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#lockdown Nick.Penwarden Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion HTN code first check in #UE4 #rb none #test currently unused Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General #ORION_DG - DAILY Main @ CL 3313484 #RB:none #Tests:none Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion Changed the preliminary GPU benchmark workloads to take into account the target workload. This is to prevent running the last test with poor performance, risking a driver reset. #jira OR-29915 #rb marcus.wassmer #test Run the game triggering benchmarks Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Implemented a simple AITask for running EQS queries #UE4 #rb Lukasz.Furman #test golden path Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General #ORION_DG - Merge MAIN @ CL 3311631 #RB:none #Tests:none Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612 Unreal pak now outputs to named log files instead of timestamps. #rb Trivial #test Cook deploy paragon #jira OR-36057 Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later. #test PIE #rb Ben.Salem, Adric.Worley Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General #ORION_DG - Merge MAIN @ CL 3308413 (Prep for Merge up) #RB:none #Tests:none Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for compilation issue with USE_MALLOC_STOMP #rb none #tests compiled with malloc_stomp Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream #Orion - Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally. #rb none #tests PIE, golden path. Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Remove unused/deprecated UGameplayEffectExtension class #rb #tests none Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General #ORION_DG - Merge Mieszko stuff from MAIN to DG #RB:none #TestS:none #!codereview: mieszko.zielinski Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General #ORION_MAIN - Merge 38.3 @ CL 3303224 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand. //Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened #!codereview: jason.bestimt Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general Fix import of morph target when there is no animation #jira UE-41383 #jira OR-35859 #rb none #test none Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 38.3 @ CL 3301392 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots #jira OR-35834 #rb Mieszko.Zielinski #tests PIE Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Tweaked the way EQS tests of negative score get normalized #UE4 #rb none #test golden path + math #!codereview Lukasz.Furman, John.Abercrombie Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Generic AI interface extensions #UE4 Mostly getters #rb none #test golden path Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4 #rb none #test PIE Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General #orion #mms - Update libWebSockets binaries to fix Linux server web socket connections. #tests matchmaking, mms #rb none Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility. #rb none #tests pie, golden path Change3297884on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General #mms - Enable SSL module for PS4 (needed by OpenSSL when using WebSockets). - Turn on verbose logging for WebSockets module for initial MMS debugging. #tests PS4 #rb none Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Encode user search string so we support special characters #rb RyanG #tests Replays Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 38.3 @ CL 3296659 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612 Added support to the cooker for iterating shared builds. #rb Not used yet #test Fast cook paragon Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General #orion #mms - Integrated WS upgrade header functionality with latest Fortnite libws changes. - Added "ws" and "wss" protocols to web socket manager context. #rb rob.cannaday #!codereview rob.cannaday, james.hopkin #tests win64, ps4 Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix for replay backward compatibility from John.Pollard #tests #rb na Merging using OrionScratchReleaseMapping Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS O - Added option for force recompute tangents using skin cache #rb none #jira UE-41541 #tests Editor run, toggle, restart Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream fixed huge interpolation times for linear network smoothing on stationary characters, fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair copy of CL# 3295439 #jira OR-35664, OR-35572 #rb none #tests game Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General #orion #mms - Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues. #!codereview rob.cannaday, james.hopkin #tests compile ps4, linux, win64 #rb none Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612 The generate stub return result is considered as success when saving cooked packages. Fixes bug with cooking blueprint nativized packages. #rb Trivial #test Cook paragon Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for issue in last checkin - need to clear activecontext regardless #rb none #tests solo smoke with nullrhi Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements. #rb john.pollard #tests golden path Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists (*Likely only an issue when running with memory validation) #rb none #tests verified invalid access exception no longer occurs with nullrhi #!review-3293149 @Matt.Khulenschmidt Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main Sequencer: Fix build #jira OR-34918 #rb none #tests none Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main Sequencer: Force local player to maintain x fov axis. #jira OR-34918 #rb david.ratti #tests Render/PIE a level sequence and test that the camera isn't zoomed in. Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Yet more logging for OR-35448 #rb #tests none Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: rob.cannaday PS4 libwebsockets build fix Update build cs files to point to PS4 file location Copy libwebsocket include directory from Fortnite to Orion #rb paul.moore #tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server #!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DMM @ CL 3292219 #RB:none #Tests:none [CODEREVIEW] paul.moore, benjamin.crocker #QAReview #!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users #rb Marcus.Wassmer #tests compiled Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Additional logging for OR-35448 #rb none #tests pie Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain Adding priority filters to Automation tests, also commands to filter on priority levels. #rb adric worley #tests Compiled, ran a few commands to verify it works. Change3288801on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 (38.3) @ CL3288681#RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612 Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server. #rb Andrew.Grant #test Cook paragon Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating Unlocked network version #rb #tests na OR-35603 Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612 Added more ini settings to the iterative ini blacklist. #rb Trivial #test Iterative Cook Paragon Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating Downgraded warning to display #!review-3288185 @David.Ratti #rb none #tests none Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ 3287498 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general Fix a crash when importing a LOD containing different material with less sections #rb none #test none Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 #rb matt.kuhlenschmidt #test see the jira Change3285859on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612 Fixed merge error from last checkin with the DDC commandlet #!codereview Matthew.Griffin #test DDC commandlet paragon #rb None Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself. #rb john.pollard #tests golden path Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Made bot communicate ults when they're up, not when they're using it #Orion CL also contains a bit of code shuffling around, preparing ground for HTN plug in #rb none #test golden path Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3285078 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544) #rb Cody.Haskell #tests Tested on PC Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612 Ensure DDC commandlet calls begincacheforcookedplatformdata correctly. #rb None #!codereview Matthew.Griffin #test DDC commandlet paragon. Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion fix for invalid resource issue #rb: none #code review: Daniel.Wright #tests: compile and editor with wolf Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion Femme WIP whip aiming for Q ability. #rb none #tests Femme Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General #ORION_MAIN - Merge 37.2 @ CL3282900#RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out. #rb:none #tests: compile #code review:Daniel.Wright #Jira: OR-35418 Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612 Removed default unattended flag. #rb Trivial #test PS4 cook run paragon. Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612 Potential fix for deterministic cooking issue with UMovieSceneSignedObjects. #rb Andrew.Grant #!codereview Max.Preussner #test Cook and run paragon ps4. Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion AimOffsetLookAt is now thread safe. #rb lina.halper #tests femme Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion Fixed 'Convert to AimOffset LookAt' option being broken in Persona. #rb lina.halper #tests works for Femme now. Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3280498 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: matthew.griffin Prevent inclusion of NotForLicensees files when staging CrashReportClient config files #rb none #tests none #!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin. #lockdown Billy.Rivers, Adam.Bellefeuil #!codereview Tim.Elek Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612 Fixed up diff files commandlet stack information #rb Joe.Conley #test Diff cooked packages Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging //UE4/Main at 3276432 through Orion-Staging #rb #tests na Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3279032 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL3279077in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_37 - Fix for "-game" crash with missing meta data #RB:none #Tests:none [CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski #!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating Workaround for OR-35418 #!ROBOMERGE: Main #rb none #tests verified ShortSoloGame test completes without a crash Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612 Fixed the rebuild lighting commandlet. #rb Trivial #test Rebuild lighting dev general Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3277275 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping test changes: Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default Changed stdout output to postfix instead of trail newlines Firstpass of finding and displaying crash callstacks in Orion Test Framework. #rb none #tests ran test framework with tests that purposefully crashed/checked #!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for non-unity issue. #tests compiled #rb none #!ROBOMERGE: Main, DUI Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion Checked in potential fix for nonunity build issue #rb:none #tests:compile Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test. #rb clayton.langford #tests Ran several dozen test passses. Seriously. #!codereview steve.white, bob.ferreira, clayton.langford, adric.worley Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread. This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls. #rb nick.darnell #jira OR-34919 #TESTS na Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-40796 #rb andrew.rodham #tests none Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3273298 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion #Anim curve crash on cooking - fixed crash during cooking while accessing default value of material - this code doesn't have to run during cooking with inactive world, so I'm checking that #code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare #rb: none #tests: cooking Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion Fixed safer to get featurelevel #rb: Daniel.Wright #tests: compile/wolf Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream fixed crash in navigation grids #jira OR-35356 #rb none #tests PIE Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion Fixed issue with animation curve getting reset to 0.f - the issue is that skeleton contains material flag types, so now it just keeps setting the value - even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting #jira: OR-34563 #rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher #code review: Martin.Wilson, Daniel.Wright #tests: wolf, coil Change3273257on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel #rb matt.kuhlenschmidt #jira UE-41131 #tests none Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: chris.bunner Ensure FSceneRenderTargets snapshot copies default clear colors. #tests Golden path on lowest and high settings #rb None #lockdown Jason.Bestimt #jira OR-34905 #!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS Show more info when a material instance failed to compile #jira OR-34626 #tests Forced crash in the debugger #rb Daniel.Wright Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: philip.buuck Fix bad merge from Main #rb Dan.Hertzka #tests PIE [CodeReviewed] Andrew.Grant #lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs #jira OR-35054 #rb Mieszko.Zielinski #tests PIE Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General #!ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3271043 #RB:none #Tests:none #!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3322856 by Andrew Grant in Main branch]
3770 lines
116 KiB
C++
3770 lines
116 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "LaunchEngineLoop.h"
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#include "HAL/PlatformStackWalk.h"
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#include "HAL/PlatformOutputDevices.h"
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#include "Misc/MessageDialog.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/QueuedThreadPool.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformAffinity.h"
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#include "Misc/FileHelper.h"
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#include "Internationalization/TextLocalizationManagerGlobals.h"
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#include "Logging/LogSuppressionInterface.h"
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#include "Async/TaskGraphInterfaces.h"
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#include "Misc/TimeGuard.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/OutputDeviceHelper.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Misc/AutomationTest.h"
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#include "Misc/CommandLine.h"
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#include "Misc/App.h"
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#include "Misc/OutputDeviceConsole.h"
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#include "HAL/PlatformFilemanager.h"
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#include "Templates/ScopedPointer.h"
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#include "HAL/FileManagerGeneric.h"
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#include "HAL/ExceptionHandling.h"
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#include "Stats/StatsMallocProfilerProxy.h"
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#include "HAL/PlatformSplash.h"
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#include "HAL/ThreadManager.h"
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#include "ProfilingDebugging/ExternalProfiler.h"
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#include "Containers/Ticker.h"
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#include "Interfaces/IPluginManager.h"
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#include "ProjectDescriptor.h"
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#include "Interfaces/IProjectManager.h"
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#include "Misc/UProjectInfo.h"
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#include "Misc/EngineVersion.h"
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#include "HAL/IOBase.h"
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#include "Misc/CoreDelegates.h"
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#include "Modules/ModuleManager.h"
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#include "Runtime/Launch/Resources/Version.h"
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#include "VersionManifest.h"
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#include "UObject/DevObjectVersion.h"
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#include "HAL/ThreadHeartBeat.h"
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#include "Misc/NetworkVersion.h"
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#include "UniquePtr.h"
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#if WITH_COREUOBJECT
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#include "Internationalization/PackageLocalizationManager.h"
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#include "Misc/PackageName.h"
|
|
#include "Misc/StartupPackages.h"
|
|
#include "UObject/UObjectHash.h"
|
|
#include "UObject/Package.h"
|
|
#include "UObject/Linker.h"
|
|
#include "UObject/LinkerLoad.h"
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
#include "EditorStyleSet.h"
|
|
#include "Misc/RemoteConfigIni.h"
|
|
#include "EditorCommandLineUtils.h"
|
|
#include "Input/Reply.h"
|
|
#include "Styling/CoreStyle.h"
|
|
#include "RenderingThread.h"
|
|
#include "Editor/EditorEngine.h"
|
|
#include "UnrealEdMisc.h"
|
|
#include "UnrealEdGlobals.h"
|
|
#include "Editor/UnrealEdEngine.h"
|
|
#include "Settings/EditorExperimentalSettings.h"
|
|
#include "Interfaces/IEditorStyleModule.h"
|
|
|
|
#if PLATFORM_WINDOWS
|
|
#include "AllowWindowsPlatformTypes.h"
|
|
#include <objbase.h>
|
|
#include "HideWindowsPlatformTypes.h"
|
|
#endif
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
#include "Engine/GameEngine.h"
|
|
#include "UnrealClient.h"
|
|
#include "Engine/LocalPlayer.h"
|
|
#include "GameFramework/PlayerController.h"
|
|
#include "GameFramework/GameUserSettings.h"
|
|
#include "Features/IModularFeatures.h"
|
|
#include "GameFramework/WorldSettings.h"
|
|
#include "SystemSettings.h"
|
|
#include "EngineStats.h"
|
|
#include "EngineGlobals.h"
|
|
#include "AudioThread.h"
|
|
#if WITH_ENGINE && !UE_BUILD_SHIPPING
|
|
#include "Interfaces/IAutomationControllerModule.h"
|
|
#endif // WITH_ENGINE && !UE_BUILD_SHIPPING
|
|
#include "Database.h"
|
|
#include "DerivedDataCacheInterface.h"
|
|
#include "ShaderCompiler.h"
|
|
#include "DistanceFieldAtlas.h"
|
|
#include "GlobalShader.h"
|
|
#include "Materials/MaterialInterface.h"
|
|
#include "TextureResource.h"
|
|
#include "Engine/Texture2D.h"
|
|
#include "StringTable.h"
|
|
#include "SceneUtils.h"
|
|
#include "ParticleHelper.h"
|
|
#include "PhysicsPublic.h"
|
|
#include "PlatformFeatures.h"
|
|
#include "DeviceProfiles/DeviceProfileManager.h"
|
|
#include "Commandlets/Commandlet.h"
|
|
#include "EngineService.h"
|
|
#include "ContentStreaming.h"
|
|
#include "HighResScreenshot.h"
|
|
#include "Misc/HotReloadInterface.h"
|
|
#include "ISessionServicesModule.h"
|
|
#include "Net/OnlineEngineInterface.h"
|
|
#include "Internationalization/EnginePackageLocalizationCache.h"
|
|
#include "Rendering/SlateRenderer.h"
|
|
#include "Layout/WidgetPath.h"
|
|
#include "Framework/Application/SlateApplication.h"
|
|
#include "IMessagingModule.h"
|
|
#include "Engine/DemoNetDriver.h"
|
|
|
|
#if !UE_SERVER
|
|
#include "IHeadMountedDisplayModule.h"
|
|
#include "HeadMountedDisplay.h"
|
|
#include "Interfaces/ISlateRHIRendererModule.h"
|
|
#include "Interfaces/ISlateNullRendererModule.h"
|
|
#include "EngineFontServices.h"
|
|
#endif
|
|
|
|
#include "MoviePlayer.h"
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
#include "STaskGraph.h"
|
|
#include "IProfilerServiceModule.h"
|
|
#endif
|
|
|
|
#if WITH_AUTOMATION_WORKER
|
|
#include "Interfaces/IAutomationWorkerModule.h"
|
|
#endif
|
|
|
|
#endif //WITH_ENGINE
|
|
|
|
class FSlateRenderer;
|
|
class SViewport;
|
|
class IPlatformFile;
|
|
class FExternalProfiler;
|
|
class FFeedbackContext;
|
|
|
|
#if WITH_EDITOR
|
|
#include "FeedbackContextEditor.h"
|
|
static FFeedbackContextEditor UnrealEdWarn;
|
|
#include "AudioEditorModule.h"
|
|
#endif // WITH_EDITOR
|
|
|
|
#if UE_EDITOR
|
|
#include "DesktopPlatformModule.h"
|
|
#endif
|
|
|
|
#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
|
|
|
|
#if PLATFORM_WINDOWS
|
|
#include "AllowWindowsPlatformTypes.h"
|
|
#include <ObjBase.h>
|
|
#include "HideWindowsPlatformTypes.h"
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
#include "EngineDefines.h"
|
|
#if ENABLE_VISUAL_LOG
|
|
#include "VisualLogger/VisualLogger.h"
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
|
|
#include "LauncherCheck.h"
|
|
#endif
|
|
|
|
#if WITH_COREUOBJECT
|
|
#ifndef USE_LOCALIZED_PACKAGE_CACHE
|
|
#define USE_LOCALIZED_PACKAGE_CACHE 1
|
|
#endif
|
|
#else
|
|
#define USE_LOCALIZED_PACKAGE_CACHE 0
|
|
#endif
|
|
|
|
static TAutoConsoleVariable<int32> CVarDoAsyncEndOfFrameTasksRandomize(
|
|
TEXT("tick.DoAsyncEndOfFrameTasks.Randomize"),
|
|
0,
|
|
TEXT("Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread.")
|
|
);
|
|
|
|
static FAutoConsoleTaskPriority CPrio_AsyncEndOfFrameGameTasks(
|
|
TEXT("TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks"),
|
|
TEXT("Task and thread priority for the experiemntal async end of frame tasks."),
|
|
ENamedThreads::HighThreadPriority,
|
|
ENamedThreads::NormalTaskPriority,
|
|
ENamedThreads::HighTaskPriority
|
|
);
|
|
|
|
/** Task that executes concurrently with Slate when tick.DoAsyncEndOfFrameTasks is true. */
|
|
class FExecuteConcurrentWithSlateTickTask
|
|
{
|
|
TFunctionRef<void()> TickWithSlate;
|
|
|
|
public:
|
|
|
|
FExecuteConcurrentWithSlateTickTask(TFunctionRef<void()> InTickWithSlate)
|
|
: TickWithSlate(InTickWithSlate)
|
|
{
|
|
}
|
|
|
|
static FORCEINLINE TStatId GetStatId()
|
|
{
|
|
RETURN_QUICK_DECLARE_CYCLE_STAT(FExecuteConcurrentWithSlateTickTask, STATGROUP_TaskGraphTasks);
|
|
}
|
|
|
|
static FORCEINLINE ENamedThreads::Type GetDesiredThread()
|
|
{
|
|
return CPrio_AsyncEndOfFrameGameTasks.Get();
|
|
}
|
|
|
|
static FORCEINLINE ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
|
|
|
|
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
|
|
{
|
|
TickWithSlate();
|
|
}
|
|
};
|
|
|
|
// Pipe output to std output
|
|
// This enables UBT to collect the output for it's own use
|
|
class FOutputDeviceStdOutput : public FOutputDevice
|
|
{
|
|
public:
|
|
|
|
FOutputDeviceStdOutput()
|
|
{
|
|
bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
|
|
}
|
|
|
|
virtual ~FOutputDeviceStdOutput()
|
|
{
|
|
}
|
|
|
|
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
|
|
{
|
|
if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
|
|
{
|
|
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
|
|
wprintf(TEXT("%ls\n"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
|
|
#else
|
|
wprintf(TEXT("%s\n"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
|
|
#endif
|
|
fflush(stdout);
|
|
}
|
|
}
|
|
|
|
private:
|
|
bool bAllowLogVerbosity;
|
|
};
|
|
|
|
|
|
// Exits the game/editor if any of the specified phrases appears in the log output
|
|
class FOutputDeviceTestExit : public FOutputDevice
|
|
{
|
|
TArray<FString> ExitPhrases;
|
|
public:
|
|
FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
|
|
: ExitPhrases(InExitPhrases)
|
|
{
|
|
}
|
|
virtual ~FOutputDeviceTestExit()
|
|
{
|
|
}
|
|
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
|
|
{
|
|
if (!GIsRequestingExit)
|
|
{
|
|
for (auto& Phrase : ExitPhrases)
|
|
{
|
|
if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
|
|
{
|
|
#if WITH_ENGINE
|
|
if (GEngine != nullptr)
|
|
{
|
|
if (GIsEditor)
|
|
{
|
|
GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
|
|
}
|
|
else
|
|
{
|
|
GEngine->Exec(nullptr, TEXT("QUIT"));
|
|
}
|
|
}
|
|
#else
|
|
FPlatformMisc::RequestExit(true);
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
static TUniquePtr<FOutputDeviceConsole> GScopedLogConsole;
|
|
static TUniquePtr<FOutputDeviceStdOutput> GScopedStdOut;
|
|
static TUniquePtr<FOutputDeviceTestExit> GScopedTestExit;
|
|
|
|
|
|
#if WITH_ENGINE
|
|
static void RHIExitAndStopRHIThread()
|
|
{
|
|
#if HAS_GPU_STATS
|
|
FRealtimeGPUProfiler::Get()->Release();
|
|
#endif
|
|
RHIExit();
|
|
|
|
// Stop the RHI Thread
|
|
if (GUseRHIThread)
|
|
{
|
|
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
|
|
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/**
|
|
* Initializes std out device and adds it to GLog
|
|
**/
|
|
void InitializeStdOutDevice()
|
|
{
|
|
// Check if something is trying to initialize std out device twice.
|
|
check(!GScopedStdOut);
|
|
|
|
GScopedStdOut = MakeUnique<FOutputDeviceStdOutput>();
|
|
GLog->AddOutputDevice(GScopedStdOut.Get());
|
|
}
|
|
|
|
|
|
bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
|
|
{
|
|
const TCHAR *CmdLine = InCmdLine;
|
|
FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
|
|
|
|
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
|
|
// VC++ tends to do this in its "external tools" config
|
|
FirstCommandLineToken = FirstCommandLineToken.Trim();
|
|
|
|
//
|
|
OutProjectFilePath = TEXT("");
|
|
OutGameName = TEXT("");
|
|
|
|
if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
|
|
{
|
|
// The first command line argument could be the project file if it exists or the game name if not launching with a project file
|
|
const FString ProjectFilePath = FString(FirstCommandLineToken);
|
|
if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
|
|
{
|
|
OutProjectFilePath = FirstCommandLineToken;
|
|
// Here we derive the game name from the project file
|
|
OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
|
|
return true;
|
|
}
|
|
else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
|
|
{
|
|
// Full game name is assumed to be the first token
|
|
OutGameName = MoveTemp(FirstCommandLineToken);
|
|
// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
|
|
OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
|
|
return true;
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
|
|
bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
|
|
{
|
|
if (GIsGameAgnosticExe)
|
|
{
|
|
// Initialize GameName to an empty string. Populate it below.
|
|
FApp::SetGameName(TEXT(""));
|
|
|
|
FString ProjFilePath;
|
|
FString LocalGameName;
|
|
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
|
|
{
|
|
// Only set the game name if this is NOT a program...
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
FApp::SetGameName(*LocalGameName);
|
|
}
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
#if UE_GAME
|
|
else
|
|
{
|
|
// Try to use the executable name as the game name.
|
|
LocalGameName = FPlatformProcess::ExecutableName();
|
|
int32 FirstCharToRemove = INDEX_NONE;
|
|
if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
|
|
{
|
|
LocalGameName = LocalGameName.Left(FirstCharToRemove);
|
|
}
|
|
FApp::SetGameName(*LocalGameName);
|
|
|
|
// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
|
|
if (LocalGameName != TEXT("UE4Game"))
|
|
{
|
|
ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static bool bPrinted = false;
|
|
if (!bPrinted)
|
|
{
|
|
bPrinted = true;
|
|
if (FApp::HasGameName())
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
|
|
}
|
|
else
|
|
{
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FString ProjFilePath;
|
|
FString LocalGameName;
|
|
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
|
|
{
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
{
|
|
// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
|
|
if (LocalGameName != FApp::GetGameName())
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
|
|
}
|
|
}
|
|
// Only set the game name if this is NOT a program...
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
FApp::SetGameName(*LocalGameName);
|
|
}
|
|
OutGameProjectFilePathUnnormalized = ProjFilePath;
|
|
FPaths::SetProjectFilePath(ProjFilePath);
|
|
}
|
|
|
|
// In a non-game agnostic exe, the game name should already be assigned by now.
|
|
if (!FApp::HasGameName())
|
|
{
|
|
UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void LaunchFixGameNameCase()
|
|
{
|
|
#if PLATFORM_DESKTOP && !IS_PROGRAM
|
|
// This is to make sure this function is not misused and is only called when the game name is set
|
|
check(FApp::HasGameName());
|
|
|
|
// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
|
|
if (FPaths::IsProjectFilePathSet())
|
|
{
|
|
const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
|
|
|
|
const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
|
|
if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
|
|
{
|
|
if (GameName == FApp::GetGameName()) // case insensitive compare
|
|
{
|
|
FApp::SetGameName(*GameName);
|
|
}
|
|
else
|
|
{
|
|
const FText Message = FText::Format(
|
|
NSLOCTEXT("Core", "MismatchedGameNames", "The name of the .uproject file ('{0}') must match the name of the project passed in the command line ('{1}')."),
|
|
FText::FromString(*GameName),
|
|
FText::FromString(FApp::GetGameName()));
|
|
if (!GIsBuildMachine)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message);
|
|
}
|
|
FApp::SetGameName(TEXT("")); // this disables part of the crash reporter to avoid writing log files to a bogus directory
|
|
if (!GIsBuildMachine)
|
|
{
|
|
exit(1);
|
|
}
|
|
UE_LOG(LogInit, Fatal, TEXT("%s"), *Message.ToString());
|
|
}
|
|
}
|
|
}
|
|
#endif //PLATFORM_DESKTOP
|
|
}
|
|
|
|
|
|
static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
|
|
{
|
|
if (OutFailedToInitialize)
|
|
{
|
|
*OutFailedToInitialize = false;
|
|
}
|
|
if ( bOutShouldBeUsed )
|
|
{
|
|
*bOutShouldBeUsed = false;
|
|
}
|
|
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
|
|
if (WrapperFile != nullptr && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
|
|
{
|
|
if ( bOutShouldBeUsed )
|
|
{
|
|
*bOutShouldBeUsed = true;
|
|
}
|
|
if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
|
|
{
|
|
if (OutFailedToInitialize)
|
|
{
|
|
*OutFailedToInitialize = true;
|
|
}
|
|
// Don't delete the platform file. It will be automatically deleted by its module.
|
|
WrapperFile = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Make sure it won't be used.
|
|
WrapperFile = nullptr;
|
|
}
|
|
return WrapperFile;
|
|
}
|
|
|
|
|
|
/**
|
|
* Look for any file overrides on the command line (i.e. network connection file handler)
|
|
*/
|
|
bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
|
|
{
|
|
OutFileOverrideFound = false;
|
|
|
|
// Get the physical platform file.
|
|
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
|
|
|
|
// Try to create pak file wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
// Try to create sandbox wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
|
|
// Streaming network wrapper (it has a priority over normal network wrapper)
|
|
bool bNetworkFailedToInitialize = false;
|
|
do
|
|
{
|
|
bool bShouldUseStreamingFile = false;
|
|
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
|
|
// if streaming network platform file was tried this loop don't try this one
|
|
// Network file wrapper (only create if the streaming wrapper hasn't been created)
|
|
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
|
|
{
|
|
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
|
|
if (bNetworkFailedToInitialize)
|
|
{
|
|
FString HostIpString;
|
|
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
|
|
#if PLATFORM_REQUIRES_FILESERVER
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
|
|
FPlatformProcess::Sleep(5.0f);
|
|
uint32 Result = 2;
|
|
#else //PLATFORM_REQUIRES_FILESERVER
|
|
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
|
|
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
|
|
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
|
|
#endif //PLATFORM_REQUIRES_FILESERVER
|
|
|
|
if (Result == EAppReturnType::No)
|
|
{
|
|
break;
|
|
}
|
|
else if (Result == EAppReturnType::Cancel)
|
|
{
|
|
// Cancel - return a failure, and quit
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
while (bNetworkFailedToInitialize);
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Try to create file profiling wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file timings stats wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file open log wrapper (lists the order files are first opened)
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
#endif //#if !UE_BUILD_SHIPPING
|
|
|
|
// Wrap the above in a file logging singleton if requested
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
// If our platform file is different than it was when we started, then an override was used
|
|
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LaunchHasIncompleteGameName()
|
|
{
|
|
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// Verify this is a legitimate game name
|
|
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
|
|
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
|
|
{
|
|
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void LaunchUpdateMostRecentProjectFile()
|
|
{
|
|
// If we are launching without a game name or project file, we should use the last used project file, if it exists
|
|
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
|
|
FString RecentProjectFileContents;
|
|
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
|
|
{
|
|
if ( RecentProjectFileContents.Len() )
|
|
{
|
|
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
|
|
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
|
|
{
|
|
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
|
|
// This indicates that there was a problem loading the project.
|
|
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
|
|
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
|
|
}
|
|
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
|
|
{
|
|
// The previously loaded project file was found. Change the game name here and update the project file path
|
|
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
|
|
FPaths::SetProjectFilePath(RecentProjectFileContents);
|
|
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
|
|
|
|
// Write a file indicating that we are trying to auto-load a project.
|
|
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
|
|
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
|
|
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
FEngineLoop implementation.
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
FEngineLoop::FEngineLoop()
|
|
#if WITH_ENGINE
|
|
: EngineService(nullptr)
|
|
#endif
|
|
{ }
|
|
|
|
|
|
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
|
|
{
|
|
FMemory::SetupTLSCachesOnCurrentThread();
|
|
|
|
FString CmdLine;
|
|
|
|
// loop over the parameters, skipping the first one (which is the executable name)
|
|
for (int32 Arg = 1; Arg < ArgC; Arg++)
|
|
{
|
|
FString ThisArg = ArgV[Arg];
|
|
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
|
|
{
|
|
int32 EqualsAt = ThisArg.Find(TEXT("="));
|
|
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
|
|
{
|
|
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
|
|
|
|
}
|
|
else
|
|
{
|
|
ThisArg = FString("\"") + ThisArg + FString("\"");
|
|
}
|
|
}
|
|
|
|
CmdLine += ThisArg;
|
|
// put a space between each argument (not needed after the end)
|
|
if (Arg + 1 < ArgC)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
}
|
|
}
|
|
|
|
// append the additional extra command line
|
|
if (AdditionalCommandline)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
CmdLine += AdditionalCommandline;
|
|
}
|
|
|
|
// send the command line without the exe name
|
|
return GEngineLoop.PreInit(*CmdLine);
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
bool IsServerDelegateForOSS(FName WorldContextHandle)
|
|
{
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
UWorld* World = nullptr;
|
|
#if WITH_EDITOR
|
|
if (WorldContextHandle != NAME_None)
|
|
{
|
|
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
|
|
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
|
|
World = WorldContext.World();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
ensure(WorldContextHandle == NAME_None);
|
|
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
|
|
|
|
if (GameEngine)
|
|
{
|
|
World = GameEngine->GetGameWorld();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
|
|
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
|
|
}
|
|
#endif
|
|
|
|
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
|
|
|
|
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
|
|
{
|
|
FPlatformMisc::InitTaggedStorage(1024);
|
|
|
|
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
|
|
{
|
|
FPlatformMisc::SetUTF8Output();
|
|
}
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
|
|
// also realize that command lines can be pulled from the network at a slightly later time.
|
|
if (!FCommandLine::Set(CmdLine))
|
|
{
|
|
// Fail, shipping builds will crash if setting command line fails
|
|
return -1;
|
|
}
|
|
|
|
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
|
|
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
|
|
{
|
|
// Tell Launcher to run us instead
|
|
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
|
|
// We wish to exit
|
|
GIsRequestingExit = true;
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if STATS
|
|
// Create the stats malloc profiler proxy.
|
|
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
|
|
{
|
|
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
|
|
{
|
|
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
|
|
}
|
|
// Assumes no concurrency here.
|
|
GMalloc = FStatsMallocProfilerProxy::Get();
|
|
}
|
|
#endif // STATS
|
|
|
|
// Name of project file before normalization (as specified in command line).
|
|
// Used to fixup project name if necessary.
|
|
FString GameProjectFilePathUnnormalized;
|
|
|
|
// Set GameName, based on the command line
|
|
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
|
|
{
|
|
// If it failed, do not continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize log console here to avoid statics initialization issues when launched from the command line.
|
|
GScopedLogConsole = TUniquePtr<FOutputDeviceConsole>(FPlatformOutputDevices::GetLogConsole());
|
|
|
|
// Always enable the backlog so we get all messages, we will disable and clear it in the game
|
|
// as soon as we determine whether GIsEditor == false
|
|
GLog->EnableBacklog(true);
|
|
|
|
// Initialize std out device as early as possible if requested in the command line
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FPlatformProperties::SupportsQuit())
|
|
{
|
|
FString ExitPhrases;
|
|
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
|
|
{
|
|
TArray<FString> ExitPhrasesList;
|
|
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
|
|
{
|
|
GScopedTestExit = MakeUnique<FOutputDeviceTestExit>(ExitPhrasesList);
|
|
GLog->AddOutputDevice(GScopedTestExit.Get());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
|
|
{
|
|
GEmitDrawEvents = true;
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// Switch into executable's directory (may be required by some of the platform file overrides)
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// This fixes up the relative project path, needs to happen before we set platform file paths
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
if (FPaths::IsProjectFilePathSet())
|
|
{
|
|
FString ProjPath = FPaths::GetProjectFilePath();
|
|
if (FPaths::FileExists(ProjPath) == false)
|
|
{
|
|
// display it multiple ways, it's very important error message...
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
|
|
// Use the uprojectdirs
|
|
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
|
|
if (GameProjectFile.IsEmpty() == false)
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
|
|
FPaths::SetProjectFilePath(GameProjectFile);
|
|
|
|
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
|
|
FString OldCommandLine = FString(FCommandLine::Get());
|
|
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
|
|
FCommandLine::Set(*OldCommandLine);
|
|
CmdLine = FCommandLine::Get();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// allow the command line to override the platform file singleton
|
|
bool bFileOverrideFound = false;
|
|
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
|
|
{
|
|
// if it failed, we cannot continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize file manager
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
if( GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
|
|
if ( LaunchHasIncompleteGameName() )
|
|
{
|
|
// We did not find a non-suffixed folder and we DID find the suffixed one.
|
|
// The engine MUST be launched with <GameName>Game.
|
|
const FText GameNameText = FText::FromString(FApp::GetGameName());
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// remember thread id of the main thread
|
|
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
|
|
GIsGameThreadIdInitialized = true;
|
|
|
|
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
|
|
FPlatformProcess::SetupGameThread();
|
|
|
|
// Figure out whether we're the editor, ucc or the game.
|
|
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
|
|
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
|
|
const TCHAR* ParsedCmdLine = CommandLineCopy;
|
|
|
|
FString Token = FParse::Token( ParsedCmdLine, 0);
|
|
|
|
#if WITH_ENGINE
|
|
TArray<FString> Tokens;
|
|
TArray<FString> Switches;
|
|
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
|
|
|
|
bool bHasCommandletToken = false;
|
|
|
|
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
|
|
{
|
|
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Tokens[TokenIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
|
|
{
|
|
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Switches[SwitchIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
|
|
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
|
|
// VC++ tends to do this in its "external tools" config
|
|
Token = Token.Trim();
|
|
|
|
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
|
|
FString NormalizedToken = Token;
|
|
FPaths::NormalizeFilename(NormalizedToken);
|
|
|
|
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
|
|
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
|
|
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
|
|
|
|
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// first item on command line was the game name, remove it in all cases
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
|
|
ParsedCmdLine = CommandLineCopy;
|
|
|
|
// Set a new command-line that doesn't include the game name as the first argument
|
|
FCommandLine::Set(ParsedCmdLine);
|
|
|
|
Token = FParse::Token( ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
|
|
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
|
|
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
|
|
// the second MyGame is a map or not)
|
|
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
|
|
{
|
|
Token = FParse::Token(ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
}
|
|
|
|
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// Convert it to relative if possible...
|
|
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
|
|
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
|
|
{
|
|
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// look early for the editor token
|
|
bool bHasEditorToken = false;
|
|
|
|
#if UE_EDITOR
|
|
// Check each token for '-game', '-server' or '-run='
|
|
bool bIsNotEditor = false;
|
|
|
|
// This isn't necessarily pretty, but many requests have been made to allow
|
|
// UE4Editor.exe <GAMENAME> -game <map>
|
|
// or
|
|
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
|
|
// We don't want to remove the -game from the commandline just yet in case
|
|
// we need it for something later. So, just move it to the end for now...
|
|
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
|
|
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
|
|
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bFirstTokenIsModeOverride)
|
|
{
|
|
bIsNotEditor = true;
|
|
if (bFirstTokenIsGame || bFirstTokenIsServer)
|
|
{
|
|
// Move the token to the end of the list...
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
RemainingCommandline = RemainingCommandline.Trim();
|
|
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
|
|
FCommandLine::Set(*RemainingCommandline);
|
|
}
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
if( !bIsNotEditor && GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a game name or project name, try to load the most recently loaded project file.
|
|
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
|
|
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
|
|
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
|
|
if (bLoadMostRecentProjectFileIfItExists )
|
|
{
|
|
LaunchUpdateMostRecentProjectFile();
|
|
}
|
|
}
|
|
|
|
FString CheckToken = Token;
|
|
bool bFoundValidToken = false;
|
|
while (!bFoundValidToken && (CheckToken.Len() > 0))
|
|
{
|
|
if (!bIsNotEditor)
|
|
{
|
|
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
|
|
if (bHasNonEditorToken)
|
|
{
|
|
bIsNotEditor = true;
|
|
bFoundValidToken = true;
|
|
}
|
|
}
|
|
|
|
CheckToken = FParse::Token(ParsedCmdLine, 0);
|
|
}
|
|
|
|
bHasEditorToken = !bIsNotEditor;
|
|
#elif WITH_ENGINE
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
#if WITH_EDITOR && WITH_EDITORONLY_DATA
|
|
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
|
|
//@todo. Is this something we need to support?
|
|
bHasEditorToken = Token == TEXT("EDITOR");
|
|
#else
|
|
// Game, server and commandlets never set the editor token
|
|
bHasEditorToken = false;
|
|
#endif
|
|
#endif //UE_EDITOR
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Benchmarking.
|
|
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
|
|
#else
|
|
FApp::SetBenchmarking(false);
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
|
|
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
|
|
|
|
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, 64 * 1024, TPri_AboveNormal));
|
|
}
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
// Initialize system settings before anyone tries to use it...
|
|
GSystemSettings.Initialize( bHasEditorToken );
|
|
|
|
// Apply renderer settings from console variables stored in the INI.
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.NetworkSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
|
|
UGameUserSettings::PreloadResolutionSettings();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// As early as possible to avoid expensive re-init of subsystems,
|
|
// after SystemSettings.ini file loading so we get the right state,
|
|
// before ConsoleVariables.ini so the local developer can always override.
|
|
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
|
|
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
|
|
|
|
// Set all CVars which have been setup in the device profiles.
|
|
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
|
|
|
|
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
|
|
{
|
|
GUseThreadedRendering = true;
|
|
}
|
|
#endif
|
|
|
|
FConfigCacheIni::LoadConsoleVariablesFromINI();
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
|
|
|
|
// platform specific initialization now that the SystemSettings are loaded
|
|
FPlatformMisc::PlatformInit();
|
|
FPlatformMemory::Init();
|
|
}
|
|
|
|
// Let LogConsole know what ini file it should use to save its setting on exit.
|
|
// We can't use GGameIni inside log console because it's destroyed in the global
|
|
// scoped pointer and at that moment GGameIni may already be gone.
|
|
if( GLogConsole != nullptr )
|
|
{
|
|
GLogConsole->SetIniFilename(*GGameIni);
|
|
}
|
|
|
|
|
|
#if CHECK_PUREVIRTUALS
|
|
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
|
|
FPlatformMisc::RequestExit(false);
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
// allow for game explorer processing (including parental controls) and firewalls installation
|
|
if (!FPlatformMisc::CommandLineCommands())
|
|
{
|
|
FPlatformMisc::RequestExit(false);
|
|
}
|
|
|
|
bool bIsSeekFreeDedicatedServer = false;
|
|
bool bIsRegularClient = false;
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
// See whether the first token on the command line is a commandlet.
|
|
|
|
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
|
|
GIsClient = true;
|
|
GIsServer = true;
|
|
#if WITH_EDITOR
|
|
GIsEditor = true;
|
|
#endif //WITH_EDITOR
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
|
|
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
|
|
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
|
|
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
|
|
|
|
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
|
|
// UCommandlet class if Token is empty.
|
|
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
|
|
if (!bTokenDoesNotHaveDash)
|
|
{
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
bDefinitelyCommandlet = true;
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
|
|
|
|
if (TempCommandletClass)
|
|
{
|
|
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
|
|
|
|
Token += TEXT("Commandlet");
|
|
bDefinitelyCommandlet = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
bIsRegularClient = true;
|
|
GIsClient = true;
|
|
GIsServer = false;
|
|
#if WITH_EDITORONLY_DATA
|
|
GIsEditor = false;
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
}
|
|
}
|
|
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
GIsClient = false;
|
|
GIsServer = true;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
#if WITH_EDITOR
|
|
GIsEditor = false;
|
|
#endif
|
|
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
|
|
}
|
|
|
|
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
|
|
// we meet all the criteria, initialize it now.
|
|
if (!GScopedStdOut && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
}
|
|
else if ( IsRunningCommandlet() )
|
|
{
|
|
// Create the engine font services now that the Slate renderer is ready
|
|
FEngineFontServices::Create();
|
|
}
|
|
#endif
|
|
|
|
// In order to be able to use short script package names get all script
|
|
// package names from ini files and register them with FPackageName system.
|
|
FPackageName::RegisterShortPackageNamesForUObjectModules();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
|
|
#if USE_EVENT_DRIVEN_ASYNC_LOAD_AT_BOOT_TIME
|
|
// If we don't do this now and the async loading thread is active, then we will attempt to load this module from a thread
|
|
if (GEventDrivenLoaderEnabled)
|
|
{
|
|
FModuleManager::Get().LoadModule("AssetRegistry");
|
|
}
|
|
#endif
|
|
|
|
// Make sure all UObject classes are registered and default properties have been initialized
|
|
ProcessNewlyLoadedUObjects();
|
|
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
// CoreUObject is definitely available now, so make sure the package localization cache is available
|
|
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
|
|
FPackageLocalizationManager::Get().PerformLazyInitialization();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
|
|
// Default materials may have been loaded due to dependencies when loading
|
|
// classes and class default objects. If not, do so now.
|
|
UMaterialInterface::InitDefaultMaterials();
|
|
UMaterialInterface::AssertDefaultMaterialsExist();
|
|
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
|
|
}
|
|
|
|
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
|
|
IStreamingManager::Get();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
|
|
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
|
|
|
|
// Setup GC optimizations
|
|
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
|
|
{
|
|
GUObjectArray.DisableDisregardForGC();
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
if ( !LoadStartupCoreModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Load up all modules that need to hook into the loading screen
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
|
|
#if !UE_SERVER// && !UE_EDITOR
|
|
if(!IsRunningDedicatedServer() && !IsRunningCommandlet() && !GetMoviePlayer()->IsMovieCurrentlyPlaying())
|
|
{
|
|
GetMoviePlayer()->Initialize();
|
|
|
|
// 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();
|
|
}
|
|
NotifyRegistrationComplete();
|
|
#endif // WITH_COREUOBJECT
|
|
|
|
#if WITH_ENGINE
|
|
if (UOnlineEngineInterface::Get()->IsLoaded())
|
|
{
|
|
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
UClass* CommandletClass = nullptr;
|
|
|
|
if (!bIsRegularClient)
|
|
{
|
|
CommandletClass = FindObject<UClass>(ANY_PACKAGE,*Token,false);
|
|
if (!CommandletClass)
|
|
{
|
|
if (GLogConsole && !GIsSilent)
|
|
{
|
|
GLogConsole->Show(true);
|
|
}
|
|
UE_LOG(LogInit, Error, TEXT("%s looked like a commandlet, but we could not find the class."), *Token);
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
|
|
extern bool GIsConsoleExecutable;
|
|
if (GIsConsoleExecutable)
|
|
{
|
|
if (GLogConsole != nullptr && GLogConsole->IsAttached())
|
|
{
|
|
GLog->RemoveOutputDevice(GLogConsole);
|
|
}
|
|
// Setup Ctrl-C handler for console application
|
|
FPlatformMisc::SetGracefulTerminationHandler();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Bring up console unless we're a silent build.
|
|
if( GLogConsole && !GIsSilent )
|
|
{
|
|
GLogConsole->Show( true );
|
|
}
|
|
}
|
|
|
|
// print output immediately
|
|
setvbuf(stdout, nullptr, _IONBF, 0);
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Executing %s"), *CommandletClass->GetFullName() );
|
|
|
|
// Allow commandlets to individually override those settings.
|
|
UCommandlet* Default = CastChecked<UCommandlet>(CommandletClass->GetDefaultObject());
|
|
|
|
if ( GIsRequestingExit )
|
|
{
|
|
// commandlet set GIsRequestingExit during construction
|
|
return 1;
|
|
}
|
|
|
|
GIsClient = Default->IsClient;
|
|
GIsServer = Default->IsServer;
|
|
#if WITH_EDITOR
|
|
GIsEditor = Default->IsEditor;
|
|
#else
|
|
if (Default->IsEditor)
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Cannot run editor commandlet %s with game executable."), *CommandletClass->GetFullName());
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
// Reset aux log if we don't want to log to the console window.
|
|
if( !Default->LogToConsole )
|
|
{
|
|
GLog->RemoveOutputDevice( GLogConsole );
|
|
}
|
|
|
|
// allow the commandlet the opportunity to create a custom engine
|
|
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
|
|
if ( GEngine == nullptr )
|
|
{
|
|
#if WITH_EDITOR
|
|
if ( GIsEditor )
|
|
{
|
|
FString EditorEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
|
|
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
|
|
if (EditorEngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
|
|
}
|
|
|
|
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
|
|
GEditor->InitEditor(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
|
|
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
|
|
// must do this here so that the engine object that we create on the next line receives the correct property values
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
check(GEngine);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
|
|
GEngine->Init(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
|
|
}
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
|
|
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
|
|
|
|
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
|
|
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
#endif
|
|
|
|
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
|
|
check(Commandlet);
|
|
Commandlet->AddToRoot();
|
|
|
|
// Execute the commandlet.
|
|
double CommandletExecutionStartTime = FPlatformTime::Seconds();
|
|
|
|
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
|
|
// with a custom version that doesn't have it.
|
|
Commandlet->ParseParms( CommandletCommandLine );
|
|
#if STATS
|
|
// We have to close the scope, otherwise we will end with broken stats.
|
|
CycleCount_AfterStats.StopAndResetStatId();
|
|
#endif // STATS
|
|
FStats::TickCommandletStats();
|
|
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
|
|
FStats::TickCommandletStats();
|
|
|
|
GIsRequestingExit = true;
|
|
|
|
// Log warning/ error summary.
|
|
if( Commandlet->ShowErrorCount )
|
|
{
|
|
TArray<FString> AllErrors;
|
|
TArray<FString> AllWarnings;
|
|
GWarn->GetErrors(AllErrors);
|
|
GWarn->GetWarnings(AllWarnings);
|
|
|
|
if (AllErrors.Num() || AllWarnings.Num())
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
|
|
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
|
|
|
|
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
|
|
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
|
|
|
|
TSet<FString> ShownMessages;
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
|
|
for (const FString& ErrorMessage : AllErrors)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
|
|
}
|
|
}
|
|
|
|
SET_WARN_COLOR(COLOR_YELLOW);
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
for (const FString& WarningMessage : AllWarnings)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(WarningMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
|
|
if( ErrorLevel != 0 )
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
|
|
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else if( ( AllErrors.Num() == 0 ) )
|
|
{
|
|
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
|
|
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
ErrorLevel = 1;
|
|
}
|
|
CLEAR_WARN_COLOR();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Finished.") );
|
|
}
|
|
|
|
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
|
|
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
|
|
|
|
// We're ready to exit!
|
|
return ErrorLevel;
|
|
}
|
|
else
|
|
{
|
|
// We're a regular client.
|
|
check(bIsRegularClient);
|
|
|
|
if (bTokenDoesNotHaveDash)
|
|
{
|
|
// here we give people a reasonable warning if they tried to use the short name of a commandlet
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
|
|
if (TempCommandletClass)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// exit if wanted.
|
|
if( GIsRequestingExit )
|
|
{
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
AppPreExit();
|
|
// appExit is called outside guarded block.
|
|
return 1;
|
|
}
|
|
|
|
FString MatineeName;
|
|
|
|
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
|
|
{
|
|
// -1: remain on
|
|
GIsDumpingMovie = -1;
|
|
}
|
|
|
|
// If dumping movie then we do NOT want on-screen messages
|
|
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
|
|
{
|
|
GAreScreenMessagesEnabled = false;
|
|
}
|
|
|
|
// Don't update INI files if benchmarking or -noini
|
|
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
|
|
{
|
|
GConfig->Detach( GEngineIni );
|
|
GConfig->Detach( GInputIni );
|
|
GConfig->Detach( GGameIni );
|
|
GConfig->Detach( GEditorIni );
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
delete [] CommandLineCopy;
|
|
|
|
// initialize the pointer, as it is deleted before being assigned in the first frame
|
|
PendingCleanupObjects = nullptr;
|
|
|
|
// Initialize profile visualizers.
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
|
|
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
|
|
}
|
|
#endif
|
|
|
|
// Init HighRes screenshot system, unless running on server
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
GetHighResScreenshotConfig().Init();
|
|
}
|
|
|
|
#else // WITH_ENGINE
|
|
EndInitTextLocalization();
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
FPlatformMisc::PlatformPostInit();
|
|
#endif // WITH_ENGINE
|
|
|
|
//run automation smoke tests now that everything is setup to run
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
|
|
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
|
|
return 0;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadCoreModules()
|
|
{
|
|
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
|
|
#if WITH_COREUOBJECT
|
|
bool bResult = FModuleManager::Get().LoadModule(TEXT("CoreUObject")).IsValid();
|
|
return bResult;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::LoadPreInitModules()
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
|
|
|
|
// GGetMapNameDelegate is initialized here
|
|
#if WITH_ENGINE
|
|
FModuleManager::Get().LoadModule(TEXT("Engine"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Renderer"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
|
|
|
|
FPlatformMisc::LoadPreInitModules();
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer() )
|
|
{
|
|
if (!GUsingNullRHI)
|
|
{
|
|
// This needs to be loaded before InitializeShaderTypes is called
|
|
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Landscape"));
|
|
|
|
// Initialize ShaderCore before loading or compiling any shaders,
|
|
// But after Renderer and any other modules which implement shader types.
|
|
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
// Load the texture compressor module before any textures load. They may
|
|
// compress asynchronously and that can lead to a race condition.
|
|
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
|
|
#endif
|
|
#endif // WITH_ENGINE
|
|
|
|
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
// Load audio editor module before engine class CDOs are loaded
|
|
FModuleManager::Get().LoadModule(TEXT("AudioEditor"));
|
|
FModuleManager::Get().LoadModule(TEXT("AnimationModifiers"));
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
|
|
bool FEngineLoop::LoadStartupCoreModules()
|
|
{
|
|
FScopedSlowTask SlowTask(100);
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
|
|
|
|
bool bSuccess = true;
|
|
|
|
// Load all Runtime modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("Core"));
|
|
FModuleManager::Get().LoadModule(TEXT("Networking"));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
FPlatformMisc::LoadStartupModules();
|
|
|
|
// initialize messaging
|
|
SlowTask.EnterProgressFrame(10);
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
#if WITH_EDITOR
|
|
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load UI modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule("Slate");
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
|
|
FModuleManager::Get().LoadModule("SlateReflector");
|
|
#endif // !UE_BUILD_SHIPPING
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
#else
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load all Development modules
|
|
SlowTask.EnterProgressFrame(20);
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("MessageLog");
|
|
FModuleManager::Get().LoadModule("CollisionAnalyzer");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
}
|
|
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("FunctionalTesting");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
|
|
// cooking needs this module too
|
|
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
|
|
|
|
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
|
|
|
|
IAudioEditorModule* AudioEditorModule = &FModuleManager::LoadModuleChecked<IAudioEditorModule>("AudioEditor");
|
|
AudioEditorModule->RegisterAssetActions();
|
|
|
|
// Load the StringTableEditor module to register its asset actions
|
|
FModuleManager::Get().LoadModule("StringTableEditor");
|
|
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
|
|
FModuleManager::Get().LoadModule(TEXT("VREditor"));
|
|
}
|
|
// -----------------------------------------------------
|
|
|
|
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
|
|
// cooking needs this module too
|
|
bool bEnvironmentQueryEditor = false;
|
|
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
|
|
if (bEnvironmentQueryEditor
|
|
#if WITH_EDITOR
|
|
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
|
|
#endif // WITH_EDITOR
|
|
)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
|
|
}
|
|
|
|
// We need this for blueprint projects that have online functionality.
|
|
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
|
|
|
|
if (IsRunningCommandlet())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
|
|
FModuleManager::Get().LoadModule(TEXT("Blutility"));
|
|
}
|
|
|
|
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
|
|
#if WITH_ENGINE
|
|
// Load runtime client modules (which are also needed at cook-time)
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
|
|
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
|
|
}
|
|
#endif
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("ClothingSystemRuntime"));
|
|
#if WITH_EDITOR
|
|
FModuleManager::Get().LoadModule(TEXT("ClothingSystemEditor"));
|
|
#endif
|
|
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadStartupModules()
|
|
{
|
|
FScopedSlowTask SlowTask(3);
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded before default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load modules that are configured to load in the default phase
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded after default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void FEngineLoop::InitTime()
|
|
{
|
|
// Init variables used for benchmarking and ticking.
|
|
FApp::SetCurrentTime(FPlatformTime::Seconds());
|
|
MaxFrameCounter = 0;
|
|
MaxTickTime = 0;
|
|
TotalTickTime = 0;
|
|
LastFrameCycles = FPlatformTime::Cycles();
|
|
|
|
float FloatMaxTickTime = 0;
|
|
#if !UE_BUILD_SHIPPING
|
|
FParse::Value(FCommandLine::Get(),TEXT("SECONDS="),FloatMaxTickTime);
|
|
MaxTickTime = FloatMaxTickTime;
|
|
|
|
// look of a version of seconds that only is applied if FApp::IsBenchmarking() is set. This makes it easier on
|
|
// say, iOS, where we have a toggle setting to enable benchmarking, but don't want to have to make user
|
|
// also disable the seconds setting as well. -seconds= will exit the app after time even if benchmarking
|
|
// is not enabled
|
|
// NOTE: This will override -seconds= if it's specified
|
|
if (FApp::IsBenchmarking())
|
|
{
|
|
if (FParse::Value(FCommandLine::Get(),TEXT("BENCHMARKSECONDS="),FloatMaxTickTime) && FloatMaxTickTime)
|
|
{
|
|
MaxTickTime = FloatMaxTickTime;
|
|
}
|
|
}
|
|
|
|
// Use -FPS=X to override fixed tick rate if e.g. -BENCHMARK is used.
|
|
float FixedFPS = 0;
|
|
FParse::Value(FCommandLine::Get(),TEXT("FPS="),FixedFPS);
|
|
if( FixedFPS > 0 )
|
|
{
|
|
FApp::SetFixedDeltaTime(1 / FixedFPS);
|
|
}
|
|
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// convert FloatMaxTickTime into number of frames (using 1 / FApp::GetFixedDeltaTime() to convert fps to seconds )
|
|
MaxFrameCounter = FMath::TruncToInt(MaxTickTime / FApp::GetFixedDeltaTime());
|
|
}
|
|
|
|
|
|
//called via FCoreDelegates::StarvedGameLoop
|
|
void GameLoopIsStarved()
|
|
{
|
|
FlushPendingDeleteRHIResources_GameThread();
|
|
FStats::AdvanceFrame( true, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
}
|
|
|
|
|
|
int32 FEngineLoop::Init()
|
|
{
|
|
CheckImageIntegrity();
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FEngineLoop::Init" ), STAT_FEngineLoop_Init, STATGROUP_LoadTime );
|
|
|
|
FScopedSlowTask SlowTask(100);
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Figure out which UEngine variant to use.
|
|
UClass* EngineClass = nullptr;
|
|
if( !GIsEditor )
|
|
{
|
|
// We're the game.
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
}
|
|
else
|
|
{
|
|
#if WITH_EDITOR
|
|
// We're UnrealEd.
|
|
FString UnrealEdEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *UnrealEdEngineClassName);
|
|
}
|
|
GEngine = GEditor = GUnrealEd = NewObject<UUnrealEdEngine>(GetTransientPackage(), EngineClass);
|
|
#else
|
|
check(0);
|
|
#endif
|
|
}
|
|
|
|
check( GEngine );
|
|
|
|
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
InitTime();
|
|
|
|
SlowTask.EnterProgressFrame(60);
|
|
|
|
GEngine->Init(this);
|
|
|
|
UEngine::OnPostEngineInit.Broadcast();
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// initialize engine instance discovery
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
|
|
SessionService->Start();
|
|
}
|
|
|
|
EngineService = new FEngineService();
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
|
|
{
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
GEngine->Start();
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
|
|
// initialize automation worker
|
|
#if WITH_AUTOMATION_WORKER
|
|
FModuleManager::Get().LoadModule("AutomationWorker");
|
|
#endif
|
|
|
|
// Automation tests can be invoked locally in non-editor builds configuration (e.g. performance profiling in Test configuration)
|
|
#if WITH_ENGINE && !UE_BUILD_SHIPPING
|
|
FModuleManager::Get().LoadModule("AutomationController");
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
|
|
}
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorder"));
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorderSections"));
|
|
#endif
|
|
|
|
GIsRunning = true;
|
|
|
|
if (!GIsEditor)
|
|
{
|
|
// hide a couple frames worth of rendering
|
|
FViewport::SetGameRenderingEnabled(true, 3);
|
|
}
|
|
|
|
// Begin the async platform hardware survey
|
|
GEngine->StartHardwareSurvey();
|
|
|
|
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
|
|
|
|
// Ready to measure thread heartbeat
|
|
FThreadHeartBeat::Get().Start();
|
|
|
|
FCoreDelegates::OnFEngineLoopInitComplete.Broadcast();
|
|
return 0;
|
|
}
|
|
|
|
|
|
void FEngineLoop::Exit()
|
|
{
|
|
STAT_ADD_CUSTOMMESSAGE_NAME( STAT_NamedMarker, TEXT( "EngineLoop.Exit" ) );
|
|
|
|
GIsRunning = 0;
|
|
GLogConsole = nullptr;
|
|
|
|
// shutdown visual logger and flush all data
|
|
#if ENABLE_VISUAL_LOG
|
|
FVisualLogger::Get().Shutdown();
|
|
#endif
|
|
|
|
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();
|
|
}
|
|
|
|
FPlatformMisc::ShutdownTaggedStorage();
|
|
}
|
|
|
|
|
|
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
|
|
{
|
|
FSlateApplication& SlateApp = FSlateApplication::Get();
|
|
|
|
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
|
|
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
|
|
{
|
|
UWorld* CurWorld = Context.World();
|
|
if ( CurWorld && CurWorld->IsGameWorld() )
|
|
{
|
|
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
|
|
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
|
|
|
|
if ( ViewportWidget.IsValid() )
|
|
{
|
|
FWidgetPath PathToWidget;
|
|
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
|
|
|
|
if (PathToWidget.IsValid())
|
|
{
|
|
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
|
|
{
|
|
APlayerController* PlayerController = Iterator->Get();
|
|
if (PlayerController)
|
|
{
|
|
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
|
|
if (LocalPlayer)
|
|
{
|
|
FReply& TheReply = LocalPlayer->GetSlateOperations();
|
|
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
|
|
|
|
TheReply = FReply::Unhandled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool FEngineLoop::ShouldUseIdleMode() const
|
|
{
|
|
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
|
|
bool bIdleMode = false;
|
|
|
|
// Yield cpu usage if desired
|
|
if (FApp::IsGame()
|
|
&& FPlatformProperties::SupportsWindowedMode()
|
|
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
|
|
&& !FPlatformProcess::IsThisApplicationForeground())
|
|
{
|
|
bIdleMode = true;
|
|
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
|
|
{
|
|
bIdleMode = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIdleMode;
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
|
|
#include "Containers/StackTracker.h"
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
|
|
TEXT("LogGameThreadMallocChurn.Enable"),
|
|
0,
|
|
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
|
|
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
|
|
300,
|
|
TEXT("Number of frames between churn reports."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
|
|
TEXT("LogGameThreadMallocChurn.Threshhold"),
|
|
10,
|
|
TEXT("Minimum average number of allocs per frame to include in the report."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
|
|
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
|
|
100,
|
|
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
|
|
TEXT("LogGameThreadMallocChurn.StackIgnore"),
|
|
2,
|
|
TEXT("Number of items to discard from the top of a stack frame."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
|
|
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
|
|
1,
|
|
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
|
|
TEXT("LogGameThreadMallocChurn.StackLen"),
|
|
3,
|
|
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
|
|
|
|
|
|
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
|
|
|
|
struct FScopedSampleMallocChurn
|
|
{
|
|
static FStackTracker GGameThreadMallocChurnTracker;
|
|
static uint64 DumpFrame;
|
|
|
|
bool bEnabled;
|
|
int32 CountDown;
|
|
TFunction<void(int32)> Hook;
|
|
|
|
FScopedSampleMallocChurn()
|
|
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
|
|
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
|
|
, Hook(
|
|
[this](int32 Index)
|
|
{
|
|
if (--CountDown <= 0)
|
|
{
|
|
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
|
|
CollectSample();
|
|
}
|
|
}
|
|
)
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(!GGameThreadMallocHook);
|
|
if (!DumpFrame)
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
|
|
GGameThreadMallocHook = &Hook;
|
|
}
|
|
else
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
if (DumpFrame)
|
|
{
|
|
DumpFrame = 0;
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
}
|
|
}
|
|
~FScopedSampleMallocChurn()
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(GGameThreadMallocHook == &Hook);
|
|
GGameThreadMallocHook = nullptr;
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
check(DumpFrame);
|
|
if (GFrameCounter > DumpFrame)
|
|
{
|
|
PrintResultsAndReset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectSample()
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
|
|
}
|
|
void PrintResultsAndReset()
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
|
|
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
|
|
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
};
|
|
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
|
|
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
|
|
|
|
#endif
|
|
|
|
void FEngineLoop::Tick()
|
|
{
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
FScopedSampleMallocChurn ChurnTracker;
|
|
#endif
|
|
|
|
// Send a heartbeat for the diagnostics thread
|
|
FThreadHeartBeat::Get().HeartBeat();
|
|
|
|
// Make sure something is ticking the rendering tickables in -onethread mode to avoid leaks/bugs.
|
|
if (!GUseThreadedRendering && !GIsRenderingThreadSuspended)
|
|
{
|
|
TickRenderingTickables();
|
|
}
|
|
|
|
// Ensure we aren't starting a frame while loading or playing a loading movie
|
|
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
|
|
|
|
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
|
|
if (ActiveProfiler)
|
|
{
|
|
ActiveProfiler->FrameSync();
|
|
}
|
|
|
|
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
|
|
|
|
// early in the Tick() to get the callbacks for cvar changes called
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
|
|
IConsoleManager::Get().CallAllConsoleVariableSinks();
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
BeginFrame,
|
|
{
|
|
GRHICommandList.LatchBypass();
|
|
GFrameNumberRenderThread++;
|
|
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
|
|
GPU_STATS_BEGINFRAME(RHICmdList);
|
|
RHICmdList.BeginFrame();
|
|
});
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
|
|
// Flush debug output which has been buffered by other threads.
|
|
GLog->FlushThreadedLogs();
|
|
}
|
|
|
|
// Exit if frame limit is reached in benchmark mode.
|
|
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
|
|
// or time limit is reached if set.
|
|
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
|
|
{
|
|
FPlatformMisc::RequestExit(0);
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
|
|
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
|
|
GEngine->UpdateTimeAndHandleMaxTickRate();
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
|
|
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
|
|
}
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
|
|
|
|
// Update memory allocator stats.
|
|
GMalloc->UpdateStats();
|
|
}
|
|
|
|
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
// Calculates average FPS/MS (outside STATS on purpose)
|
|
CalculateFPSTimings();
|
|
|
|
// Note the start of a new frame
|
|
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
|
|
|
|
// handle some per-frame tasks on the rendering thread
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
ResetDeferredUpdates,
|
|
{
|
|
FDeferredUpdateResource::ResetNeedsUpdate();
|
|
FlushPendingDeleteRHIResources_RenderThread();
|
|
});
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
|
|
FPlatformMisc::PumpMessages(true);
|
|
}
|
|
|
|
bool bIdleMode;
|
|
{
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
|
|
|
|
// Idle mode prevents ticking and rendering completely
|
|
bIdleMode = ShouldUseIdleMode();
|
|
if (bIdleMode)
|
|
{
|
|
// Yield CPU time
|
|
FPlatformProcess::Sleep(.1f);
|
|
}
|
|
}
|
|
|
|
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
|
|
// input is polled for motion controller devices each frame.
|
|
#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();
|
|
const UGameViewportClient* const GameViewport = GEngine->GameViewport;
|
|
const UWorld* const GameViewportWorld = GameViewport ? GameViewport->GetWorld() : nullptr;
|
|
UDemoNetDriver* const CurrentDemoNetDriver = GameViewportWorld ? GameViewportWorld->DemoNetDriver : nullptr;
|
|
|
|
if (CurrentDemoNetDriver && CurrentDemoNetDriver->ShouldTickFlushAsyncEndOfFrame())
|
|
{
|
|
ConcurrentTask = TGraphTask<FExecuteConcurrentWithSlateTickTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
|
|
[CurrentDemoNetDriver, DeltaSeconds]()
|
|
{
|
|
if (CVarDoAsyncEndOfFrameTasksRandomize.GetValueOnAnyThread(true) > 0)
|
|
{
|
|
FPlatformProcess::Sleep(FMath::RandRange(0.0f, .003f)); // this shakes up the threading to find race conditions
|
|
}
|
|
if (CurrentDemoNetDriver != nullptr)
|
|
{
|
|
CurrentDemoNetDriver->TickFlushAsyncEndOfFrame(DeltaSeconds);
|
|
}
|
|
}
|
|
);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
|
|
check(!IsRunningDedicatedServer());
|
|
|
|
// Process slate operations accumulated in the world ticks.
|
|
ProcessLocalPlayerSlateOperations();
|
|
}
|
|
|
|
// Tick Slate application
|
|
FSlateApplication::Get().Tick();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
if (ConcurrentTask.GetReference())
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_ConcurrentWithSlateTickTasks_Wait);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ConcurrentTask);
|
|
ConcurrentTask = nullptr;
|
|
}
|
|
#endif
|
|
|
|
#if STATS
|
|
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
|
|
extern CORE_API void ClearPendingStatGroups();
|
|
ClearPendingStatGroups();
|
|
#endif
|
|
|
|
#if WITH_EDITOR && !UE_BUILD_SHIPPING
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER( STAT_FEngineLoop_Tick_AutomationController );
|
|
static FName AutomationController( "AutomationController" );
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
if (FModuleManager::Get().IsModuleLoaded( AutomationController ))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>( AutomationController ).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
#if WITH_AUTOMATION_WORKER
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_AutomationWorker);
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
static const FName AutomationWorkerModuleName = TEXT("AutomationWorker");
|
|
if (FModuleManager::Get().IsModuleLoaded(AutomationWorkerModuleName))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationWorkerModule>(AutomationWorkerModuleName).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
#endif //WITH_ENGINE
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
|
|
RHITick( FApp::GetDeltaTime() ); // Update RHI.
|
|
}
|
|
|
|
// Increment global frame counter. Once for each engine tick.
|
|
GFrameCounter++;
|
|
|
|
// Disregard first few ticks for total tick time as it includes loading and such.
|
|
if( GFrameCounter > 6 )
|
|
{
|
|
TotalTickTime+=FApp::GetDeltaTime();
|
|
}
|
|
|
|
|
|
// Find the objects which need to be cleaned up the next frame.
|
|
FPendingCleanupObjects* PreviousPendingCleanupObjects = PendingCleanupObjects;
|
|
PendingCleanupObjects = GetPendingCleanupObjects();
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
|
|
// this could be perhaps moved down to get greater parallelizm
|
|
// Sync game and render thread. Either total sync or allowing one frame lag.
|
|
static FFrameEndSync FrameEndSync;
|
|
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
|
|
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
|
|
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
|
|
delete PreviousPendingCleanupObjects;
|
|
|
|
// Destroy all linkers pending delete
|
|
#if WITH_COREUOBJECT
|
|
DeleteLoaders();
|
|
#endif
|
|
|
|
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
|
|
|
|
FThreadManager::Get().Tick();
|
|
|
|
GEngine->TickDeferredCommands();
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
EndFrame,
|
|
{
|
|
RHICmdList.EndFrame();
|
|
GPU_STATS_ENDFRAME(RHICmdList);
|
|
RHICmdList.PopEvent();
|
|
});
|
|
|
|
// Set CPU utilization stats.
|
|
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
|
|
SET_FLOAT_STAT( STAT_CPUTimePct, CPUTime.CPUTimePct );
|
|
SET_FLOAT_STAT( STAT_CPUTimePctRelative, CPUTime.CPUTimePctRelative );
|
|
|
|
// Set the UObject count stat
|
|
#if UE_GC_TRACK_OBJ_AVAILABLE
|
|
SET_DWORD_STAT(STAT_Hash_NumObjects, GUObjectArray.GetObjectArrayNumMinusAvailable());
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void FEngineLoop::ClearPendingCleanupObjects()
|
|
{
|
|
delete PendingCleanupObjects;
|
|
PendingCleanupObjects = nullptr;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogTimestamp(
|
|
TEXT("log.Timestamp"),
|
|
1,
|
|
TEXT("Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n")
|
|
TEXT(" 0 = Do not display log timestamps\n")
|
|
TEXT(" 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n")
|
|
TEXT(" 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]"),
|
|
ECVF_Default);
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogCategory(
|
|
TEXT("log.Category"),
|
|
1,
|
|
TEXT("Defines if the categoy is included in each line in the log file and in what form.\n")
|
|
TEXT(" 0 = Do not log category\n")
|
|
TEXT(" 2 = Log the category (default)"),
|
|
ECVF_Default);
|
|
|
|
|
|
// Gets called any time cvars change (on the main thread)
|
|
static void CVarLogSinkFunction()
|
|
{
|
|
{
|
|
// for debugging
|
|
ELogTimes::Type OldGPrintLogTimes = GPrintLogTimes;
|
|
|
|
int32 LogTimestampValue = CVarLogTimestamp.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogTimes can be used on multiple threads but it should be no issue to change it on the fly
|
|
switch(LogTimestampValue)
|
|
{
|
|
default:
|
|
case 0: GPrintLogTimes = ELogTimes::None; break;
|
|
case 1: GPrintLogTimes = ELogTimes::UTC; break;
|
|
case 2: GPrintLogTimes = ELogTimes::SinceGStartTime; break;
|
|
}
|
|
}
|
|
|
|
{
|
|
int32 LogCategoryValue = CVarLogCategory.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogCategory can be used on multiple threads but it should be no issue to change it on the fly
|
|
GPrintLogCategory = LogCategoryValue != 0;
|
|
}
|
|
}
|
|
|
|
|
|
FAutoConsoleVariableSink CVarLogSink(FConsoleCommandDelegate::CreateStatic(&CVarLogSinkFunction));
|
|
|
|
static void CheckForPrintTimesOverride()
|
|
{
|
|
// Determine whether to override the default setting for including timestamps in the log.
|
|
FString LogTimes;
|
|
if (GConfig->GetString( TEXT( "LogFiles" ), TEXT( "LogTimes" ), LogTimes, GEngineIni ))
|
|
{
|
|
if (LogTimes == TEXT( "SinceStart" ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
// Assume this is a bool for backward compatibility
|
|
else if (FCString::ToBool( *LogTimes ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
}
|
|
|
|
if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "NOLOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(0, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMESINCESTART" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetByCommandline);
|
|
}
|
|
}
|
|
|
|
|
|
/* FEngineLoop static interface
|
|
*****************************************************************************/
|
|
|
|
bool FEngineLoop::AppInit( )
|
|
{
|
|
// Output devices.
|
|
GError = FPlatformOutputDevices::GetError();
|
|
GWarn = FPlatformOutputDevices::GetWarn();
|
|
|
|
BeginInitTextLocalization();
|
|
|
|
// Avoiding potential exploits by not exposing command line overrides in the shipping games.
|
|
#if !UE_BUILD_SHIPPING && WITH_EDITORONLY_DATA
|
|
FString CmdLineFile;
|
|
|
|
if (FParse::Value(FCommandLine::Get(), TEXT("-CmdLineFile="), CmdLineFile))
|
|
{
|
|
if (CmdLineFile.EndsWith(TEXT(".txt")))
|
|
{
|
|
FString FileCmds;
|
|
|
|
if (FFileHelper::LoadFileToString(FileCmds, *CmdLineFile))
|
|
{
|
|
FileCmds = FString(TEXT(" ")) + FileCmds.Trim().TrimTrailing();
|
|
|
|
if (FileCmds.Len() > 1)
|
|
{
|
|
UE_LOG(LogInit, Log, TEXT("Appending commandline from file:%s"), *FileCmds);
|
|
|
|
FCommandLine::Append(*FileCmds);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("Failed to load commandline file '%s'."), *CmdLineFile);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("Can only load commandline files ending with .txt, can't load: %s"), *CmdLineFile);
|
|
}
|
|
}
|
|
|
|
|
|
// 8192 is the maximum length of the command line on Windows XP.
|
|
TCHAR CmdLineEnv[8192];
|
|
|
|
// Retrieve additional command line arguments from environment variable.
|
|
FPlatformMisc::GetEnvironmentVariable(TEXT("UE-CmdLineArgs"), CmdLineEnv,ARRAY_COUNT(CmdLineEnv));
|
|
|
|
// Manually nullptr terminate just in case. The nullptr string is returned above in the error case so
|
|
// we don't have to worry about that.
|
|
CmdLineEnv[ARRAY_COUNT(CmdLineEnv)-1] = 0;
|
|
FString Env = FString(CmdLineEnv).Trim();
|
|
|
|
if (Env.Len())
|
|
{
|
|
// Append the command line environment after inserting a space as we can't set it in the
|
|
// environment. Note that any code accessing GCmdLine before appInit obviously won't
|
|
// respect the command line environment additions.
|
|
FCommandLine::Append(TEXT(" -EnvAfterHere "));
|
|
FCommandLine::Append(CmdLineEnv);
|
|
}
|
|
#endif
|
|
|
|
// Error history.
|
|
FCString::Strcpy(GErrorHist, TEXT("Fatal error!" LINE_TERMINATOR LINE_TERMINATOR));
|
|
|
|
// Platform specific pre-init.
|
|
FPlatformMisc::PlatformPreInit();
|
|
|
|
// Keep track of start time.
|
|
GSystemStartTime = FDateTime::Now().ToString();
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// Now finish initializing the file manager after the command line is set up
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
FPageAllocator::LatchProtectedMode();
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("purgatorymallocproxy")))
|
|
{
|
|
FMemory::EnablePurgatoryTests();
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("poisonmallocproxy")))
|
|
{
|
|
FMemory::EnablePoisonTests();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE")))
|
|
{
|
|
GIsBuildMachine = true;
|
|
}
|
|
|
|
// If "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
|
|
if( FParse::Param( FCommandLine::Get(), TEXT( "WaitForDebugger" ) ) )
|
|
{
|
|
while( !FPlatformMisc::IsDebuggerPresent() )
|
|
{
|
|
FPlatformProcess::Sleep( 0.1f );
|
|
}
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
#if PLATFORM_WINDOWS
|
|
|
|
// make sure that the log directory exists
|
|
IFileManager::Get().MakeDirectory( *FPaths::GameLogDir() );
|
|
|
|
// update the mini dump filename now that we have enough info to point it to the log folder even in installed builds
|
|
FCString::Strcpy(MiniDumpFilenameW, *IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FString::Printf(TEXT("%sunreal-v%i-%s.dmp"), *FPaths::GameLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString())));
|
|
#endif
|
|
|
|
// Init logging to disk
|
|
FPlatformOutputDevices::SetupOutputDevices();
|
|
|
|
// init config system
|
|
FConfigCacheIni::InitializeConfigSystem();
|
|
|
|
// Now that configs have been initialized, setup stack walking options
|
|
FPlatformStackWalk::Init();
|
|
|
|
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
|