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#rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change3155268on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change3161143on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change3176441on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL3182044by Marc Audy in Main branch]
3495 lines
108 KiB
C++
3495 lines
108 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "LaunchPrivatePCH.h"
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#include "Internationalization/Internationalization.h"
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#include "Ticker.h"
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#include "ConsoleManager.h"
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#include "ExceptionHandling.h"
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#include "FileManagerGeneric.h"
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#include "TaskGraphInterfaces.h"
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#include "StatsMallocProfilerProxy.h"
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#include "Projects.h"
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#include "UProjectInfo.h"
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#include "EngineVersion.h"
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#include "ModuleManager.h"
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#include "../Resources/Version.h"
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#include "VersionManifest.h"
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#include "UObject/DevObjectVersion.h"
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#include "HAL/ThreadHeartBeat.h"
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#include "MallocProfiler.h"
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#include "NetworkVersion.h"
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#if WITH_COREUOBJECT
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#include "Internationalization/PackageLocalizationManager.h"
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#include "CoreUObject.h"
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#endif
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#if WITH_EDITOR
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#include "EditorStyle.h"
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#include "RemoteConfigIni.h"
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#include "EditorCommandLineUtils.h"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <objbase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#endif
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#if WITH_ENGINE
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#include "AudioThread.h"
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#include "AutomationController.h"
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#include "Database.h"
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#include "DerivedDataCacheInterface.h"
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#include "RenderCore.h"
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#include "ShaderCompiler.h"
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#include "DistanceFieldAtlas.h"
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#include "GlobalShader.h"
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#include "ParticleHelper.h"
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#include "PhysicsPublic.h"
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#include "PlatformFeatures.h"
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#include "DeviceProfiles/DeviceProfileManager.h"
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#include "Commandlets/Commandlet.h"
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#include "EngineService.h"
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#include "ContentStreaming.h"
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#include "HighResScreenshot.h"
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#include "HotReloadInterface.h"
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#include "ISessionService.h"
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#include "ISessionServicesModule.h"
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#include "Engine/GameInstance.h"
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#include "Net/OnlineEngineInterface.h"
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#include "Internationalization/EnginePackageLocalizationCache.h"
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#if !UE_SERVER
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#include "HeadMountedDisplay.h"
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#include "ISlateRHIRendererModule.h"
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#include "ISlateNullRendererModule.h"
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#include "EngineFontServices.h"
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#endif
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#include "MoviePlayer.h"
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#if !UE_BUILD_SHIPPING
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#include "STaskGraph.h"
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#include "IProfilerServiceModule.h"
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#endif
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#if WITH_AUTOMATION_WORKER
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#include "AutomationWorker.h"
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#endif
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#endif //WITH_ENGINE
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#if WITH_EDITOR
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#include "FeedbackContextEditor.h"
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static FFeedbackContextEditor UnrealEdWarn;
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#endif // WITH_EDITOR
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#if UE_EDITOR
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#include "DesktopPlatformModule.h"
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#endif
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#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <ObjBase.h>
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#include "HideWindowsPlatformTypes.h"
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#endif
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#if ENABLE_VISUAL_LOG
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#include "VisualLogger/VisualLogger.h"
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#endif
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#if WITH_LAUNCHERCHECK
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#include "LauncherCheck.h"
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#endif
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#if WITH_COREUOBJECT
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#ifndef USE_LOCALIZED_PACKAGE_CACHE
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#define USE_LOCALIZED_PACKAGE_CACHE 1
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#endif
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#else
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#define USE_LOCALIZED_PACKAGE_CACHE 0
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#endif
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// Pipe output to std output
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// This enables UBT to collect the output for it's own use
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class FOutputDeviceStdOutput : public FOutputDevice
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{
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public:
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FOutputDeviceStdOutput()
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{
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bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
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}
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virtual ~FOutputDeviceStdOutput()
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{
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}
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virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
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{
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if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
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{
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#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
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wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#else
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wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#endif
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fflush(stdout);
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}
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}
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private:
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bool bAllowLogVerbosity;
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};
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// Exits the game/editor if any of the specified phrases appears in the log output
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class FOutputDeviceTestExit : public FOutputDevice
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{
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TArray<FString> ExitPhrases;
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public:
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FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
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: ExitPhrases(InExitPhrases)
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{
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}
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virtual ~FOutputDeviceTestExit()
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{
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}
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virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
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{
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if (!GIsRequestingExit)
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{
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for (auto& Phrase : ExitPhrases)
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{
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if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
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{
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#if WITH_ENGINE
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if (GEngine != nullptr)
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{
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if (GIsEditor)
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{
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GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
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}
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else
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{
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GEngine->Exec(nullptr, TEXT("QUIT"));
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}
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}
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#else
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FPlatformMisc::RequestExit(true);
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#endif
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break;
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}
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}
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}
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}
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};
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static TScopedPointer<FOutputDeviceConsole> GScopedLogConsole;
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static TScopedPointer<FOutputDeviceStdOutput> GScopedStdOut;
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static TScopedPointer<FOutputDeviceTestExit> GScopedTestExit;
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#if WITH_ENGINE
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static void RHIExitAndStopRHIThread()
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{
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#if HAS_GPU_STATS
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FRealtimeGPUProfiler::Get()->Release();
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#endif
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RHIExit();
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// Stop the RHI Thread
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if (GUseRHIThread)
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{
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DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
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FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
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}
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}
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#endif
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/**
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* Initializes std out device and adds it to GLog
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**/
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void InitializeStdOutDevice()
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{
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// Check if something is trying to initialize std out device twice.
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check(!GScopedStdOut.IsValid());
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GScopedStdOut = new FOutputDeviceStdOutput();
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GLog->AddOutputDevice(GScopedStdOut.GetOwnedPointer());
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}
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bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
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{
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const TCHAR *CmdLine = InCmdLine;
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FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
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// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
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// VC++ tends to do this in its "external tools" config
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FirstCommandLineToken = FirstCommandLineToken.Trim();
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//
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OutProjectFilePath = TEXT("");
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OutGameName = TEXT("");
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if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
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{
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// The first command line argument could be the project file if it exists or the game name if not launching with a project file
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const FString ProjectFilePath = FString(FirstCommandLineToken);
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if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
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{
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OutProjectFilePath = FirstCommandLineToken;
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// Here we derive the game name from the project file
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OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
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return true;
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}
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else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
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{
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// Full game name is assumed to be the first token
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OutGameName = MoveTemp(FirstCommandLineToken);
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// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
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OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
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return true;
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}
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}
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#if WITH_EDITOR
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if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
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{
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return true;
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}
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#endif
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return false;
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}
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bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
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{
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if (GIsGameAgnosticExe)
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{
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// Initialize GameName to an empty string. Populate it below.
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FApp::SetGameName(TEXT(""));
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FString ProjFilePath;
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FString LocalGameName;
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if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
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{
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// Only set the game name if this is NOT a program...
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if (FPlatformProperties::IsProgram() == false)
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{
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FApp::SetGameName(*LocalGameName);
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}
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OutGameProjectFilePathUnnormalized = ProjFilePath;
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FPaths::SetProjectFilePath(ProjFilePath);
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}
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#if UE_GAME
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else
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{
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// Try to use the executable name as the game name.
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LocalGameName = FPlatformProcess::ExecutableName();
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int32 FirstCharToRemove = INDEX_NONE;
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if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
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{
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LocalGameName = LocalGameName.Left(FirstCharToRemove);
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}
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FApp::SetGameName(*LocalGameName);
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// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
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if (LocalGameName != TEXT("UE4Game"))
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{
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ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
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OutGameProjectFilePathUnnormalized = ProjFilePath;
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FPaths::SetProjectFilePath(ProjFilePath);
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}
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}
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#endif
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static bool bPrinted = false;
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if (!bPrinted)
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{
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bPrinted = true;
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if (FApp::HasGameName())
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{
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UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
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}
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else
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{
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if (FPlatformProperties::RequiresCookedData())
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{
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UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
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}
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else
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{
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UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
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}
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}
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}
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}
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else
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{
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FString ProjFilePath;
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FString LocalGameName;
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if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
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{
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if (FPlatformProperties::RequiresCookedData())
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{
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// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
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if (LocalGameName != FApp::GetGameName())
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{
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UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
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}
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}
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// Only set the game name if this is NOT a program...
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if (FPlatformProperties::IsProgram() == false)
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{
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FApp::SetGameName(*LocalGameName);
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}
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OutGameProjectFilePathUnnormalized = ProjFilePath;
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FPaths::SetProjectFilePath(ProjFilePath);
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}
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// In a non-game agnostic exe, the game name should already be assigned by now.
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if (!FApp::HasGameName())
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{
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UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
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}
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}
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return true;
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}
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void LaunchFixGameNameCase()
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{
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#if PLATFORM_DESKTOP && !IS_PROGRAM
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// This is to make sure this function is not misused and is only called when the game name is set
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check(FApp::HasGameName());
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// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
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if (FPaths::IsProjectFilePathSet())
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{
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const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
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|
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const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
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if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
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{
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if (GameName == FApp::GetGameName()) // case insensitive compare
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{
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FApp::SetGameName(*GameName);
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}
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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}')."),
|
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FText::FromString(*GameName),
|
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FText::FromString(FApp::GetGameName()));
|
|
if (!GIsBuildMachine)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
|
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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
|
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}
|
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|
|
|
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static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
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{
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if (OutFailedToInitialize)
|
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{
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*OutFailedToInitialize = false;
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|
}
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if ( bOutShouldBeUsed )
|
|
{
|
|
*bOutShouldBeUsed = false;
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|
}
|
|
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
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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;
|
|
}
|
|
}
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else
|
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{
|
|
// Make sure it won't be used.
|
|
WrapperFile = nullptr;
|
|
}
|
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return WrapperFile;
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}
|
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|
|
|
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/**
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* Look for any file overrides on the command line (i.e. network connection file handler)
|
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*/
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bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
|
|
{
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OutFileOverrideFound = false;
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|
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// Get the physical platform file.
|
|
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
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|
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// Try to create pak file wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
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{
|
|
CurrentPlatformFile = PlatformFile;
|
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
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}
|
|
}
|
|
|
|
// Try to create sandbox wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
|
|
// Streaming network wrapper (it has a priority over normal network wrapper)
|
|
bool bNetworkFailedToInitialize = false;
|
|
do
|
|
{
|
|
bool bShouldUseStreamingFile = false;
|
|
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
|
|
// if streaming network platform file was tried this loop don't try this one
|
|
// Network file wrapper (only create if the streaming wrapper hasn't been created)
|
|
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
|
|
{
|
|
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
|
|
if (NetworkPlatformFile)
|
|
{
|
|
CurrentPlatformFile = NetworkPlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
|
|
if (bNetworkFailedToInitialize)
|
|
{
|
|
FString HostIpString;
|
|
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
|
|
#if PLATFORM_REQUIRES_FILESERVER
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
|
|
FPlatformProcess::Sleep(5.0f);
|
|
uint32 Result = 2;
|
|
#else //PLATFORM_REQUIRES_FILESERVER
|
|
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
|
|
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
|
|
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
|
|
#endif //PLATFORM_REQUIRES_FILESERVER
|
|
|
|
if (Result == EAppReturnType::No)
|
|
{
|
|
break;
|
|
}
|
|
else if (Result == EAppReturnType::Cancel)
|
|
{
|
|
// Cancel - return a failure, and quit
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
while (bNetworkFailedToInitialize);
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Try to create file profiling wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file timings stats wrapper
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
// Try and create file open log wrapper (lists the order files are first opened)
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
#endif //#if !UE_BUILD_SHIPPING
|
|
|
|
// Wrap the above in a file logging singleton if requested
|
|
{
|
|
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
|
|
if (PlatformFile)
|
|
{
|
|
CurrentPlatformFile = PlatformFile;
|
|
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
|
|
}
|
|
}
|
|
|
|
// If our platform file is different than it was when we started, then an override was used
|
|
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LaunchHasIncompleteGameName()
|
|
{
|
|
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// Verify this is a legitimate game name
|
|
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
|
|
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
|
|
{
|
|
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
|
|
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void LaunchUpdateMostRecentProjectFile()
|
|
{
|
|
// If we are launching without a game name or project file, we should use the last used project file, if it exists
|
|
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
|
|
FString RecentProjectFileContents;
|
|
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
|
|
{
|
|
if ( RecentProjectFileContents.Len() )
|
|
{
|
|
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
|
|
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
|
|
{
|
|
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
|
|
// This indicates that there was a problem loading the project.
|
|
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
|
|
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
|
|
}
|
|
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
|
|
{
|
|
// The previously loaded project file was found. Change the game name here and update the project file path
|
|
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
|
|
FPaths::SetProjectFilePath(RecentProjectFileContents);
|
|
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
|
|
|
|
// Write a file indicating that we are trying to auto-load a project.
|
|
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
|
|
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
|
|
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
FEngineLoop implementation.
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
FEngineLoop::FEngineLoop()
|
|
#if WITH_ENGINE
|
|
: EngineService(nullptr)
|
|
#endif
|
|
{ }
|
|
|
|
|
|
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
|
|
{
|
|
FMemory::SetupTLSCachesOnCurrentThread();
|
|
|
|
FString CmdLine;
|
|
|
|
// loop over the parameters, skipping the first one (which is the executable name)
|
|
for (int32 Arg = 1; Arg < ArgC; Arg++)
|
|
{
|
|
FString ThisArg = ArgV[Arg];
|
|
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
|
|
{
|
|
int32 EqualsAt = ThisArg.Find(TEXT("="));
|
|
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
|
|
{
|
|
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
|
|
|
|
}
|
|
else
|
|
{
|
|
ThisArg = FString("\"") + ThisArg + FString("\"");
|
|
}
|
|
}
|
|
|
|
CmdLine += ThisArg;
|
|
// put a space between each argument (not needed after the end)
|
|
if (Arg + 1 < ArgC)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
}
|
|
}
|
|
|
|
// append the additional extra command line
|
|
if (AdditionalCommandline)
|
|
{
|
|
CmdLine += TEXT(" ");
|
|
CmdLine += AdditionalCommandline;
|
|
}
|
|
|
|
// send the command line without the exe name
|
|
return GEngineLoop.PreInit(*CmdLine);
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
bool IsServerDelegateForOSS(FName WorldContextHandle)
|
|
{
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
UWorld* World = nullptr;
|
|
#if WITH_EDITOR
|
|
if (WorldContextHandle != NAME_None)
|
|
{
|
|
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
|
|
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
|
|
World = WorldContext.World();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
ensure(WorldContextHandle == NAME_None);
|
|
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
|
|
|
|
if (GameEngine)
|
|
{
|
|
World = GameEngine->GetGameWorld();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
|
|
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
|
|
}
|
|
#endif
|
|
|
|
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
|
|
|
|
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
|
|
{
|
|
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
|
|
{
|
|
FPlatformMisc::SetUTF8Output();
|
|
}
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
|
|
// also realize that command lines can be pulled from the network at a slightly later time.
|
|
if (!FCommandLine::Set(CmdLine))
|
|
{
|
|
// Fail, shipping builds will crash if setting command line fails
|
|
return -1;
|
|
}
|
|
|
|
#if WITH_LAUNCHERCHECK
|
|
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
|
|
{
|
|
// Tell Launcher to run us instead
|
|
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
|
|
// We wish to exit
|
|
GIsRequestingExit = true;
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if STATS
|
|
// Create the stats malloc profiler proxy.
|
|
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
|
|
{
|
|
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
|
|
{
|
|
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
|
|
}
|
|
// Assumes no concurrency here.
|
|
GMalloc = FStatsMallocProfilerProxy::Get();
|
|
}
|
|
#endif // STATS
|
|
|
|
// Name of project file before normalization (as specified in command line).
|
|
// Used to fixup project name if necessary.
|
|
FString GameProjectFilePathUnnormalized;
|
|
|
|
// Set GameName, based on the command line
|
|
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
|
|
{
|
|
// If it failed, do not continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize log console here to avoid statics initialization issues when launched from the command line.
|
|
GScopedLogConsole = FPlatformOutputDevices::GetLogConsole();
|
|
|
|
// Always enable the backlog so we get all messages, we will disable and clear it in the game
|
|
// as soon as we determine whether GIsEditor == false
|
|
GLog->EnableBacklog(true);
|
|
|
|
// Initialize std out device as early as possible if requested in the command line
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FPlatformProperties::SupportsQuit())
|
|
{
|
|
FString ExitPhrases;
|
|
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
|
|
{
|
|
TArray<FString> ExitPhrasesList;
|
|
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
|
|
{
|
|
GScopedTestExit = new FOutputDeviceTestExit(ExitPhrasesList);
|
|
GLog->AddOutputDevice(GScopedTestExit.GetOwnedPointer());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
|
|
{
|
|
GEmitDrawEvents = true;
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// Switch into executable's directory (may be required by some of the platform file overrides)
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// This fixes up the relative project path, needs to happen before we set platform file paths
|
|
if (FPlatformProperties::IsProgram() == false)
|
|
{
|
|
if (FPaths::IsProjectFilePathSet())
|
|
{
|
|
FString ProjPath = FPaths::GetProjectFilePath();
|
|
if (FPaths::FileExists(ProjPath) == false)
|
|
{
|
|
// display it multiple ways, it's very important error message...
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
|
|
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
|
|
// Use the uprojectdirs
|
|
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
|
|
if (GameProjectFile.IsEmpty() == false)
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
|
|
FPaths::SetProjectFilePath(GameProjectFile);
|
|
|
|
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
|
|
FString OldCommandLine = FString(FCommandLine::Get());
|
|
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
|
|
FCommandLine::Set(*OldCommandLine);
|
|
CmdLine = FCommandLine::Get();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// allow the command line to override the platform file singleton
|
|
bool bFileOverrideFound = false;
|
|
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
|
|
{
|
|
// if it failed, we cannot continue
|
|
return 1;
|
|
}
|
|
|
|
// Initialize file manager
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
if( GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
|
|
if ( LaunchHasIncompleteGameName() )
|
|
{
|
|
// We did not find a non-suffixed folder and we DID find the suffixed one.
|
|
// The engine MUST be launched with <GameName>Game.
|
|
const FText GameNameText = FText::FromString(FApp::GetGameName());
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// remember thread id of the main thread
|
|
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
|
|
GIsGameThreadIdInitialized = true;
|
|
|
|
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
|
|
FPlatformProcess::SetupGameThread();
|
|
|
|
// Figure out whether we're the editor, ucc or the game.
|
|
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
|
|
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
|
|
const TCHAR* ParsedCmdLine = CommandLineCopy;
|
|
|
|
FString Token = FParse::Token( ParsedCmdLine, 0);
|
|
|
|
#if WITH_ENGINE
|
|
TArray<FString> Tokens;
|
|
TArray<FString> Switches;
|
|
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
|
|
|
|
bool bHasCommandletToken = false;
|
|
|
|
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
|
|
{
|
|
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Tokens[TokenIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
|
|
{
|
|
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
|
|
{
|
|
bHasCommandletToken = true;
|
|
Token = Switches[SwitchIndex];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
|
|
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
|
|
// VC++ tends to do this in its "external tools" config
|
|
Token = Token.Trim();
|
|
|
|
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
|
|
FString NormalizedToken = Token;
|
|
FPaths::NormalizeFilename(NormalizedToken);
|
|
|
|
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
|
|
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
|
|
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
|
|
|
|
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// first item on command line was the game name, remove it in all cases
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
|
|
ParsedCmdLine = CommandLineCopy;
|
|
|
|
// Set a new command-line that doesn't include the game name as the first argument
|
|
FCommandLine::Set(ParsedCmdLine);
|
|
|
|
Token = FParse::Token( ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
|
|
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
|
|
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
|
|
// the second MyGame is a map or not)
|
|
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
|
|
{
|
|
Token = FParse::Token(ParsedCmdLine, 0);
|
|
Token = Token.Trim();
|
|
}
|
|
|
|
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
|
|
{
|
|
// Convert it to relative if possible...
|
|
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
|
|
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
|
|
{
|
|
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// look early for the editor token
|
|
bool bHasEditorToken = false;
|
|
|
|
#if UE_EDITOR
|
|
// Check each token for '-game', '-server' or '-run='
|
|
bool bIsNotEditor = false;
|
|
|
|
// This isn't necessarily pretty, but many requests have been made to allow
|
|
// UE4Editor.exe <GAMENAME> -game <map>
|
|
// or
|
|
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
|
|
// We don't want to remove the -game from the commandline just yet in case
|
|
// we need it for something later. So, just move it to the end for now...
|
|
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
|
|
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
|
|
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bFirstTokenIsModeOverride)
|
|
{
|
|
bIsNotEditor = true;
|
|
if (bFirstTokenIsGame || bFirstTokenIsServer)
|
|
{
|
|
// Move the token to the end of the list...
|
|
FString RemainingCommandline = ParsedCmdLine;
|
|
RemainingCommandline = RemainingCommandline.Trim();
|
|
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
|
|
FCommandLine::Set(*RemainingCommandline);
|
|
}
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
}
|
|
|
|
if (bHasCommandletToken)
|
|
{
|
|
// will be reset later once the commandlet class loaded
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
|
|
if( !bIsNotEditor && GIsGameAgnosticExe )
|
|
{
|
|
// If we launched without a game name or project name, try to load the most recently loaded project file.
|
|
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
|
|
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
|
|
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
|
|
if (bLoadMostRecentProjectFileIfItExists )
|
|
{
|
|
LaunchUpdateMostRecentProjectFile();
|
|
}
|
|
}
|
|
|
|
FString CheckToken = Token;
|
|
bool bFoundValidToken = false;
|
|
while (!bFoundValidToken && (CheckToken.Len() > 0))
|
|
{
|
|
if (!bIsNotEditor)
|
|
{
|
|
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
|
|
if (bHasNonEditorToken)
|
|
{
|
|
bIsNotEditor = true;
|
|
bFoundValidToken = true;
|
|
}
|
|
}
|
|
|
|
CheckToken = FParse::Token(ParsedCmdLine, 0);
|
|
}
|
|
|
|
bHasEditorToken = !bIsNotEditor;
|
|
#elif WITH_ENGINE
|
|
const TCHAR* CommandletCommandLine = nullptr;
|
|
if (bHasCommandletToken)
|
|
{
|
|
#if STATS
|
|
// Leave the stats enabled.
|
|
if (!FStats::EnabledForCommandlet())
|
|
{
|
|
FThreadStats::MasterDisableForever();
|
|
}
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
#if WITH_EDITOR && WITH_EDITORONLY_DATA
|
|
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
|
|
//@todo. Is this something we need to support?
|
|
bHasEditorToken = Token == TEXT("EDITOR");
|
|
#else
|
|
// Game, server and commandlets never set the editor token
|
|
bHasEditorToken = false;
|
|
#endif
|
|
#endif //UE_EDITOR
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Benchmarking.
|
|
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
|
|
#else
|
|
FApp::SetBenchmarking(false);
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
|
|
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
|
|
|
|
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
|
|
|
|
FApp::bUseFixedSeed = bDeterministic || FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("FixedSeed"));
|
|
|
|
// Initialize random number generator.
|
|
{
|
|
uint32 Seed1 = 0;
|
|
uint32 Seed2 = 0;
|
|
|
|
if(!FApp::bUseFixedSeed)
|
|
{
|
|
Seed1 = FPlatformTime::Cycles();
|
|
Seed2 = FPlatformTime::Cycles();
|
|
}
|
|
|
|
FMath::RandInit(Seed1);
|
|
FMath::SRandInit(Seed2);
|
|
|
|
UE_LOG(LogInit, Display, TEXT("RandInit(%d) SRandInit(%d)."), Seed1, Seed2);
|
|
}
|
|
|
|
// Set up the module list and version information, if it's not compiled-in
|
|
#if !IS_MONOLITHIC && BUILT_FROM_CHANGELIST == 0
|
|
static FVersionedModuleEnumerator ModuleEnumerator;
|
|
if(ModuleEnumerator.RegisterWithModuleManager())
|
|
{
|
|
const FVersionManifest& Manifest = ModuleEnumerator.GetInitialManifest();
|
|
if(Manifest.Changelist != 0 && !FEngineVersion::OverrideCurrentVersionChangelist(Manifest.Changelist, Manifest.CompatibleChangelist))
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Couldn't update engine changelist to %d."), Manifest.Changelist);
|
|
}
|
|
UE_LOG(LogInit, Log, TEXT("Using version manifest at CL %d with build ID '%s'"), Manifest.Changelist, *Manifest.BuildId);
|
|
}
|
|
#endif
|
|
|
|
#if !IS_PROGRAM
|
|
if ( !GIsGameAgnosticExe && FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// If we are using a non-agnostic exe where a name was specified but we did not specify a project path. Assemble one based on the game name.
|
|
const FString ProjectFilePath = FPaths::Combine(*FPaths::GameDir(), *FString::Printf(TEXT("%s.%s"), FApp::GetGameName(), *FProjectDescriptor::GetExtension()));
|
|
FPaths::SetProjectFilePath(ProjectFilePath);
|
|
}
|
|
#endif
|
|
|
|
// Now verify the project file if we have one
|
|
if (FPaths::IsProjectFilePathSet()
|
|
#if IS_PROGRAM
|
|
// Programs don't need uproject files to exist, but some do specify them and if they exist we should load them
|
|
&& FPaths::FileExists(FPaths::GetProjectFilePath())
|
|
#endif
|
|
)
|
|
{
|
|
if (!IProjectManager::Get().LoadProjectFile(FPaths::GetProjectFilePath()))
|
|
{
|
|
// The project file was invalid or saved with a newer version of the engine. Exit.
|
|
UE_LOG(LogInit, Warning, TEXT("Could not find a valid project file, the engine will exit now."));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
#if !IS_PROGRAM
|
|
if( FApp::HasGameName() )
|
|
{
|
|
// Tell the module manager what the game binaries folder is
|
|
const FString GameBinariesDirectory = FPaths::Combine( FPlatformMisc::GameDir(), TEXT( "Binaries" ), FPlatformProcess::GetBinariesSubdirectory() );
|
|
FModuleManager::Get().SetGameBinariesDirectory(*GameBinariesDirectory);
|
|
|
|
LaunchFixGameNameCase();
|
|
}
|
|
#endif
|
|
|
|
// initialize task graph sub-system with potential multiple threads
|
|
FTaskGraphInterface::Startup( FPlatformMisc::NumberOfCores() );
|
|
FTaskGraphInterface::Get().AttachToThread( ENamedThreads::GameThread );
|
|
|
|
#if STATS
|
|
FThreadStats::StartThread();
|
|
#endif
|
|
|
|
FScopeCycleCounter CycleCount_AfterStats( GET_STATID( STAT_FEngineLoop_PreInit_AfterStats ) );
|
|
|
|
// Load Core modules required for everything else to work (needs to be loaded before InitializeRenderingCVarsCaching)
|
|
if (!LoadCoreModules())
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Failed to load Core modules."));
|
|
return 1;
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
extern ENGINE_API void InitializeRenderingCVarsCaching();
|
|
InitializeRenderingCVarsCaching();
|
|
#endif
|
|
|
|
bool bTokenDoesNotHaveDash = Token.Len() && FCString::Strnicmp(*Token, TEXT("-"), 1) != 0;
|
|
|
|
#if WITH_EDITOR
|
|
// If we're running as an game but don't have a project, inform the user and exit.
|
|
if (bHasEditorToken == false && bHasCommandletToken == false)
|
|
{
|
|
if ( !FPaths::IsProjectFilePathSet() )
|
|
{
|
|
//@todo this is too early to localize
|
|
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("Engine", "UE4RequiresProjectFiles", "UE4 games require a project file as the first parameter."));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (GIsUCCMakeStandaloneHeaderGenerator)
|
|
{
|
|
// Rebuilding script requires some hacks in the engine so we flag that.
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
{
|
|
GThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
|
|
|
|
// we are only going to give dedicated servers one pool thread
|
|
if (FPlatformProperties::IsServerOnly())
|
|
{
|
|
NumThreadsInThreadPool = 1;
|
|
}
|
|
verify(GThreadPool->Create(NumThreadsInThreadPool, 128 * 1024));
|
|
}
|
|
#if USE_NEW_ASYNC_IO
|
|
{
|
|
GIOThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
|
|
if (FPlatformProperties::IsServerOnly())
|
|
{
|
|
NumThreadsInThreadPool = 2;
|
|
}
|
|
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
|
|
}
|
|
#endif // USE_NEW_ASYNC_IO
|
|
|
|
#if WITH_EDITOR
|
|
// when we are in the editor we like to do things like build lighting and such
|
|
// this thread pool can be used for those purposes
|
|
GLargeThreadPool = FQueuedThreadPool::Allocate();
|
|
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
|
|
|
|
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, 128 * 1024));
|
|
#endif
|
|
}
|
|
|
|
// Get a pointer to the log output device
|
|
GLogConsole = GScopedLogConsole.GetOwnedPointer();
|
|
|
|
LoadPreInitModules();
|
|
|
|
// Start the application
|
|
if(!AppInit())
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
// Initialize system settings before anyone tries to use it...
|
|
GSystemSettings.Initialize( bHasEditorToken );
|
|
|
|
// Apply renderer settings from console variables stored in the INI.
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.NetworkSettings"), *GEngineIni, ECVF_SetByProjectSetting);
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
|
|
UGameUserSettings::PreloadResolutionSettings();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// As early as possible to avoid expensive re-init of subsystems,
|
|
// after SystemSettings.ini file loading so we get the right state,
|
|
// before ConsoleVariables.ini so the local developer can always override.
|
|
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
|
|
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
|
|
|
|
// Set all CVars which have been setup in the device profiles.
|
|
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
|
|
|
|
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
|
|
{
|
|
GUseThreadedRendering = true;
|
|
}
|
|
#endif
|
|
|
|
FConfigCacheIni::LoadConsoleVariablesFromINI();
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
|
|
|
|
// platform specific initialization now that the SystemSettings are loaded
|
|
FPlatformMisc::PlatformInit();
|
|
FPlatformMemory::Init();
|
|
}
|
|
|
|
// Let LogConsole know what ini file it should use to save its setting on exit.
|
|
// We can't use GGameIni inside log console because it's destroyed in the global
|
|
// scoped pointer and at that moment GGameIni may already be gone.
|
|
if( GLogConsole != nullptr )
|
|
{
|
|
GLogConsole->SetIniFilename(*GGameIni);
|
|
}
|
|
|
|
|
|
#if CHECK_PUREVIRTUALS
|
|
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
|
|
FPlatformMisc::RequestExit(false);
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
// allow for game explorer processing (including parental controls) and firewalls installation
|
|
if (!FPlatformMisc::CommandLineCommands())
|
|
{
|
|
FPlatformMisc::RequestExit(false);
|
|
}
|
|
|
|
bool bIsSeekFreeDedicatedServer = false;
|
|
bool bIsRegularClient = false;
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
// See whether the first token on the command line is a commandlet.
|
|
|
|
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
|
|
GIsClient = true;
|
|
GIsServer = true;
|
|
#if WITH_EDITOR
|
|
GIsEditor = true;
|
|
#endif //WITH_EDITOR
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
|
|
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
|
|
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
|
|
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
|
|
|
|
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
|
|
// UCommandlet class if Token is empty.
|
|
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
|
|
if (!bTokenDoesNotHaveDash)
|
|
{
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
bDefinitelyCommandlet = true;
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
|
|
|
|
if (TempCommandletClass)
|
|
{
|
|
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
|
|
|
|
Token += TEXT("Commandlet");
|
|
bDefinitelyCommandlet = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bDefinitelyCommandlet)
|
|
{
|
|
bIsRegularClient = true;
|
|
GIsClient = true;
|
|
GIsServer = false;
|
|
#if WITH_EDITORONLY_DATA
|
|
GIsEditor = false;
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
}
|
|
}
|
|
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
GIsClient = false;
|
|
GIsServer = true;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
#if WITH_EDITOR
|
|
GIsEditor = false;
|
|
#endif
|
|
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
|
|
}
|
|
|
|
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
|
|
// we meet all the criteria, initialize it now.
|
|
if (!GScopedStdOut.IsValid() && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
|
|
{
|
|
InitializeStdOutDevice();
|
|
}
|
|
|
|
#if !USE_NEW_ASYNC_IO
|
|
FIOSystem::Get(); // force it to be created if it isn't already
|
|
#endif
|
|
|
|
// allow the platform to start up any features it may need
|
|
IPlatformFeaturesModule::Get();
|
|
|
|
// Init physics engine before loading anything, in case we want to do things like cook during post-load.
|
|
InitGamePhys();
|
|
|
|
// Delete temporary files in cache.
|
|
FPlatformProcess::CleanFileCache();
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
GIsDemoMode = FParse::Param( FCommandLine::Get(), TEXT( "DEMOMODE" ) );
|
|
#endif
|
|
|
|
if (bHasEditorToken)
|
|
{
|
|
#if WITH_EDITOR
|
|
|
|
// We're the editor.
|
|
GIsClient = true;
|
|
GIsServer = true;
|
|
GIsEditor = true;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
|
|
GWarn = &UnrealEdWarn;
|
|
|
|
#else
|
|
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("Engine", "EditorNotSupported", "Editor not supported in this mode."));
|
|
FPlatformMisc::RequestExit(false);
|
|
return 1;
|
|
#endif //WITH_EDITOR
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
// If we're not in the editor stop collecting the backlog now that we know
|
|
if (!GIsEditor)
|
|
{
|
|
GLog->EnableBacklog( false );
|
|
}
|
|
#if WITH_ENGINE
|
|
|
|
EndInitTextLocalization();
|
|
|
|
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowAudioThread())
|
|
{
|
|
bool bUseThreadedAudio = false;
|
|
if (!GIsEditor)
|
|
{
|
|
GConfig->GetBool(TEXT("Audio"), TEXT("UseAudioThread"), bUseThreadedAudio, GEngineIni);
|
|
}
|
|
FAudioThread::SetUseThreadedAudio(bUseThreadedAudio);
|
|
}
|
|
|
|
if (FPlatformProcess::SupportsMultithreading() && !IsRunningDedicatedServer() && (bIsRegularClient || bHasEditorToken))
|
|
{
|
|
FPlatformSplash::Show();
|
|
}
|
|
|
|
if (!IsRunningDedicatedServer() && (bHasEditorToken || bIsRegularClient))
|
|
{
|
|
// Init platform application
|
|
FSlateApplication::Create();
|
|
}
|
|
else
|
|
{
|
|
// If we're not creating the slate application there is some basic initialization
|
|
// that it does that still must be done
|
|
EKeys::Initialize();
|
|
FCoreStyle::ResetToDefault();
|
|
}
|
|
|
|
if (GIsEditor)
|
|
{
|
|
// The editor makes use of all cultures in its UI, so pre-load the resource data now to avoid a hitch later
|
|
FInternationalization::Get().LoadAllCultureData();
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
FPackageLocalizationManager::Get().InitializeFromLazyCallback([](FPackageLocalizationManager& InPackageLocalizationManager)
|
|
{
|
|
InPackageLocalizationManager.InitializeFromCache(MakeShareable(new FEnginePackageLocalizationCache()));
|
|
});
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
|
|
// Initialize the RHI.
|
|
RHIInit(bHasEditorToken);
|
|
|
|
if (!FPlatformProperties::RequiresCookedData())
|
|
{
|
|
check(!GShaderCompilingManager);
|
|
GShaderCompilingManager = new FShaderCompilingManager();
|
|
|
|
check(!GDistanceFieldAsyncQueue);
|
|
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
|
|
}
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
|
|
|
|
// Initialize shader types before loading any shaders
|
|
InitializeShaderTypes();
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// Load the global shaders.
|
|
// if (!IsRunningCommandlet())
|
|
// hack: don't load global shaders if we are cooking we will load the shaders for the correct platform later
|
|
FString Commandline = FCommandLine::Get();
|
|
if (!IsRunningDedicatedServer() &&
|
|
Commandline.Contains(TEXT("cookcommandlet")) == false &&
|
|
Commandline.Contains(TEXT("run=cook")) == false )
|
|
// if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
|
|
{
|
|
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
|
|
{
|
|
// This means we can't continue without the global shader map.
|
|
return 1;
|
|
}
|
|
}
|
|
else if (FPlatformProperties::RequiresCookedData() == false)
|
|
{
|
|
GetDerivedDataCacheRef();
|
|
}
|
|
|
|
// In order to be able to use short script package names get all script
|
|
// package names from ini files and register them with FPackageName system.
|
|
FPackageName::RegisterShortPackageNamesForUObjectModules();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
// Make sure all UObject classes are registered and default properties have been initialized
|
|
ProcessNewlyLoadedUObjects();
|
|
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
// CoreUObject is definitely available now, so make sure the package localization cache is available
|
|
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
|
|
FPackageLocalizationManager::Get().PerformLazyInitialization();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
|
|
// Default materials may have been loaded due to dependencies when loading
|
|
// classes and class default objects. If not, do so now.
|
|
UMaterialInterface::InitDefaultMaterials();
|
|
UMaterialInterface::AssertDefaultMaterialsExist();
|
|
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
|
|
}
|
|
|
|
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
|
|
IStreamingManager::Get();
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
|
|
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
|
|
|
|
// Setup GC optimizations
|
|
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
|
|
{
|
|
GUObjectArray.DisableDisregardForGC();
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
if ( !LoadStartupCoreModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
#if !UE_SERVER// && !UE_EDITOR
|
|
if (!IsRunningDedicatedServer() && !IsRunningCommandlet())
|
|
{
|
|
TSharedRef<FSlateRenderer> SlateRenderer = GUsingNullRHI ?
|
|
FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer() :
|
|
FModuleManager::Get().GetModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer").CreateSlateRHIRenderer();
|
|
|
|
// If Slate is being used, initialize the renderer after RHIInit
|
|
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
|
|
CurrentSlateApp.InitializeRenderer( SlateRenderer );
|
|
|
|
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
|
|
}
|
|
|
|
// Create the engine font services now that the Slate renderer is ready
|
|
FEngineFontServices::Create();
|
|
#endif
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Load up all modules that need to hook into the loading screen
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
#if !UE_SERVER
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// @todo ps4: If a loading movie starts earlier, which it probably should, then please see PS4's PlatformPostInit() implementation!
|
|
|
|
// allow the movie player to load a sequence from the .inis (a PreLoadingScreen module could have already initialized a sequence, in which case
|
|
// it wouldn't have anything in it's .ini file)
|
|
GetMoviePlayer()->SetupLoadingScreenFromIni();
|
|
|
|
GetMoviePlayer()->Initialize();
|
|
GetMoviePlayer()->PlayMovie();
|
|
|
|
// do any post appInit processing, before the render thread is started.
|
|
FPlatformMisc::PlatformPostInit(!GetMoviePlayer()->IsMovieCurrentlyPlaying());
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// do any post appInit processing, before the render thread is started.
|
|
FPlatformMisc::PlatformPostInit(true);
|
|
}
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
RHIPostInit();
|
|
|
|
if (GUseThreadedRendering)
|
|
{
|
|
if (GRHISupportsRHIThread)
|
|
{
|
|
const bool DefaultUseRHIThread = true;
|
|
GUseRHIThread = DefaultUseRHIThread;
|
|
if (FParse::Param(FCommandLine::Get(),TEXT("rhithread")))
|
|
{
|
|
GUseRHIThread = true;
|
|
}
|
|
else if (FParse::Param(FCommandLine::Get(),TEXT("norhithread")))
|
|
{
|
|
GUseRHIThread = false;
|
|
}
|
|
}
|
|
StartRenderingThread();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// We need to mount the shared resources for templates (if there are any) before we try and load and game classes
|
|
FUnrealEdMisc::Get().MountTemplateSharedPaths();
|
|
#endif
|
|
|
|
if ( !LoadStartupModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
// load up the seek-free startup packages
|
|
if ( !FStartupPackages::LoadAll() )
|
|
{
|
|
// At least one startup package failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
#if WITH_COREUOBJECT
|
|
if (GUObjectArray.IsOpenForDisregardForGC())
|
|
{
|
|
GUObjectArray.CloseDisregardForGC();
|
|
}
|
|
#endif // WITH_COREUOBJECT
|
|
|
|
#if WITH_ENGINE
|
|
if (UOnlineEngineInterface::Get()->IsLoaded())
|
|
{
|
|
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(5);
|
|
|
|
if (!bHasEditorToken)
|
|
{
|
|
UClass* CommandletClass = nullptr;
|
|
|
|
if (!bIsRegularClient)
|
|
{
|
|
CommandletClass = FindObject<UClass>(ANY_PACKAGE,*Token,false);
|
|
if (!CommandletClass)
|
|
{
|
|
if (GLogConsole && !GIsSilent)
|
|
{
|
|
GLogConsole->Show(true);
|
|
}
|
|
UE_LOG(LogInit, Error, TEXT("%s looked like a commandlet, but we could not find the class."), *Token);
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
|
|
extern bool GIsConsoleExecutable;
|
|
if (GIsConsoleExecutable)
|
|
{
|
|
if (GLogConsole != nullptr && GLogConsole->IsAttached())
|
|
{
|
|
GLog->RemoveOutputDevice(GLogConsole);
|
|
}
|
|
// Setup Ctrl-C handler for console application
|
|
FPlatformMisc::SetGracefulTerminationHandler();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Bring up console unless we're a silent build.
|
|
if( GLogConsole && !GIsSilent )
|
|
{
|
|
GLogConsole->Show( true );
|
|
}
|
|
}
|
|
|
|
// print output immediately
|
|
setvbuf(stdout, nullptr, _IONBF, 0);
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Executing %s"), *CommandletClass->GetFullName() );
|
|
|
|
// Allow commandlets to individually override those settings.
|
|
UCommandlet* Default = CastChecked<UCommandlet>(CommandletClass->GetDefaultObject());
|
|
|
|
if ( GIsRequestingExit )
|
|
{
|
|
// commandlet set GIsRequestingExit during construction
|
|
return 1;
|
|
}
|
|
|
|
GIsClient = Default->IsClient;
|
|
GIsServer = Default->IsServer;
|
|
#if WITH_EDITOR
|
|
GIsEditor = Default->IsEditor;
|
|
#else
|
|
if (Default->IsEditor)
|
|
{
|
|
UE_LOG(LogInit, Error, TEXT("Cannot run editor commandlet %s with game executable."), *CommandletClass->GetFullName());
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
#endif
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
// Reset aux log if we don't want to log to the console window.
|
|
if( !Default->LogToConsole )
|
|
{
|
|
GLog->RemoveOutputDevice( GLogConsole );
|
|
}
|
|
|
|
GIsRequestingExit = true; // so CTRL-C will exit immediately
|
|
|
|
// allow the commandlet the opportunity to create a custom engine
|
|
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
|
|
if ( GEngine == nullptr )
|
|
{
|
|
#if WITH_EDITOR
|
|
if ( GIsEditor )
|
|
{
|
|
FString EditorEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
|
|
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
|
|
if (EditorEngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
|
|
}
|
|
|
|
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
|
|
GEditor->InitEditor(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
|
|
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
|
|
// must do this here so that the engine object that we create on the next line receives the correct property values
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
check(GEngine);
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
|
|
GEngine->Init(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
|
|
}
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
|
|
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
|
|
|
|
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
|
|
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
#endif
|
|
|
|
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
|
|
check(Commandlet);
|
|
Commandlet->AddToRoot();
|
|
|
|
// Execute the commandlet.
|
|
double CommandletExecutionStartTime = FPlatformTime::Seconds();
|
|
|
|
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
|
|
// with a custom version that doesn't have it.
|
|
Commandlet->ParseParms( CommandletCommandLine );
|
|
#if STATS
|
|
// We have to close the scope, otherwise we will end with broken stats.
|
|
CycleCount_AfterStats.StopAndResetStatId();
|
|
#endif // STATS
|
|
FStats::TickCommandletStats();
|
|
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
|
|
FStats::TickCommandletStats();
|
|
|
|
// Log warning/ error summary.
|
|
if( Commandlet->ShowErrorCount )
|
|
{
|
|
TArray<FString> AllErrors;
|
|
TArray<FString> AllWarnings;
|
|
GWarn->GetErrors(AllErrors);
|
|
GWarn->GetWarnings(AllWarnings);
|
|
|
|
if (AllErrors.Num() || AllWarnings.Num())
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
|
|
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
|
|
|
|
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
|
|
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
|
|
|
|
TSet<FString> ShownMessages;
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
|
|
for (const FString& ErrorMessage : AllErrors)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
|
|
}
|
|
}
|
|
|
|
SET_WARN_COLOR(COLOR_YELLOW);
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
|
|
for (const FString& WarningMessage : AllWarnings)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(WarningMessage, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
|
|
if( ErrorLevel != 0 )
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
|
|
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else if( ( AllErrors.Num() == 0 ) )
|
|
{
|
|
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
|
|
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
}
|
|
else
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
|
|
ErrorLevel = 1;
|
|
}
|
|
CLEAR_WARN_COLOR();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("Finished.") );
|
|
}
|
|
|
|
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
|
|
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
|
|
|
|
// We're ready to exit!
|
|
return ErrorLevel;
|
|
}
|
|
else
|
|
{
|
|
// We're a regular client.
|
|
check(bIsRegularClient);
|
|
|
|
if (bTokenDoesNotHaveDash)
|
|
{
|
|
// here we give people a reasonable warning if they tried to use the short name of a commandlet
|
|
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
|
|
if (TempCommandletClass)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// exit if wanted.
|
|
if( GIsRequestingExit )
|
|
{
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
AppPreExit();
|
|
// appExit is called outside guarded block.
|
|
return 1;
|
|
}
|
|
|
|
FString MatineeName;
|
|
|
|
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
|
|
{
|
|
// -1: remain on
|
|
GIsDumpingMovie = -1;
|
|
}
|
|
|
|
// If dumping movie then we do NOT want on-screen messages
|
|
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
|
|
{
|
|
GAreScreenMessagesEnabled = false;
|
|
}
|
|
|
|
// Don't update INI files if benchmarking or -noini
|
|
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
|
|
{
|
|
GConfig->Detach( GEngineIni );
|
|
GConfig->Detach( GInputIni );
|
|
GConfig->Detach( GGameIni );
|
|
GConfig->Detach( GEditorIni );
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
delete [] CommandLineCopy;
|
|
|
|
// initialize the pointer, as it is deleted before being assigned in the first frame
|
|
PendingCleanupObjects = nullptr;
|
|
|
|
// Initialize profile visualizers.
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
|
|
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
|
|
}
|
|
#endif
|
|
|
|
// Init HighRes screenshot system, unless running on server
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
GetHighResScreenshotConfig().Init();
|
|
}
|
|
|
|
#else // WITH_ENGINE
|
|
EndInitTextLocalization();
|
|
#if USE_LOCALIZED_PACKAGE_CACHE
|
|
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
|
|
#endif // USE_LOCALIZED_PACKAGE_CACHE
|
|
FPlatformMisc::PlatformPostInit();
|
|
#endif // WITH_ENGINE
|
|
|
|
//run automation smoke tests now that everything is setup to run
|
|
FAutomationTestFramework::Get().RunSmokeTests();
|
|
|
|
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
|
|
return 0;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadCoreModules()
|
|
{
|
|
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
|
|
#if WITH_COREUOBJECT
|
|
bool bResult = FModuleManager::Get().LoadModule(TEXT("CoreUObject")).IsValid();
|
|
return bResult;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::LoadPreInitModules()
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
|
|
|
|
// GGetMapNameDelegate is initialized here
|
|
#if WITH_ENGINE
|
|
FModuleManager::Get().LoadModule(TEXT("Engine"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Renderer"));
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
|
|
|
|
FPlatformMisc::LoadPreInitModules();
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer() )
|
|
{
|
|
if (!GUsingNullRHI)
|
|
{
|
|
// This needs to be loaded before InitializeShaderTypes is called
|
|
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("Landscape"));
|
|
|
|
// Initialize ShaderCore before loading or compiling any shaders,
|
|
// But after Renderer and any other modules which implement shader types.
|
|
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
// Load the texture compressor module before any textures load. They may
|
|
// compress asynchronously and that can lead to a race condition.
|
|
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
|
|
#endif
|
|
#endif // WITH_ENGINE
|
|
}
|
|
|
|
|
|
#if WITH_ENGINE
|
|
|
|
bool FEngineLoop::LoadStartupCoreModules()
|
|
{
|
|
FScopedSlowTask SlowTask(100);
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
|
|
|
|
bool bSuccess = true;
|
|
|
|
// Load all Runtime modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("Core"));
|
|
FModuleManager::Get().LoadModule(TEXT("Networking"));
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
FPlatformMisc::LoadStartupModules();
|
|
|
|
// initialize messaging
|
|
SlowTask.EnterProgressFrame(10);
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
#if WITH_EDITOR
|
|
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load UI modules
|
|
SlowTask.EnterProgressFrame(10);
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule("Slate");
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
|
|
FModuleManager::Get().LoadModule("SlateReflector");
|
|
#endif // !UE_BUILD_SHIPPING
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
#else
|
|
if ( !IsRunningDedicatedServer() )
|
|
{
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load all Development modules
|
|
SlowTask.EnterProgressFrame(20);
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("MessageLog");
|
|
FModuleManager::Get().LoadModule("CollisionAnalyzer");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
}
|
|
|
|
#if WITH_UNREAL_DEVELOPER_TOOLS
|
|
FModuleManager::Get().LoadModule("FunctionalTesting");
|
|
#endif //WITH_UNREAL_DEVELOPER_TOOLS
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
|
|
// cooking needs this module too
|
|
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
|
|
|
|
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
|
|
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
|
|
FModuleManager::Get().LoadModule(TEXT("VREditor"));
|
|
}
|
|
// -----------------------------------------------------
|
|
|
|
// HACK: load AbilitySystem editor as early as possible for statically initialized assets (non cooked BT assets needs it)
|
|
// cooking needs this module too
|
|
bool bGameplayAbilitiesEnabled = false;
|
|
GConfig->GetBool(TEXT("GameplayAbilities"), TEXT("GameplayAbilitiesEditorEnabled"), bGameplayAbilitiesEnabled, GEngineIni);
|
|
if (bGameplayAbilitiesEnabled)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("GameplayAbilitiesEditor"));
|
|
}
|
|
|
|
// -----------------------------------------------------
|
|
|
|
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
|
|
// cooking needs this module too
|
|
bool bEnvironmentQueryEditor = false;
|
|
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
|
|
if (bEnvironmentQueryEditor
|
|
#if WITH_EDITOR
|
|
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
|
|
#endif // WITH_EDITOR
|
|
)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
|
|
}
|
|
|
|
// We need this for blueprint projects that have online functionality.
|
|
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
|
|
|
|
if (IsRunningCommandlet())
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
|
|
FModuleManager::Get().LoadModule(TEXT("Blutility"));
|
|
}
|
|
|
|
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
|
|
#if WITH_ENGINE
|
|
// Load runtime client modules (which are also needed at cook-time)
|
|
if( !IsRunningDedicatedServer() )
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
|
|
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
|
|
}
|
|
#endif
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadStartupModules()
|
|
{
|
|
FScopedSlowTask SlowTask(3);
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded before default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load modules that are configured to load in the default phase
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
// Load any modules that want to be loaded after default modules are loaded up.
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostDefault))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void FEngineLoop::InitTime()
|
|
{
|
|
// Init variables used for benchmarking and ticking.
|
|
FApp::SetCurrentTime(FPlatformTime::Seconds());
|
|
MaxFrameCounter = 0;
|
|
MaxTickTime = 0;
|
|
TotalTickTime = 0;
|
|
LastFrameCycles = FPlatformTime::Cycles();
|
|
|
|
float FloatMaxTickTime = 0;
|
|
#if !UE_BUILD_SHIPPING
|
|
FParse::Value(FCommandLine::Get(),TEXT("SECONDS="),FloatMaxTickTime);
|
|
MaxTickTime = FloatMaxTickTime;
|
|
|
|
// look of a version of seconds that only is applied if FApp::IsBenchmarking() is set. This makes it easier on
|
|
// say, iOS, where we have a toggle setting to enable benchmarking, but don't want to have to make user
|
|
// also disable the seconds setting as well. -seconds= will exit the app after time even if benchmarking
|
|
// is not enabled
|
|
// NOTE: This will override -seconds= if it's specified
|
|
if (FApp::IsBenchmarking())
|
|
{
|
|
if (FParse::Value(FCommandLine::Get(),TEXT("BENCHMARKSECONDS="),FloatMaxTickTime) && FloatMaxTickTime)
|
|
{
|
|
MaxTickTime = FloatMaxTickTime;
|
|
}
|
|
}
|
|
|
|
// Use -FPS=X to override fixed tick rate if e.g. -BENCHMARK is used.
|
|
float FixedFPS = 0;
|
|
FParse::Value(FCommandLine::Get(),TEXT("FPS="),FixedFPS);
|
|
if( FixedFPS > 0 )
|
|
{
|
|
FApp::SetFixedDeltaTime(1 / FixedFPS);
|
|
}
|
|
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// convert FloatMaxTickTime into number of frames (using 1 / FApp::GetFixedDeltaTime() to convert fps to seconds )
|
|
MaxFrameCounter = FMath::TruncToInt(MaxTickTime / FApp::GetFixedDeltaTime());
|
|
}
|
|
|
|
|
|
//called via FCoreDelegates::StarvedGameLoop
|
|
void GameLoopIsStarved()
|
|
{
|
|
FlushPendingDeleteRHIResources_GameThread();
|
|
FStats::AdvanceFrame( true, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
}
|
|
|
|
|
|
int32 FEngineLoop::Init()
|
|
{
|
|
CheckImageIntegrity();
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FEngineLoop::Init" ), STAT_FEngineLoop_Init, STATGROUP_LoadTime );
|
|
|
|
FScopedSlowTask SlowTask(100);
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Figure out which UEngine variant to use.
|
|
UClass* EngineClass = nullptr;
|
|
if( !GIsEditor )
|
|
{
|
|
// We're the game.
|
|
FString GameEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), nullptr, *GameEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *GameEngineClassName);
|
|
}
|
|
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
|
|
}
|
|
else
|
|
{
|
|
#if WITH_EDITOR
|
|
// We're UnrealEd.
|
|
FString UnrealEdEngineClassName;
|
|
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
|
|
EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);
|
|
if (EngineClass == nullptr)
|
|
{
|
|
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *UnrealEdEngineClassName);
|
|
}
|
|
GEngine = GEditor = GUnrealEd = NewObject<UUnrealEdEngine>(GetTransientPackage(), EngineClass);
|
|
#else
|
|
check(0);
|
|
#endif
|
|
}
|
|
|
|
check( GEngine );
|
|
|
|
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
InitTime();
|
|
|
|
SlowTask.EnterProgressFrame(60);
|
|
|
|
GEngine->Init(this);
|
|
|
|
UEngine::OnPostEngineInit.Broadcast();
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// initialize engine instance discovery
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
|
|
SessionService->Start();
|
|
}
|
|
|
|
EngineService = new FEngineService();
|
|
}
|
|
|
|
// Load all the post-engine init modules
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
|
|
{
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
GEngine->Start();
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
|
|
// initialize automation worker
|
|
#if WITH_AUTOMATION_WORKER
|
|
FModuleManager::Get().LoadModule("AutomationWorker");
|
|
#endif
|
|
|
|
// Automation tests can be invoked locally in non-editor builds configuration (e.g. performance profiling in Test configuration)
|
|
#if WITH_ENGINE && !UE_BUILD_SHIPPING
|
|
FModuleManager::Get().LoadModule("AutomationController");
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
|
|
}
|
|
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorder"));
|
|
FModuleManager::Get().LoadModule(TEXT("SequenceRecorderSections"));
|
|
#endif
|
|
|
|
GIsRunning = true;
|
|
|
|
if (!GIsEditor)
|
|
{
|
|
// hide a couple frames worth of rendering
|
|
FViewport::SetGameRenderingEnabled(true, 3);
|
|
}
|
|
|
|
// Begin the async platform hardware survey
|
|
GEngine->StartHardwareSurvey();
|
|
|
|
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
|
|
|
|
// Ready to measure thread heartbeat
|
|
FThreadHeartBeat::Get().Start();
|
|
|
|
FCoreDelegates::OnFEngineLoopInitComplete.Broadcast();
|
|
return 0;
|
|
}
|
|
|
|
|
|
void FEngineLoop::Exit()
|
|
{
|
|
STAT_ADD_CUSTOMMESSAGE_NAME( STAT_NamedMarker, TEXT( "EngineLoop.Exit" ) );
|
|
|
|
GIsRunning = 0;
|
|
GLogConsole = nullptr;
|
|
|
|
// shutdown visual logger and flush all data
|
|
#if ENABLE_VISUAL_LOG
|
|
FVisualLogger::Get().Shutdown();
|
|
#endif
|
|
|
|
GetMoviePlayer()->Shutdown();
|
|
|
|
// Make sure we're not in the middle of loading something.
|
|
FlushAsyncLoading();
|
|
|
|
// Block till all outstanding resource streaming requests are fulfilled.
|
|
if (!IStreamingManager::HasShutdown())
|
|
{
|
|
UTexture2D::CancelPendingTextureStreaming();
|
|
IStreamingManager::Get().BlockTillAllRequestsFinished();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
// shut down messaging
|
|
delete EngineService;
|
|
EngineService = nullptr;
|
|
|
|
if (SessionService.IsValid())
|
|
{
|
|
SessionService->Stop();
|
|
SessionService.Reset();
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
GDistanceFieldAsyncQueue->Shutdown();
|
|
delete GDistanceFieldAsyncQueue;
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->ShutdownAudioDeviceManager();
|
|
}
|
|
|
|
if ( GEngine != nullptr )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
|
|
// close all windows
|
|
FSlateApplication::Shutdown();
|
|
|
|
#if !UE_SERVER
|
|
if ( FEngineFontServices::IsInitialized() )
|
|
{
|
|
FEngineFontServices::Destroy();
|
|
}
|
|
#endif
|
|
|
|
#if !PLATFORM_ANDROID // AppPreExit doesn't work on Android
|
|
AppPreExit();
|
|
|
|
TermGamePhys();
|
|
ParticleVertexFactoryPool_FreePool();
|
|
#else
|
|
// AppPreExit() stops malloc profiler, do it here instead
|
|
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
|
|
#endif // !ANDROID
|
|
|
|
// Stop the rendering thread.
|
|
StopRenderingThread();
|
|
|
|
// Tear down the RHI.
|
|
RHIExitAndStopRHIThread();
|
|
|
|
#if !PLATFORM_ANDROID // UnloadModules doesn't work on Android
|
|
#if WITH_ENGINE
|
|
// Save the hot reload state
|
|
IHotReloadInterface* HotReload = IHotReloadInterface::GetPtr();
|
|
if(HotReload != nullptr)
|
|
{
|
|
HotReload->SaveConfig();
|
|
}
|
|
#endif
|
|
|
|
// Unload all modules. Note that this doesn't actually unload the module DLLs (that happens at
|
|
// process exit by the OS), but it does call ShutdownModule() on all loaded modules in the reverse
|
|
// order they were loaded in, so that systems can unregister and perform general clean up.
|
|
FModuleManager::Get().UnloadModulesAtShutdown();
|
|
#endif // !ANDROID
|
|
|
|
// Move earlier?
|
|
#if STATS
|
|
FThreadStats::StopThread();
|
|
#endif
|
|
|
|
FTaskGraphInterface::Shutdown();
|
|
IStreamingManager::Shutdown();
|
|
#if !USE_NEW_ASYNC_IO
|
|
FIOSystem::Shutdown();
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
|
|
{
|
|
FSlateApplication& SlateApp = FSlateApplication::Get();
|
|
|
|
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
|
|
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
|
|
{
|
|
UWorld* CurWorld = Context.World();
|
|
if ( CurWorld && CurWorld->IsGameWorld() )
|
|
{
|
|
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
|
|
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
|
|
|
|
if ( ViewportWidget.IsValid() )
|
|
{
|
|
FWidgetPath PathToWidget;
|
|
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
|
|
|
|
if (PathToWidget.IsValid())
|
|
{
|
|
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
|
|
{
|
|
APlayerController* PlayerController = *Iterator;
|
|
if (PlayerController)
|
|
{
|
|
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
|
|
if (LocalPlayer)
|
|
{
|
|
FReply& TheReply = LocalPlayer->GetSlateOperations();
|
|
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
|
|
|
|
TheReply = FReply::Unhandled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool FEngineLoop::ShouldUseIdleMode() const
|
|
{
|
|
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
|
|
bool bIdleMode = false;
|
|
|
|
// Yield cpu usage if desired
|
|
if (FApp::IsGame()
|
|
&& FPlatformProperties::SupportsWindowedMode()
|
|
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
|
|
&& !FPlatformProcess::IsThisApplicationForeground())
|
|
{
|
|
bIdleMode = true;
|
|
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
|
|
{
|
|
bIdleMode = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIdleMode;
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
|
|
#include "StackTracker.h"
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
|
|
TEXT("LogGameThreadMallocChurn.Enable"),
|
|
0,
|
|
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
|
|
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
|
|
300,
|
|
TEXT("Number of frames between churn reports."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
|
|
TEXT("LogGameThreadMallocChurn.Threshhold"),
|
|
10,
|
|
TEXT("Minimum average number of allocs per frame to include in the report."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
|
|
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
|
|
100,
|
|
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
|
|
TEXT("LogGameThreadMallocChurn.StackIgnore"),
|
|
2,
|
|
TEXT("Number of items to discard from the top of a stack frame."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
|
|
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
|
|
1,
|
|
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
|
|
TEXT("LogGameThreadMallocChurn.StackLen"),
|
|
3,
|
|
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
|
|
|
|
|
|
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
|
|
|
|
struct FScopedSampleMallocChurn
|
|
{
|
|
static FStackTracker GGameThreadMallocChurnTracker;
|
|
static uint64 DumpFrame;
|
|
|
|
bool bEnabled;
|
|
int32 CountDown;
|
|
TFunction<void(int32)> Hook;
|
|
|
|
FScopedSampleMallocChurn()
|
|
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
|
|
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
|
|
, Hook(
|
|
[this](int32 Index)
|
|
{
|
|
if (--CountDown <= 0)
|
|
{
|
|
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
|
|
CollectSample();
|
|
}
|
|
}
|
|
)
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(!GGameThreadMallocHook);
|
|
if (!DumpFrame)
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
|
|
GGameThreadMallocHook = &Hook;
|
|
}
|
|
else
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
if (DumpFrame)
|
|
{
|
|
DumpFrame = 0;
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
}
|
|
}
|
|
~FScopedSampleMallocChurn()
|
|
{
|
|
if (bEnabled)
|
|
{
|
|
check(IsInGameThread());
|
|
check(GGameThreadMallocHook == &Hook);
|
|
GGameThreadMallocHook = nullptr;
|
|
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
|
|
check(DumpFrame);
|
|
if (GFrameCounter > DumpFrame)
|
|
{
|
|
PrintResultsAndReset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectSample()
|
|
{
|
|
check(IsInGameThread());
|
|
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
|
|
}
|
|
void PrintResultsAndReset()
|
|
{
|
|
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
|
|
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
|
|
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
|
|
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
|
|
GGameThreadMallocChurnTracker.ResetTracking();
|
|
}
|
|
};
|
|
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
|
|
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
|
|
|
|
#endif
|
|
|
|
void FEngineLoop::Tick()
|
|
{
|
|
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
|
|
FScopedSampleMallocChurn ChurnTracker;
|
|
#endif
|
|
|
|
// Send a heartbeat for the diagnostics thread
|
|
FThreadHeartBeat::Get().HeartBeat();
|
|
|
|
// Ensure we aren't starting a frame while loading or playing a loading movie
|
|
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
|
|
|
|
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
|
|
if (ActiveProfiler)
|
|
{
|
|
ActiveProfiler->FrameSync();
|
|
}
|
|
|
|
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
|
|
|
|
// early in the Tick() to get the callbacks for cvar changes called
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
|
|
IConsoleManager::Get().CallAllConsoleVariableSinks();
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
BeginFrame,
|
|
{
|
|
GRHICommandList.LatchBypass();
|
|
GFrameNumberRenderThread++;
|
|
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
|
|
GPU_STATS_BEGINFRAME(RHICmdList);
|
|
RHICmdList.BeginFrame();
|
|
});
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
|
|
// Flush debug output which has been buffered by other threads.
|
|
GLog->FlushThreadedLogs();
|
|
}
|
|
|
|
// Exit if frame limit is reached in benchmark mode.
|
|
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
|
|
// or time limit is reached if set.
|
|
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
|
|
{
|
|
FPlatformMisc::RequestExit(0);
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
|
|
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
|
|
GEngine->UpdateTimeAndHandleMaxTickRate();
|
|
}
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
|
|
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
|
|
}
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
|
|
|
|
// Update memory allocator stats.
|
|
GMalloc->UpdateStats();
|
|
}
|
|
|
|
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
// Calculates average FPS/MS (outside STATS on purpose)
|
|
CalculateFPSTimings();
|
|
|
|
// Note the start of a new frame
|
|
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
|
|
|
|
// handle some per-frame tasks on the rendering thread
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
ResetDeferredUpdates,
|
|
{
|
|
FDeferredUpdateResource::ResetNeedsUpdate();
|
|
FlushPendingDeleteRHIResources_RenderThread();
|
|
});
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
|
|
FPlatformMisc::PumpMessages(true);
|
|
}
|
|
|
|
bool bIdleMode;
|
|
{
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
|
|
|
|
// Idle mode prevents ticking and rendering completely
|
|
bIdleMode = ShouldUseIdleMode();
|
|
if (bIdleMode)
|
|
{
|
|
// Yield CPU time
|
|
FPlatformProcess::Sleep(.1f);
|
|
}
|
|
}
|
|
|
|
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
|
|
// input is polled for motion controller devices each frame.
|
|
#if WITH_ENGINE
|
|
extern ENGINE_API float GNewWorldToMetersScale;
|
|
UWorld* HackGWorld = GWorld;
|
|
if( GNewWorldToMetersScale != 0.0f && HackGWorld != nullptr )
|
|
{
|
|
if( GNewWorldToMetersScale != HackGWorld->GetWorldSettings()->WorldToMeters )
|
|
{
|
|
HackGWorld->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
|
|
}
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
SCOPE_TIME_GUARD(TEXT("SlateInput"));
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_SlateInput);
|
|
|
|
FSlateApplication& SlateApp = FSlateApplication::Get();
|
|
SlateApp.PollGameDeviceState();
|
|
// Gives widgets a chance to process any accumulated input
|
|
SlateApp.FinishedInputThisFrame();
|
|
}
|
|
|
|
GEngine->Tick( FApp::GetDeltaTime(), bIdleMode );
|
|
|
|
// If a movie that is blocking the game thread has been playing,
|
|
// wait for it to finish before we continue to tick or tick again
|
|
// We do this right after GEngine->Tick() because that is where user code would initiate a load / movie.
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_WaitForMovieToFinish);
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
}
|
|
|
|
if (GShaderCompilingManager)
|
|
{
|
|
// Process any asynchronous shader compile results that are ready, limit execution time
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GShaderCompilingManager);
|
|
GShaderCompilingManager->ProcessAsyncResults(true, false);
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GDistanceFieldAsyncQueue);
|
|
GDistanceFieldAsyncQueue->ProcessAsyncTasks();
|
|
}
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
|
|
check(!IsRunningDedicatedServer());
|
|
|
|
// Process slate operations accumulated in the world ticks.
|
|
ProcessLocalPlayerSlateOperations();
|
|
}
|
|
|
|
// Tick Slate application
|
|
FSlateApplication::Get().Tick();
|
|
}
|
|
|
|
#if STATS
|
|
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
|
|
extern CORE_API void ClearPendingStatGroups();
|
|
ClearPendingStatGroups();
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER( STAT_FEngineLoop_Tick_AutomationController );
|
|
static FName AutomationController( "AutomationController" );
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
if (FModuleManager::Get().IsModuleLoaded( AutomationController ))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>( AutomationController ).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
#if WITH_AUTOMATION_WORKER
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_AutomationWorker);
|
|
//Check if module loaded to support the change to allow this to be hot compilable.
|
|
static const FName AutomationWorkerModuleName = TEXT("AutomationWorker");
|
|
if (FModuleManager::Get().IsModuleLoaded(AutomationWorkerModuleName))
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationWorkerModule>(AutomationWorkerModuleName).Tick();
|
|
}
|
|
}
|
|
#endif
|
|
#endif //WITH_ENGINE
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
|
|
RHITick( FApp::GetDeltaTime() ); // Update RHI.
|
|
}
|
|
|
|
// Increment global frame counter. Once for each engine tick.
|
|
GFrameCounter++;
|
|
|
|
// Disregard first few ticks for total tick time as it includes loading and such.
|
|
if( GFrameCounter > 6 )
|
|
{
|
|
TotalTickTime+=FApp::GetDeltaTime();
|
|
}
|
|
|
|
|
|
// Find the objects which need to be cleaned up the next frame.
|
|
FPendingCleanupObjects* PreviousPendingCleanupObjects = PendingCleanupObjects;
|
|
PendingCleanupObjects = GetPendingCleanupObjects();
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
|
|
// this could be perhaps moved down to get greater parallelizm
|
|
// Sync game and render thread. Either total sync or allowing one frame lag.
|
|
static FFrameEndSync FrameEndSync;
|
|
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
|
|
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
|
|
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
|
|
delete PreviousPendingCleanupObjects;
|
|
|
|
// Destroy all linkers pending delete
|
|
#if WITH_COREUOBJECT
|
|
DeleteLoaders();
|
|
#endif
|
|
|
|
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
|
|
|
|
FThreadManager::Get().Tick();
|
|
|
|
GEngine->TickDeferredCommands();
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
EndFrame,
|
|
{
|
|
RHICmdList.EndFrame();
|
|
GPU_STATS_ENDFRAME(RHICmdList);
|
|
RHICmdList.PopEvent();
|
|
});
|
|
|
|
// Set CPU utilization stats.
|
|
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
|
|
SET_FLOAT_STAT( STAT_CPUTimePct, CPUTime.CPUTimePct );
|
|
SET_FLOAT_STAT( STAT_CPUTimePctRelative, CPUTime.CPUTimePctRelative );
|
|
|
|
// Set the UObject count stat
|
|
#if UE_GC_TRACK_OBJ_AVAILABLE
|
|
SET_DWORD_STAT(STAT_Hash_NumObjects, GUObjectArray.GetObjectArrayNumMinusAvailable());
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void FEngineLoop::ClearPendingCleanupObjects()
|
|
{
|
|
delete PendingCleanupObjects;
|
|
PendingCleanupObjects = nullptr;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogTimestamp(
|
|
TEXT("log.Timestamp"),
|
|
1,
|
|
TEXT("Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n")
|
|
TEXT(" 0 = Do not display log timestamps\n")
|
|
TEXT(" 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n")
|
|
TEXT(" 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]"),
|
|
ECVF_Default);
|
|
|
|
static TAutoConsoleVariable<int32> CVarLogCategory(
|
|
TEXT("log.Category"),
|
|
1,
|
|
TEXT("Defines if the categoy is included in each line in the log file and in what form.\n")
|
|
TEXT(" 0 = Do not log category\n")
|
|
TEXT(" 2 = Log the category (default)"),
|
|
ECVF_Default);
|
|
|
|
|
|
// Gets called any time cvars change (on the main thread)
|
|
static void CVarLogSinkFunction()
|
|
{
|
|
{
|
|
// for debugging
|
|
ELogTimes::Type OldGPrintLogTimes = GPrintLogTimes;
|
|
|
|
int32 LogTimestampValue = CVarLogTimestamp.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogTimes can be used on multiple threads but it should be no issue to change it on the fly
|
|
switch(LogTimestampValue)
|
|
{
|
|
default:
|
|
case 0: GPrintLogTimes = ELogTimes::None; break;
|
|
case 1: GPrintLogTimes = ELogTimes::UTC; break;
|
|
case 2: GPrintLogTimes = ELogTimes::SinceGStartTime; break;
|
|
}
|
|
}
|
|
|
|
{
|
|
int32 LogCategoryValue = CVarLogCategory.GetValueOnGameThread();
|
|
|
|
// Note GPrintLogCategory can be used on multiple threads but it should be no issue to change it on the fly
|
|
GPrintLogCategory = LogCategoryValue != 0;
|
|
}
|
|
}
|
|
|
|
|
|
FAutoConsoleVariableSink CVarLogSink(FConsoleCommandDelegate::CreateStatic(&CVarLogSinkFunction));
|
|
|
|
static void CheckForPrintTimesOverride()
|
|
{
|
|
// Determine whether to override the default setting for including timestamps in the log.
|
|
FString LogTimes;
|
|
if (GConfig->GetString( TEXT( "LogFiles" ), TEXT( "LogTimes" ), LogTimes, GEngineIni ))
|
|
{
|
|
if (LogTimes == TEXT( "SinceStart" ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
// Assume this is a bool for backward compatibility
|
|
else if (FCString::ToBool( *LogTimes ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetBySystemSettingsIni);
|
|
}
|
|
}
|
|
|
|
if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(1, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "NOLOGTIMES" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(0, ECVF_SetByCommandline);
|
|
}
|
|
else if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMESINCESTART" ) ))
|
|
{
|
|
CVarLogTimestamp->Set(2, ECVF_SetByCommandline);
|
|
}
|
|
}
|
|
|
|
|
|
/* FEngineLoop static interface
|
|
*****************************************************************************/
|
|
|
|
bool FEngineLoop::AppInit( )
|
|
{
|
|
// Output devices.
|
|
GError = FPlatformOutputDevices::GetError();
|
|
GWarn = FPlatformOutputDevices::GetWarn();
|
|
|
|
BeginInitTextLocalization();
|
|
|
|
// Avoiding potential exploits by not exposing command line overrides in the shipping games.
|
|
#if !UE_BUILD_SHIPPING && WITH_EDITORONLY_DATA
|
|
// 8192 is the maximum length of the command line on Windows XP.
|
|
TCHAR CmdLineEnv[8192];
|
|
|
|
// Retrieve additional command line arguments from environment variable.
|
|
FPlatformMisc::GetEnvironmentVariable(TEXT("UE-CmdLineArgs"), CmdLineEnv,ARRAY_COUNT(CmdLineEnv));
|
|
|
|
// Manually nullptr terminate just in case. The nullptr string is returned above in the error case so
|
|
// we don't have to worry about that.
|
|
CmdLineEnv[ARRAY_COUNT(CmdLineEnv)-1] = 0;
|
|
FString Env = FString(CmdLineEnv).Trim();
|
|
|
|
if (Env.Len())
|
|
{
|
|
// Append the command line environment after inserting a space as we can't set it in the
|
|
// environment. Note that any code accessing GCmdLine before appInit obviously won't
|
|
// respect the command line environment additions.
|
|
FCommandLine::Append(TEXT(" -EnvAfterHere "));
|
|
FCommandLine::Append(CmdLineEnv);
|
|
}
|
|
#endif
|
|
|
|
// Error history.
|
|
FCString::Strcpy(GErrorHist, TEXT("Fatal error!" LINE_TERMINATOR LINE_TERMINATOR));
|
|
|
|
// Platform specific pre-init.
|
|
FPlatformMisc::PlatformPreInit();
|
|
|
|
// Keep track of start time.
|
|
GSystemStartTime = FDateTime::Now().ToString();
|
|
|
|
// Switch into executable's directory.
|
|
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
|
|
|
|
// Now finish initializing the file manager after the command line is set up
|
|
IFileManager::Get().ProcessCommandLineOptions();
|
|
|
|
FPageAllocator::LatchProtectedMode();
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("purgatorymallocproxy")))
|
|
{
|
|
FMemory::EnablePurgatoryTests();
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("poisonmallocproxy")))
|
|
{
|
|
FMemory::EnablePoisonTests();
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE")))
|
|
{
|
|
GIsBuildMachine = true;
|
|
}
|
|
|
|
// If "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
|
|
if( FParse::Param( FCommandLine::Get(), TEXT( "WaitForDebugger" ) ) )
|
|
{
|
|
while( !FPlatformMisc::IsDebuggerPresent() )
|
|
{
|
|
FPlatformProcess::Sleep( 0.1f );
|
|
}
|
|
}
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
#if PLATFORM_WINDOWS
|
|
|
|
// make sure that the log directory exists
|
|
IFileManager::Get().MakeDirectory( *FPaths::GameLogDir() );
|
|
|
|
// update the mini dump filename now that we have enough info to point it to the log folder even in installed builds
|
|
FCString::Strcpy(MiniDumpFilenameW, *IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FString::Printf(TEXT("%sunreal-v%i-%s.dmp"), *FPaths::GameLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString())));
|
|
#endif
|
|
|
|
// Init logging to disk
|
|
FPlatformOutputDevices::SetupOutputDevices();
|
|
|
|
// init config system
|
|
FConfigCacheIni::InitializeConfigSystem();
|
|
|
|
// Now that configs have been initialized, setup stack walking options
|
|
FPlatformStackWalk::Init();
|
|
|
|
CheckForPrintTimesOverride();
|
|
|
|
// Check whether the project or any of its plugins are missing or are out of date
|
|
#if UE_EDITOR && !IS_MONOLITHIC
|
|
if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
|
|
{
|
|
const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject();
|
|
if(CurrentProject != nullptr && CurrentProject->Modules.Num() > 0)
|
|
{
|
|
bool bNeedCompile = false;
|
|
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorLoadingSavingSettings"), TEXT("bForceCompilationAtStartup"), bNeedCompile, GEditorPerProjectIni);
|
|
if(FParse::Param(FCommandLine::Get(), TEXT("SKIPCOMPILE")) || FParse::Param(FCommandLine::Get(), TEXT("MULTIPROCESS")))
|
|
{
|
|
bNeedCompile = false;
|
|
}
|
|
if(!bNeedCompile)
|
|
{
|
|
// Check if any of the project or plugin modules are out of date, and the user wants to compile them.
|
|
TArray<FString> IncompatibleFiles;
|
|
IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles);
|
|
IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles);
|
|
|
|
if (IncompatibleFiles.Num() > 0)
|
|
{
|
|
// Log the modules which need to be rebuilt
|
|
FString ModulesList = TEXT("The following modules are missing or built with a different engine version:\n\n");
|
|
for (int Idx = 0; Idx < IncompatibleFiles.Num(); Idx++)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("Incompatible or missing module: %s"), *IncompatibleFiles[Idx]);
|
|
ModulesList += IncompatibleFiles[Idx] + TEXT("\n");
|
|
}
|
|
ModulesList += TEXT("\nWould you like to rebuild them now?");
|
|
|
|
// If we're running with -stdout, assume that we're a non interactive process and about to fail
|
|
if (FApp::IsUnattended() || FParse::Param(FCommandLine::Get(), TEXT("stdout")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Ask whether to compile before continuing
|
|
if (FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, *ModulesList, *FString::Printf(TEXT("Missing %s Modules"), FApp::GetGameName())) == EAppReturnType::No)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bNeedCompile = true;
|
|
}
|
|
}
|
|
|
|
if(bNeedCompile)
|
|
{
|
|
// Try to compile it
|
|
FFeedbackContext *Context = (FFeedbackContext*)FDesktopPlatformModule::Get()->GetNativeFeedbackContext();
|
|
Context->BeginSlowTask(FText::FromString(TEXT("Starting build...")), true, true);
|
|
bool bCompileResult = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), FPaths::GetProjectFilePath(), Context);
|
|
Context->EndSlowTask();
|
|
|
|
// Get a list of modules which are still incompatible
|
|
TArray<FString> StillIncompatibleFiles;
|
|
IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
|
|
IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
|
|
|
|
if(!bCompileResult || StillIncompatibleFiles.Num() > 0)
|
|
{
|
|
for (int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
|
|
}
|
|
if (!FApp::IsUnattended())
|
|
{
|
|
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), FApp::GetGameName()), TEXT("Error"));
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// 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 USE_NEW_ASYNC_IO
|
|
if (GIOThreadPool != nullptr)
|
|
{
|
|
GIOThreadPool->Destroy();
|
|
}
|
|
#endif // USE_NEW_ASYNC_IO
|
|
|
|
#if WITH_ENGINE
|
|
if ( GShaderCompilingManager )
|
|
{
|
|
GShaderCompilingManager->Shutdown();
|
|
|
|
delete GShaderCompilingManager;
|
|
GShaderCompilingManager = nullptr;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::AppExit( )
|
|
{
|
|
UE_LOG(LogExit, Log, TEXT("Exiting."));
|
|
|
|
FPlatformMisc::PlatformTearDown();
|
|
|
|
if (GConfig)
|
|
{
|
|
GConfig->Exit();
|
|
delete GConfig;
|
|
GConfig = nullptr;
|
|
}
|
|
|
|
if( GLog )
|
|
{
|
|
GLog->TearDown();
|
|
}
|
|
|
|
FInternationalization::TearDown();
|
|
}
|
|
|
|
|
|
void FEngineLoop::PreInitHMDDevice()
|
|
{
|
|
#if WITH_ENGINE && !UE_SERVER
|
|
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
|
|
{
|
|
// Get a list of modules that implement this feature
|
|
FName Type = IHeadMountedDisplayModule::GetModularFeatureName();
|
|
IModularFeatures& ModularFeatures = IModularFeatures::Get();
|
|
TArray<IHeadMountedDisplayModule*> HMDModules = ModularFeatures.GetModularFeatureImplementations<IHeadMountedDisplayModule>(Type);
|
|
|
|
// Iterate over modules, calling PreInit
|
|
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
|
|
|
|
if (!HMDModule->PreInit())
|
|
{
|
|
// Unregister modules which fail PreInit
|
|
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
|
|
}
|
|
}
|
|
}
|
|
#endif // #if WITH_ENGINE && !UE_SERVER
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|