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Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release. Particular things that I know I'm not sure about: - Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all. - I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name. - Likewise, not sure what needs to be updated for icon bundles on iOS. Things that have not been changed: - Windows still uses IDI_UE4ICON for its icon - UE4CommandLine.txt - There's still a UE4Game module which is used by content-only projects #rb none [CL 14301890 by Ben Marsh in ue5-main branch]
311 lines
7.8 KiB
C++
311 lines
7.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/Paths.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformProcess.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetDevice.h"
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#include "Interfaces/TargetDeviceId.h"
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#if PLATFORM_LINUX
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#include <signal.h>
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#include <pwd.h>
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#endif // PLATFORM_LINUX
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class IFileManager;
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struct FProcHandle;
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/**
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* Type definition for shared pointers to instances of FLinuxTargetDevice.
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*/
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typedef TSharedPtr<class FLinuxTargetDevice, ESPMode::ThreadSafe> FLinuxTargetDevicePtr;
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/**
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* Type definition for shared references to instances of FLinuxTargetDevice.
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*/
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typedef TSharedRef<class FLinuxTargetDevice, ESPMode::ThreadSafe> FLinuxTargetDeviceRef;
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/**
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* Implements a Linux target device.
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*/
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class FLinuxTargetDevice
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: public ITargetDevice
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{
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public:
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/**
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* Creates and initializes a new device for the specified target platform.
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*
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* @param InTargetPlatform - The target platform.
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*/
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FLinuxTargetDevice( const ITargetPlatform& InTargetPlatform, const FString& InDeviceName, TFunction<void()> InSavePlatformDevices)
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: TargetPlatform(InTargetPlatform)
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, DeviceName(InDeviceName)
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, SavePlatformDevices(InSavePlatformDevices)
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{ }
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public:
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virtual bool Connect( ) override
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{
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return true;
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}
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virtual bool Deploy(const FString& SourceFolder, FString& OutAppId) override
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{
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#if PLATFORM_LINUX // if running natively, support simplified, local deployment
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OutAppId = TEXT("");
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FString PlatformName = FPlatformProcess::GetBinariesSubdirectory();
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FString DeploymentDir = FPaths::EngineIntermediateDir() / TEXT("Devices") / PlatformName;
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// delete previous build
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IFileManager::Get().DeleteDirectory(*DeploymentDir, false, true);
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// copy files into device directory
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TArray<FString> FileNames;
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IFileManager::Get().FindFilesRecursive(FileNames, *SourceFolder, TEXT("*.*"), true, false);
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for (int32 FileIndex = 0; FileIndex < FileNames.Num(); ++FileIndex)
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{
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const FString& SourceFilePath = FileNames[FileIndex];
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FString DestFilePath = DeploymentDir + SourceFilePath.RightChop(SourceFolder.Len());
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IFileManager::Get().Copy(*DestFilePath, *SourceFilePath);
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}
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return true;
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#else
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// @todo: support deployment to a remote machine
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STUBBED("FLinuxTargetDevice::Deploy");
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return false;
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#endif // PLATFORM_LINUX
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}
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virtual void Disconnect( ) override
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{ }
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virtual ETargetDeviceTypes GetDeviceType( ) const override
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{
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return ETargetDeviceTypes::Desktop;
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}
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virtual FTargetDeviceId GetId() const override
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{
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return FTargetDeviceId(TargetPlatform.PlatformName(), GetName());
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}
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virtual FString GetName( ) const override
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{
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return DeviceName;
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}
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virtual FString GetOperatingSystemName( ) override
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{
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return TEXT("GNU/Linux");
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}
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virtual int32 GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos ) override
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{
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STUBBED("FLinuxTargetDevice::GetProcessSnapshot");
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return 0;
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}
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virtual const class ITargetPlatform& GetTargetPlatform( ) const override
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{
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return TargetPlatform;
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}
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virtual bool IsConnected( ) override
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{
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return true;
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}
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virtual bool IsDefault( ) const override
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{
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return true;
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}
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virtual bool PowerOff( bool Force ) override
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{
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return false;
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}
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virtual bool PowerOn( ) override
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{
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return false;
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}
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virtual bool Launch( const FString& AppId, EBuildConfiguration BuildConfiguration, EBuildTargetType TargetType, const FString& Params, uint32* OutProcessId ) override
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{
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#if PLATFORM_LINUX // if running natively, support launching in place
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// build executable path
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FString PlatformName = FPlatformProcess::GetBinariesSubdirectory();
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FString ExecutablePath = FPaths::EngineIntermediateDir() / TEXT("Devices") / PlatformName / TEXT("Engine") / TEXT("Binaries") / PlatformName;
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if (TargetType == EBuildTargetType::Game)
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{
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ExecutablePath /= TEXT("UnrealGame");
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}
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else if (TargetType == EBuildTargetType::Server)
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{
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ExecutablePath /= TEXT("UnrealServer");
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}
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else if (TargetType == EBuildTargetType::Editor)
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{
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ExecutablePath /= TEXT("UnrealEditor");
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}
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if (BuildConfiguration != EBuildConfiguration::Development)
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{
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ExecutablePath += FString::Printf(TEXT("-%s-%s"), *PlatformName, LexToString(BuildConfiguration));
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}
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// launch the game
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FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, false, false, OutProcessId, 0, NULL, NULL);
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if (ProcessHandle.IsValid())
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{
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FPlatformProcess::CloseProc(ProcessHandle);
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return true;
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}
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return false;
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#else
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// @todo: support launching on a remote machine
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STUBBED("FLinuxTargetDevice::Launch");
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return false;
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#endif // PLATFORM_LINUX
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}
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virtual bool Reboot( bool bReconnect = false ) override
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{
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STUBBED("FLinuxTargetDevice::Reboot");
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return false;
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}
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virtual bool Run( const FString& ExecutablePath, const FString& Params, uint32* OutProcessId ) override
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{
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#if PLATFORM_LINUX // if running natively, support simplified, local deployment
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FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, false, false, OutProcessId, 0, NULL, NULL);
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if (ProcessHandle.IsValid())
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{
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FPlatformProcess::CloseProc(ProcessHandle);
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return true;
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}
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return false;
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#else
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// @todo: support remote run
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STUBBED("FLinuxTargetDevice::Run");
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return false;
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#endif // PLATFORM_LINUX
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}
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virtual bool SupportsFeature( ETargetDeviceFeatures Feature ) const override
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{
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switch (Feature)
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{
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case ETargetDeviceFeatures::MultiLaunch:
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return true;
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// @todo to be implemented
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case ETargetDeviceFeatures::PowerOff:
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return false;
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// @todo to be implemented turning on remote PCs (wake on LAN)
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case ETargetDeviceFeatures::PowerOn:
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return false;
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// @todo to be implemented
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case ETargetDeviceFeatures::ProcessSnapshot:
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return false;
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// @todo to be implemented
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case ETargetDeviceFeatures::Reboot:
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return false;
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}
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return false;
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}
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virtual bool SupportsSdkVersion( const FString& VersionString ) const override
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{
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STUBBED("FLinuxTargetDevice::SupportsSdkVersion");
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return true;
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}
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virtual void SetUserCredentials( const FString& InUserName, const FString& InUserPassword ) override
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{
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UserName = InUserName;
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UserPassword = InUserPassword;
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if (SavePlatformDevices)
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{
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SavePlatformDevices();
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}
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}
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virtual bool GetUserCredentials( FString& OutUserName, FString& OutUserPassword ) override
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{
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OutUserName = UserName;
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OutUserPassword = UserPassword;
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return true;
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}
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virtual bool TerminateProcess( const int64 ProcessId ) override
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{
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#if PLATFORM_LINUX // if running natively, just terminate the local process
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// get process path from the ProcessId
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const int32 ReadLinkSize = 1024;
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char ReadLinkCmd[ReadLinkSize] = { 0 };
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FCStringAnsi::Sprintf(ReadLinkCmd, "/proc/%lld/exe", ProcessId);
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char ProcessPath[UNIX_MAX_PATH + 1] = { 0 };
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int32 Ret = readlink(ReadLinkCmd, ProcessPath, UE_ARRAY_COUNT(ProcessPath) - 1);
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if (Ret != -1)
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{
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struct stat st;
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uid_t euid;
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stat(ProcessPath, &st);
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euid = geteuid(); // get effective uid of current application, as this user is asking to kill a process
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// now check if we own the process
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if (st.st_uid == euid)
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{
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// terminate it (will this terminate children as well because we set their pgid?)
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kill(ProcessId, SIGTERM);
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sleep(2); // sleep in case process still remains then send a more strict signal
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kill(ProcessId, SIGKILL);
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return true;
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}
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}
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#else
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// @todo: support remote termination
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STUBBED("FLinuxTargetDevice::TerminateProcess");
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#endif // PLATFORM_LINUX
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return false;
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}
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private:
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// Holds a reference to the device's target platform.
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const ITargetPlatform& TargetPlatform;
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/** Device display name */
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FString DeviceName;
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/** User name on the remote machine */
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FString UserName;
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/** User password on the remote machine */
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FString UserPassword;
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/** Target platform function to save device state */
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TFunction<void()> SavePlatformDevices;
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};
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