
// display it multiple ways, it's very important error message...
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Project file not found: %s"), *ProjPath);
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
// Use the uprojectdirs
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
if (GameProjectFile.IsEmpty() == false)
{
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
FPaths::SetProjectFilePath(GameProjectFile);
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
FString OldCommandLine = FString(FCommandLine::Get());
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
FCommandLine::Set(*OldCommandLine);
CmdLine = FCommandLine::Get();
}
}
}
}
// allow the command line to override the platform file singleton
bool bFileOverrideFound = false;
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
{
// if it failed, we cannot continue
return 1;
}
// Initialize file manager
IFileManager::Get().ProcessCommandLineOptions();
if( GIsGameAgnosticExe )
{
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
if ( LaunchHasIncompleteGameName() )
{
// We did not find a non-suffixed folder and we DID find the suffixed one.
// The engine MUST be launched with <GameName>Game.
const FText GameNameText = FText::FromString(FApp::GetGameName());
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
return 1;
}
}
// remember thread id of the main thread
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
GIsGameThreadIdInitialized = true;
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
FPlatformProcess::SetupGameThread();
// Figure out whether we're the editor, ucc or the game.
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
const TCHAR* ParsedCmdLine = CommandLineCopy;
FString Token = FParse::Token( ParsedCmdLine, 0);
#if WITH_ENGINE
TArray<FString> Tokens;
TArray<FString> Switches;
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
bool bHasCommandletToken = false;
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
{
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
{
bHasCommandletToken = true;
Token = Tokens[TokenIndex];
break;
}
}
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
{
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
{
bHasCommandletToken = true;
Token = Switches[SwitchIndex];
break;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
#endif // WITH_ENGINE
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
Token = Token.Trim();
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
FString NormalizedToken = Token;
FPaths::NormalizeFilename(NormalizedToken);
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// first item on command line was the game name, remove it in all cases
FString RemainingCommandline = ParsedCmdLine;
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
ParsedCmdLine = CommandLineCopy;
// Set a new command-line that doesn't include the game name as the first argument
FCommandLine::Set(ParsedCmdLine);
Token = FParse::Token( ParsedCmdLine, 0);
Token = Token.Trim();
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
// the second MyGame is a map or not)
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
{
Token = FParse::Token(ParsedCmdLine, 0);
Token = Token.Trim();
}
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// Convert it to relative if possible...
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
{
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
}
}
}
// look early for the editor token
bool bHasEditorToken = false;
#if UE_EDITOR
// Check each token for '-game', '-server' or '-run='
bool bIsNotEditor = false;
// This isn't necessarily pretty, but many requests have been made to allow
// UE4Editor.exe <GAMENAME> -game <map>
// or
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
// We don't want to remove the -game from the commandline just yet in case
// we need it for something later. So, just move it to the end for now...
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
const TCHAR* CommandletCommandLine = nullptr;
if (bFirstTokenIsModeOverride)
{
bIsNotEditor = true;
if (bFirstTokenIsGame || bFirstTokenIsServer)
{
// Move the token to the end of the list...
FString RemainingCommandline = ParsedCmdLine;
RemainingCommandline = RemainingCommandline.Trim();
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
FCommandLine::Set(*RemainingCommandline);
}
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
if( !bIsNotEditor && GIsGameAgnosticExe )
{
// If we launched without a game name or project name, try to load the most recently loaded project file.
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
if (bLoadMostRecentProjectFileIfItExists )
{
LaunchUpdateMostRecentProjectFile();
}
}
FString CheckToken = Token;
bool bFoundValidToken = false;
while (!bFoundValidToken && (CheckToken.Len() > 0))
{
if (!bIsNotEditor)
{
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
if (bHasNonEditorToken)
{
bIsNotEditor = true;
bFoundValidToken = true;
}
}
CheckToken = FParse::Token(ParsedCmdLine, 0);
}
bHasEditorToken = !bIsNotEditor;
#elif WITH_ENGINE
const TCHAR* CommandletCommandLine = nullptr;
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
#if WITH_EDITOR && WITH_EDITORONLY_DATA
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
//@todo. Is this something we need to support?
bHasEditorToken = Token == TEXT("EDITOR");
#else
// Game, server and commandlets never set the editor token
bHasEditorToken = false;
#endif
#endif //UE_EDITOR
#if !UE_BUILD_SHIPPING
// Benchmarking.
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
#else
FApp::SetBenchmarking(false);
#endif // !UE_BUILD_SHIPPING
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
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 WITH_EDITOR
// when we are in the editor we like to do things like build lighting and such
// this thread pool can be used for those purposes
GLargeThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, 128 * 1024));
#endif
}
// Get a pointer to the log output device
GLogConsole = GScopedLogConsole.Get();
LoadPreInitModules();
// Start the application
if(!AppInit())
{
return 1;
}
#if WITH_COREUOBJECT
GNewAsyncIO = IsEventDrivenLoaderEnabled();
FPlatformFileManager::Get().InitializeNewAsyncIO();
#endif
if (FPlatformProcess::SupportsMultithreading())
{
if (GNewAsyncIO)
{
GIOThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 2;
}
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
}
}
#if WITH_ENGINE
// Initialize system settings before anyone tries to use it...
GSystemSettings.Initialize( bHasEditorToken );
// Apply renderer settings from console variables stored in the INI.
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.NetworkSettings"), *GEngineIni, ECVF_SetByProjectSetting);
#if !UE_SERVER
if (!IsRunningDedicatedServer())
{
if (!IsRunningCommandlet())
{
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
UGameUserSettings::PreloadResolutionSettings();
}
}
#endif
// As early as possible to avoid expensive re-init of subsystems,
// after SystemSettings.ini file loading so we get the right state,
// before ConsoleVariables.ini so the local developer can always override.
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
// Set all CVars which have been setup in the device profiles.
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
{
GUseThreadedRendering = true;
}
#endif
FConfigCacheIni::LoadConsoleVariablesFromINI();
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
// platform specific initialization now that the SystemSettings are loaded
FPlatformMisc::PlatformInit();
FPlatformMemory::Init();
}
// Let LogConsole know what ini file it should use to save its setting on exit.
// We can't use GGameIni inside log console because it's destroyed in the global
// scoped pointer and at that moment GGameIni may already be gone.
if( GLogConsole != nullptr )
{
GLogConsole->SetIniFilename(*GGameIni);
}
#if CHECK_PUREVIRTUALS
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
FPlatformMisc::RequestExit(false);
#endif
#if WITH_ENGINE
// allow for game explorer processing (including parental controls) and firewalls installation
if (!FPlatformMisc::CommandLineCommands())
{
FPlatformMisc::RequestExit(false);
}
bool bIsSeekFreeDedicatedServer = false;
bool bIsRegularClient = false;
if (!bHasEditorToken)
{
// See whether the first token on the command line is a commandlet.
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
GIsClient = true;
GIsServer = true;
#if WITH_EDITOR
GIsEditor = true;
#endif //WITH_EDITOR
PRIVATE_GIsRunningCommandlet = true;
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
// UCommandlet class if Token is empty.
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
if (!bTokenDoesNotHaveDash)
{
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
bDefinitelyCommandlet = true;
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
}
else
{
if (!bDefinitelyCommandlet)
{
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
if (TempCommandletClass)
{
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
Token += TEXT("Commandlet");
bDefinitelyCommandlet = true;
}
}
}
if (!bDefinitelyCommandlet)
{
bIsRegularClient = true;
GIsClient = true;
GIsServer = false;
#if WITH_EDITORONLY_DATA
GIsEditor = false;
#endif
PRIVATE_GIsRunningCommandlet = false;
}
}
if (IsRunningDedicatedServer())
{
GIsClient = false;
GIsServer = true;
PRIVATE_GIsRunningCommandlet = false;
#if WITH_EDITOR
GIsEditor = false;
#endif
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
}
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
// we meet all the criteria, initialize it now.
if (!GScopedStdOut && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
{
InitializeStdOutDevice();
}
if (!GNewAsyncIO)
{
FIOSystem::Get(); // force it to be created if it isn't already
}
// allow the platform to start up any features it may need
IPlatformFeaturesModule::Get();
// Init physics engine before loading anything, in case we want to do things like cook during post-load.
InitGamePhys();
// Delete temporary files in cache.
FPlatformProcess::CleanFileCache();
#if !UE_BUILD_SHIPPING
GIsDemoMode = FParse::Param( FCommandLine::Get(), TEXT( "DEMOMODE" ) );
#endif
if (bHasEditorToken)
{
#if WITH_EDITOR
// We're the editor.
GIsClient = true;
GIsServer = true;
GIsEditor = true;
PRIVATE_GIsRunningCommandlet = false;
GWarn = &UnrealEdWarn;
#else
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("Engine", "EditorNotSupported", "Editor not supported in this mode."));
FPlatformMisc::RequestExit(false);
return 1;
#endif //WITH_EDITOR
}
#endif // WITH_ENGINE
// If we're not in the editor stop collecting the backlog now that we know
if (!GIsEditor)
{
GLog->EnableBacklog( false );
}
#if WITH_ENGINE
EndInitTextLocalization();
UStringTable::InitializeEngineBridge();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowAudioThread())
{
bool bUseThreadedAudio = false;
if (!GIsEditor)
{
GConfig->GetBool(TEXT("Audio"), TEXT("UseAudioThread"), bUseThreadedAudio, GEngineIni);
}
FAudioThread::SetUseThreadedAudio(bUseThreadedAudio);
}
if (FPlatformProcess::SupportsMultithreading() && !IsRunningDedicatedServer() && (bIsRegularClient || bHasEditorToken))
{
FPlatformSplash::Show();
}
if (!IsRunningDedicatedServer() && (bHasEditorToken || bIsRegularClient))
{
// Init platform application
FSlateApplication::Create();
}
else
{
// If we're not creating the slate application there is some basic initialization
// that it does that still must be done
EKeys::Initialize();
FCoreStyle::ResetToDefault();
}
if (GIsEditor)
{
// The editor makes use of all cultures in its UI, so pre-load the resource data now to avoid a hitch later
FInternationalization::Get().LoadAllCultureData();
}
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
SlowTask.EnterProgressFrame(10);
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromLazyCallback([](FPackageLocalizationManager& InPackageLocalizationManager)
{
InPackageLocalizationManager.InitializeFromCache(MakeShareable(new FEnginePackageLocalizationCache()));
});
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Initialize the RHI.
RHIInit(bHasEditorToken);
if (!FPlatformProperties::RequiresCookedData())
{
check(!GShaderCompilingManager);
GShaderCompilingManager = new FShaderCompilingManager();
check(!GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
}
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
// Initialize shader types before loading any shaders
InitializeShaderTypes();
SlowTask.EnterProgressFrame(30);
// Load the global shaders.
// if (!IsRunningCommandlet())
// hack: don't load global shaders if we are cooking we will load the shaders for the correct platform later
FString Commandline = FCommandLine::Get();
if (!IsRunningDedicatedServer() &&
Commandline.Contains(TEXT("cookcommandlet")) == false &&
Commandline.Contains(TEXT("run=cook")) == false )
// if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
{
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
{
// This means we can't continue without the global shader map.
return 1;
}
}
else if (FPlatformProperties::RequiresCookedData() == false)
{
GetDerivedDataCacheRef();
}
// If platforms support early movie playback we have to start the rendering thread much earlier
#if PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
RHIPostInit();
if(GUseThreadedRendering)
{
if(GRHISupportsRHIThread)
{
const bool DefaultUseRHIThread = true;
GUseRHIThread = DefaultUseRHIThread;
if(FParse::Param(FCommandLine::Get(), TEXT("rhithread")))
{
GUseRHIThread = true;
}
else if(FParse::Param(FCommandLine::Get(), TEXT("norhithread")))
{
GUseRHIThread = false;
}
}
StartRenderingThread();
}
#endif
#if !UE_SERVER// && !UE_EDITOR
if(!IsRunningDedicatedServer() && !IsRunningCommandlet())
{
TSharedRef<FSlateRenderer> SlateRenderer = GUsingNullRHI ?
FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer() :
FModuleManager::Get().GetModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer").CreateSlateRHIRenderer();
// If Slate is being used, initialize the renderer after RHIInit
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
CurrentSlateApp.InitializeRenderer(SlateRenderer);
// Create the engine font services now that the Slate renderer is ready
FEngineFontServices::Create();
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
// allow the movie player to load a sequence from the .inis (a PreLoadingScreen module could have already initialized a sequence, in which case
// it wouldn't have anything in it's .ini file)
GetMoviePlayer()->SetupLoadingScreenFromIni();
if(GetMoviePlayer()->HasEarlyStartupMovie())
{
GetMoviePlayer()->Initialize();
// hide splash screen now
FPlatformMisc::PlatformPostInit(false);
// only allowed to play any movies marked as early startup. These movies or widgets can have no interaction whatsoever with uobjects or engine features
GetMoviePlayer()->PlayEarlyStartupMovies();
}
}
#endif
// In order to be able to use short script package names get all script
// package names from ini files and register them with FPackageName system.
FPackageName::RegisterShortPackageNamesForUObjectModules();
SlowTask.EnterProgressFrame(5);
// Make sure all UObject classes are registered and default properties have been initialized
ProcessNewlyLoadedUObjects();
#if USE_LOCALIZED_PACKAGE_CACHE
// CoreUObject is definitely available now, so make sure the package localization cache is available
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
FPackageLocalizationManager::Get().PerformLazyInitialization();
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Default materials may have been loaded due to dependencies when loading
// classes and class default objects. If not, do so now.
UMaterialInterface::InitDefaultMaterials();
UMaterialInterface::AssertDefaultMaterialsExist();
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
}
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
IStreamingManager::Get();
SlowTask.EnterProgressFrame(5);
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
// Setup GC optimizations
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
{
GUObjectArray.DisableDisregardForGC();
}
SlowTask.EnterProgressFrame(10);
if ( !LoadStartupCoreModules() )
{
// At least one startup module failed to load, return 1 to indicate an error
return 1;
}
SlowTask.EnterProgressFrame(10);
// Load up all modules that need to hook into the loading screen
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
{
return 1;
}
#if !UE_SERVER// && !UE_EDITOR
if(!IsRunningDedicatedServer() && !IsRunningCommandlet() && !GetMoviePlayer()->IsMovieCurrentlyPlaying())
{
GetMoviePlayer()->Initialize();
// Play any non-early startup loading movies.
GetMoviePlayer()->PlayMovie();
}
#endif
#if !UE_SERVER
if ( !IsRunningDedicatedServer() )
{
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(!GetMoviePlayer()->IsMovieCurrentlyPlaying());
}
else
#endif
{
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(true);
}
SlowTask.EnterProgressFrame(5);
#if !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
RHIPostInit();
if (GUseThreadedRendering)
{
if (GRHISupportsRHIThread)
{
const bool DefaultUseRHIThread = true;
GUseRHIThread = DefaultUseRHIThread;
if (FParse::Param(FCommandLine::Get(),TEXT("rhithread")))
{
GUseRHIThread = true;
}
else if (FParse::Param(FCommandLine::Get(),TEXT("norhithread")))
{
GUseRHIThread = false;
}
}
StartRenderingThread();
}
#endif // !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
#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 );
}
// allow the commandlet the opportunity to create a custom engine
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
if ( GEngine == nullptr )
{
#if WITH_EDITOR
if ( GIsEditor )
{
FString EditorEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
if (EditorEngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
}
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
GEditor->InitEditor(this);
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
}
else
#endif
{
FString GameEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
}
// must do this here so that the engine object that we create on the next line receives the correct property values
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
check(GEngine);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
GEngine->Init(this);
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
}
}
// Load all the post-engine init modules
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
FAutomationTestFramework::Get().RunSmokeTests();
#endif
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
check(Commandlet);
Commandlet->AddToRoot();
// Execute the commandlet.
double CommandletExecutionStartTime = FPlatformTime::Seconds();
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
// with a custom version that doesn't have it.
Commandlet->ParseParms( CommandletCommandLine );
#if STATS
// We have to close the scope, otherwise we will end with broken stats.
CycleCount_AfterStats.StopAndResetStatId();
#endif // STATS
FStats::TickCommandletStats();
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
FStats::TickCommandletStats();
GIsRequestingExit = true;
// Log warning/ error summary.
if( Commandlet->ShowErrorCount )
{
TArray<FString> AllErrors;
TArray<FString> AllWarnings;
GWarn->GetErrors(AllErrors);
GWarn->GetWarnings(AllWarnings);
if (AllErrors.Num() || AllWarnings.Num())
{
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogInit, Display, TEXT(""));
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
TSet<FString> ShownMessages;
ShownMessages.Empty(MaxMessagesToShow);
SET_WARN_COLOR(COLOR_RED);
for (const FString& ErrorMessage : AllErrors)
{
bool bAlreadyShown = false;
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
}
}
SET_WARN_COLOR(COLOR_YELLOW);
ShownMessages.Empty(MaxMessagesToShow);
for (const FString& WarningMessage : AllWarnings)
{
bool bAlreadyShown = false;
ShownMessages.Add(WarningMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
}
}
}
UE_LOG(LogInit, Display, TEXT(""));
if( ErrorLevel != 0 )
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else if( ( AllErrors.Num() == 0 ) )
{
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
ErrorLevel = 1;
}
CLEAR_WARN_COLOR();
}
else
{
UE_LOG(LogInit, Display, TEXT("Finished.") );
}
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
// We're ready to exit!
return ErrorLevel;
}
else
{
// We're a regular client.
check(bIsRegularClient);
if (bTokenDoesNotHaveDash)
{
// here we give people a reasonable warning if they tried to use the short name of a commandlet
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
if (TempCommandletClass)
{
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
}
}
}
}
// exit if wanted.
if( GIsRequestingExit )
{
if ( GEngine != nullptr )
{
GEngine->PreExit();
}
AppPreExit();
// appExit is called outside guarded block.
return 1;
}
FString MatineeName;
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
{
// -1: remain on
GIsDumpingMovie = -1;
}
// If dumping movie then we do NOT want on-screen messages
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
{
GAreScreenMessagesEnabled = false;
}
// Don't update INI files if benchmarking or -noini
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
{
GConfig->Detach( GEngineIni );
GConfig->Detach( GInputIni );
GConfig->Detach( GGameIni );
GConfig->Detach( GEditorIni );
}
#endif // !UE_BUILD_SHIPPING
delete [] CommandLineCopy;
// initialize the pointer, as it is deleted before being assigned in the first frame
PendingCleanupObjects = nullptr;
// Initialize profile visualizers.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
}
#endif
// Init HighRes screenshot system, unless running on server
if (!IsRunningDedicatedServer())
{
GetHighResScreenshotConfig().Init();
}
#else // WITH_ENGINE
EndInitTextLocalization();
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
#endif // USE_LOCALIZED_PACKAGE_CACHE
FPlatformMisc::PlatformPostInit();
#endif // WITH_ENGINE
//run automation smoke tests now that everything is setup to run
FAutomationTestFramework::Get().RunSmokeTests();
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
return 0;
}
bool FEngineLoop::LoadCoreModules()
{
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
#if WITH_COREUOBJECT
bool bResult = FModuleManager::Get().LoadModule(TEXT("CoreUObject")).IsValid();
return bResult;
#else
return true;
#endif
}
void FEngineLoop::LoadPreInitModules()
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
// GGetMapNameDelegate is initialized here
#if WITH_ENGINE
FModuleManager::Get().LoadModule(TEXT("Engine"));
FModuleManager::Get().LoadModule(TEXT("Renderer"));
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
FPlatformMisc::LoadPreInitModules();
#if !UE_SERVER
if (!IsRunningDedicatedServer() )
{
if (!GUsingNullRHI)
{
// This needs to be loaded before InitializeShaderTypes is called
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
}
}
#endif
FModuleManager::Get().LoadModule(TEXT("Landscape"));
// Initialize ShaderCore before loading or compiling any shaders,
// But after Renderer and any other modules which implement shader types.
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
#if WITH_EDITORONLY_DATA
// Load the texture compressor module before any textures load. They may
// compress asynchronously and that can lead to a race condition.
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
#endif
#endif // WITH_ENGINE
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
// Load audio editor module before engine class CDOs are loaded
FModuleManager::Get().LoadModule(TEXT("AudioEditor"));
#endif
}
#if WITH_ENGINE
bool FEngineLoop::LoadStartupCoreModules()
{
FScopedSlowTask SlowTask(100);
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
bool bSuccess = true;
// Load all Runtime modules
SlowTask.EnterProgressFrame(10);
{
FModuleManager::Get().LoadModule(TEXT("Core"));
FModuleManager::Get().LoadModule(TEXT("Networking"));
}
SlowTask.EnterProgressFrame(10);
FPlatformMisc::LoadStartupModules();
// initialize messaging
SlowTask.EnterProgressFrame(10);
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
}
SlowTask.EnterProgressFrame(10);
#if WITH_EDITOR
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
#endif //WITH_EDITOR
// Load UI modules
SlowTask.EnterProgressFrame(10);
if ( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule("Slate");
#if !UE_BUILD_SHIPPING
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
FModuleManager::Get().LoadModule("SlateReflector");
#endif // !UE_BUILD_SHIPPING
}
#if WITH_EDITOR
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
#else
if ( !IsRunningDedicatedServer() )
{
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
}
#endif //WITH_EDITOR
// Load all Development modules
SlowTask.EnterProgressFrame(20);
if (!IsRunningDedicatedServer())
{
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("MessageLog");
FModuleManager::Get().LoadModule("CollisionAnalyzer");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
}
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("FunctionalTesting");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
SlowTask.EnterProgressFrame(30);
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
// cooking needs this module too
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
IAudioEditorModule* AudioEditorModule = &FModuleManager::LoadModuleChecked<IAudioEditorModule>("AudioEditor");
AudioEditorModule->RegisterAssetActions();
// Load the StringTableEditor module to register its asset actions
FModuleManager::Get().LoadModule("StringTableEditor");
if( !IsRunningDedicatedServer() )
{
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
FModuleManager::Get().LoadModule(TEXT("VREditor"));
}
// -----------------------------------------------------
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
// cooking needs this module too
bool bEnvironmentQueryEditor = false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
if (bEnvironmentQueryEditor
#if WITH_EDITOR
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
#endif // WITH_EDITOR
)
{
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
}
// We need this for blueprint projects that have online functionality.
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
if (IsRunningCommandlet())
{
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
FModuleManager::Get().LoadModule(TEXT("Blutility"));
}
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
#if WITH_ENGINE
// Load runtime client modules (which are also needed at cook-time)
if( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
}
#endif
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 (!GNewAsyncIO)
{
FIOSystem::Shutdown();
}
}
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
{
FSlateApplication& SlateApp = FSlateApplication::Get();
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
{
UWorld* CurWorld = Context.World();
if ( CurWorld && CurWorld->IsGameWorld() )
{
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
if ( ViewportWidget.IsValid() )
{
FWidgetPath PathToWidget;
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
if (PathToWidget.IsValid())
{
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
{
APlayerController* PlayerController = Iterator->Get();
if (PlayerController)
{
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
if (LocalPlayer)
{
FReply& TheReply = LocalPlayer->GetSlateOperations();
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
TheReply = FReply::Unhandled();
}
}
}
}
}
}
}
}
bool FEngineLoop::ShouldUseIdleMode() const
{
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
bool bIdleMode = false;
// Yield cpu usage if desired
if (FApp::IsGame()
&& FPlatformProperties::SupportsWindowedMode()
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
&& !FPlatformProcess::IsThisApplicationForeground())
{
bIdleMode = true;
for (const FWorldContext& Context : GEngine->GetWorldContexts())
{
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
{
bIdleMode = false;
break;
}
}
}
return bIdleMode;
}
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
#include "Containers/StackTracker.h"
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
TEXT("LogGameThreadMallocChurn.Enable"),
0,
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
300,
TEXT("Number of frames between churn reports."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
TEXT("LogGameThreadMallocChurn.Threshhold"),
10,
TEXT("Minimum average number of allocs per frame to include in the report."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
100,
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
TEXT("LogGameThreadMallocChurn.StackIgnore"),
2,
TEXT("Number of items to discard from the top of a stack frame."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
1,
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
TEXT("LogGameThreadMallocChurn.StackLen"),
3,
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
struct FScopedSampleMallocChurn
{
static FStackTracker GGameThreadMallocChurnTracker;
static uint64 DumpFrame;
bool bEnabled;
int32 CountDown;
TFunction<void(int32)> Hook;
FScopedSampleMallocChurn()
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
, Hook(
[this](int32 Index)
{
if (--CountDown <= 0)
{
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
CollectSample();
}
}
)
{
if (bEnabled)
{
check(IsInGameThread());
check(!GGameThreadMallocHook);
if (!DumpFrame)
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
GGameThreadMallocChurnTracker.ResetTracking();
}
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
GGameThreadMallocHook = &Hook;
}
else
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
if (DumpFrame)
{
DumpFrame = 0;
GGameThreadMallocChurnTracker.ResetTracking();
}
}
}
~FScopedSampleMallocChurn()
{
if (bEnabled)
{
check(IsInGameThread());
check(GGameThreadMallocHook == &Hook);
GGameThreadMallocHook = nullptr;
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
check(DumpFrame);
if (GFrameCounter > DumpFrame)
{
PrintResultsAndReset();
}
}
}
void CollectSample()
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
}
void PrintResultsAndReset()
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
GGameThreadMallocChurnTracker.ResetTracking();
}
};
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
#endif
void FEngineLoop::Tick()
{
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
FScopedSampleMallocChurn ChurnTracker;
#endif
// Send a heartbeat for the diagnostics thread
FThreadHeartBeat::Get().HeartBeat();
// Make sure something is ticking the rendering tickables in -onethread mode to avoid leaks/bugs.
if (!GUseThreadedRendering && !GIsRenderingThreadSuspended)
{
TickRenderingTickables();
}
// Ensure we aren't starting a frame while loading or playing a loading movie
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
if (ActiveProfiler)
{
ActiveProfiler->FrameSync();
}
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
// early in the Tick() to get the callbacks for cvar changes called
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
IConsoleManager::Get().CallAllConsoleVariableSinks();
}
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
ENQUEUE_UNIQUE_RENDER_COMMAND(
BeginFrame,
{
GRHICommandList.LatchBypass();
GFrameNumberRenderThread++;
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
GPU_STATS_BEGINFRAME(RHICmdList);
RHICmdList.BeginFrame();
});
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
// Flush debug output which has been buffered by other threads.
GLog->FlushThreadedLogs();
}
// Exit if frame limit is reached in benchmark mode.
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
// or time limit is reached if set.
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
{
FPlatformMisc::RequestExit(0);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
GEngine->UpdateTimeAndHandleMaxTickRate();
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
// Update memory allocator stats.
GMalloc->UpdateStats();
}
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
// Calculates average FPS/MS (outside STATS on purpose)
CalculateFPSTimings();
// Note the start of a new frame
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
// handle some per-frame tasks on the rendering thread
ENQUEUE_UNIQUE_RENDER_COMMAND(
ResetDeferredUpdates,
{
FDeferredUpdateResource::ResetNeedsUpdate();
FlushPendingDeleteRHIResources_RenderThread();
});
{
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
FPlatformMisc::PumpMessages(true);
}
bool bIdleMode;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
// Idle mode prevents ticking and rendering completely
bIdleMode = ShouldUseIdleMode();
if (bIdleMode)
{
// Yield CPU time
FPlatformProcess::Sleep(.1f);
}
}
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
// input is polled for motion controller devices each frame.
#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 WITH_ENGINE
FGraphEventRef ConcurrentTask;
const bool bDoConcurrentSlateTick = GEngine->ShouldDoAsyncEndOfFrameTasks();
if (bDoConcurrentSlateTick)
{
const float DeltaSeconds = FApp::GetDeltaTime();
UGameViewportClient* const GameViewport = GEngine->GameViewport;
ConcurrentTask = TGraphTask<FExecuteConcurrentWithSlateTickTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
[GameViewport, DeltaSeconds]()
{
if (CVarDoAsyncEndOfFrameTasksRandomize.GetValueOnAnyThread(true) > 0)
{
FPlatformProcess::Sleep(FMath::RandRange(0.0f, .003f)); // this shakes up the threading to find race conditions
}
if (GameViewport != nullptr)
{
UWorld* const World = GameViewport->GetWorld();
if (World && World->DemoNetDriver)
{
World->DemoNetDriver->TickFlushAsyncEndOfFrame(DeltaSeconds);
}
}
}
);
}
#endif
if (FSlateApplication::IsInitialized() && !bIdleMode)
{
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
check(!IsRunningDedicatedServer());
// Process slate operations accumulated in the world ticks.
ProcessLocalPlayerSlateOperations();
}
// Tick Slate application
FSlateApplication::Get().Tick();
}
#if WITH_ENGINE
if (ConcurrentTask.GetReference())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ConcurrentWithSlateTickTasks_Wait);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ConcurrentTask);
ConcurrentTask = nullptr;
}
#endif
#if STATS
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
extern CORE_API void ClearPendingStatGroups();
ClearPendingStatGroups();
#endif
#if WITH_EDITOR
{
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
// NOTE: This is the earliest place to init the online subsystems (via plugins)
// Code needs GConfigFile to be valid
// Must be after FThreadStats::StartThread();
// Must be before Render/RHI subsystem D3DCreate()
// For platform services that need D3D hooks like Steam
// Load "pre-init" plugin modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
{
return false;
}
// Register the callback that allows the text localization manager to load data for plugins
FTextLocalizationManager::Get().GatherAdditionalLocResPathsCallback.AddLambda([](TArray<FString>& OutLocResPaths)
{
IPluginManager::Get().GetLocalizationPathsForEnabledPlugins(OutLocResPaths);
});
PreInitHMDDevice();
// Put the command line and config info into the suppression system
FLogSuppressionInterface::Get().ProcessConfigAndCommandLine();
// after the above has run we now have the REQUIRED set of engine .INIs (all of the other .INIs)
// that are gotten from .h files' config() are not requires and are dynamically loaded when the .u files are loaded
#if !UE_BUILD_SHIPPING
// Prompt the user for remote debugging?
bool bPromptForRemoteDebug = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugging"), bPromptForRemoteDebug, GEngineIni);
bool bPromptForRemoteDebugOnEnsure = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugOnEnsure"), bPromptForRemoteDebugOnEnsure, GEngineIni);
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUG")))
{
bPromptForRemoteDebug = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUGENSURE")))
{
bPromptForRemoteDebug = true;
bPromptForRemoteDebugOnEnsure = true;
}
FPlatformMisc::SetShouldPromptForRemoteDebugging(bPromptForRemoteDebug);
FPlatformMisc::SetShouldPromptForRemoteDebugOnEnsure(bPromptForRemoteDebugOnEnsure);
// Feedback context.
if (FParse::Param(FCommandLine::Get(), TEXT("WARNINGSASERRORS")))
{
GWarn->TreatWarningsAsErrors = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("SILENT")))
{
GIsSilent = true;
}
#endif // !UE_BUILD_SHIPPING
// Show log if wanted.
if (GLogConsole && FParse::Param(FCommandLine::Get(), TEXT("LOG")))
{
GLogConsole->Show(true);
}
//// Command line.
UE_LOG(LogInit, Log, TEXT("Build: %s"), FApp::GetBuildVersion());
UE_LOG(LogInit, Log, TEXT("Engine Version: %s"), *FEngineVersion::Current().ToString());
UE_LOG(LogInit, Log, TEXT("Compatible Engine Version: %s"), *FEngineVersion::CompatibleWith().ToString());
UE_LOG(LogInit, Log, TEXT("Net CL: %u"), FNetworkVersion::GetNetworkCompatibleChangelist());
FDevVersionRegistration::DumpVersionsToLog();
#if PLATFORM_64BITS
UE_LOG(LogInit, Log, TEXT("Compiled (64-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#else
UE_LOG(LogInit, Log, TEXT("Compiled (32-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#endif
// Print compiler version info
#if defined(__clang__)
UE_LOG(LogInit, Log, TEXT("Compiled with Clang: %s"), ANSI_TO_TCHAR( __clang_version__ ) );
#elif defined(__INTEL_COMPILER)
UE_LOG(LogInit, Log, TEXT("Compiled with ICL: %d"), __INTEL_COMPILER);
#elif defined( _MSC_VER )
#ifndef __INTELLISENSE__ // Intellisense compiler doesn't support _MSC_FULL_VER
{
const FString VisualCPPVersion( FString::Printf( TEXT( "%d" ), _MSC_FULL_VER ) );
const FString VisualCPPRevisionNumber( FString::Printf( TEXT( "%02d" ), _MSC_BUILD ) );
UE_LOG(LogInit, Log, TEXT("Compiled with Visual C++: %s.%s.%s.%s"),
*VisualCPPVersion.Mid( 0, 2 ), // Major version
*VisualCPPVersion.Mid( 2, 2 ), // Minor version
*VisualCPPVersion.Mid( 4 ), // Build version
*VisualCPPRevisionNumber // Revision number
);
}
#endif
#else
UE_LOG(LogInit, Log, TEXT("Compiled with unrecognized C++ compiler") );
#endif
UE_LOG(LogInit, Log, TEXT("Build Configuration: %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
UE_LOG(LogInit, Log, TEXT("Branch Name: %s"), *FApp::GetBranchName() );
UE_LOG(LogInit, Log, TEXT("Command line: %s"), FCommandLine::GetForLogging() );
UE_LOG(LogInit, Log, TEXT("Base directory: %s"), FPlatformProcess::BaseDir() );
//UE_LOG(LogInit, Log, TEXT("Character set: %s"), sizeof(TCHAR)==1 ? TEXT("ANSI") : TEXT("Unicode") );
UE_LOG(LogInit, Log, TEXT("Installed Engine Build: %d"), FApp::IsEngineInstalled() ? 1 : 0);
// if a logging build, clear out old log files
#if !NO_LOGGING
FMaintenance::DeleteOldLogs();
#endif
#if !UE_BUILD_SHIPPING
FApp::InitializeSession();
#endif
// Checks.
check(sizeof(uint8) == 1);
check(sizeof(int8) == 1);
check(sizeof(uint16) == 2);
check(sizeof(uint32) == 4);
check(sizeof(uint64) == 8);
check(sizeof(ANSICHAR) == 1);
#if PLATFORM_TCHAR_IS_4_BYTES
check(sizeof(TCHAR) == 4);
#else
check(sizeof(TCHAR) == 2);
#endif
check(sizeof(int16) == 2);
check(sizeof(int32) == 4);
check(sizeof(int64) == 8);
check(sizeof(bool) == 1);
check(sizeof(float) == 4);
check(sizeof(double) == 8);
// Init list of common colors.
GColorList.CreateColorMap();
bool bForceSmokeTests = false;
GConfig->GetBool(TEXT("AutomationTesting"), TEXT("bForceSmokeTests"), bForceSmokeTests, GEngineIni);
bForceSmokeTests |= FParse::Param(FCommandLine::Get(), TEXT("bForceSmokeTests"));
FAutomationTestFramework::Get().SetForceSmokeTests(bForceSmokeTests);
// Init other systems.
FCoreDelegates::OnInit.Broadcast();
return true;
}
void FEngineLoop::AppPreExit( )
{
UE_LOG(LogExit, Log, TEXT("Preparing to exit.") );
FCoreDelegates::OnPreExit.Broadcast();
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
#if WITH_ENGINE
if (FString(FCommandLine::Get()).Contains(TEXT("CreatePak")) && GetDerivedDataCache())
{
// if we are creating a Pak, we need to make sure everything is done and written before we exit
UE_LOG(LogInit, Display, TEXT("Closing DDC Pak File."));
GetDerivedDataCacheRef().WaitForQuiescence(true);
}
#endif
#if WITH_EDITOR
FRemoteConfig::Flush();
#endif
FCoreDelegates::OnExit.Broadcast();
// Clean up the thread pool
if (GThreadPool != nullptr)
{
GThreadPool->Destroy();
}
if (GIOThreadPool != nullptr)
{
GIOThreadPool->Destroy();
}
#if WITH_ENGINE
if ( GShaderCompilingManager )
{
GShaderCompilingManager->Shutdown();
delete GShaderCompilingManager;
GShaderCompilingManager = nullptr;
}
#endif
}
void FEngineLoop::AppExit( )
{
UE_LOG(LogExit, Log, TEXT("Exiting."));
FPlatformMisc::PlatformTearDown();
if (GConfig)
{
GConfig->Exit();
delete GConfig;
GConfig = nullptr;
}
if( GLog )
{
GLog->TearDown();
}
FInternationalization::TearDown();
}
void FEngineLoop::PreInitHMDDevice()
{
#if WITH_ENGINE && !UE_SERVER
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
{
// Get a list of modules that implement this feature
FName Type = IHeadMountedDisplayModule::GetModularFeatureName();
IModularFeatures& ModularFeatures = IModularFeatures::Get();
TArray<IHeadMountedDisplayModule*> HMDModules = ModularFeatures.GetModularFeatureImplementations<IHeadMountedDisplayModule>(Type);
// 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