Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserServer/Private/UnrealMultiUserServer.cpp
Patrick Laflamme 46a97aa166 On Mac, added a warning log when the console output device terminate the application because this was the last window closed (with the X)
On Mac, added a warning log when UnrealMultiUserServer terminates because user closed it with CMD-Q (or from menu) or by logging out, shutting down or rebooting the computer.
On Mac, added a reason (logout, sys. restart, sys shutdown, user quitting) to the engine quit request when UnrealMultiUserServer is asked to quit.

#jira UE-106186 - Expected warnings are not shown in logs when UnrealMultiUserServer window is closed
#rb Jason.Walter, Michael.Trepka

[CL 15145104 by Patrick Laflamme in ue5-main branch]
2021-01-20 12:01:55 -04:00

184 lines
5.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ConcertSettings.h"
#include "ConcertSyncServerLoop.h"
#include "Logging/LogMacros.h"
#include "RequiredProgramMainCPPInclude.h"
DEFINE_LOG_CATEGORY_STATIC(LogMultiUserServer, Log, All)
IMPLEMENT_APPLICATION(UnrealMultiUserServer, "UnrealMultiUserServer");
int32 RunUnrealMultiUserServer(int ArgC, TCHAR* ArgV[])
{
// Main thread is tagged as the game thread.
FTaskTagScope Scope(ETaskTag::EGameThread);
FString Role(TEXT("MultiUser"));
FConcertSyncServerLoopInitArgs ServerLoopInitArgs;
ServerLoopInitArgs.SessionFlags = EConcertSyncSessionFlags::Default_MultiUserSession;
ServerLoopInitArgs.ServiceRole = Role;
ServerLoopInitArgs.ServiceFriendlyName = TEXT("Multi-User Editing Server");
ServerLoopInitArgs.GetServerConfigFunc = [Role]() -> const UConcertServerConfig*
{
UConcertServerConfig* ServerConfig = IConcertSyncServerModule::Get().ParseServerSettings(FCommandLine::Get());
if (ServerConfig->WorkingDir.IsEmpty())
{
ServerConfig->WorkingDir = FPaths::ProjectIntermediateDir() / Role;
}
if (ServerConfig->ArchiveDir.IsEmpty())
{
ServerConfig->ArchiveDir = FPaths::ProjectSavedDir() / Role;
}
return ServerConfig;
};
return ConcertSyncServerLoop(ArgC, ArgV, ServerLoopInitArgs);
}
#if PLATFORM_MAC // On Mac, to get a properly logging console that play nice, we need to build a mac application (.app) rather than a console application.
class CommandLineArguments
{
public:
CommandLineArguments() : ArgC(0), ArgV(nullptr) {}
CommandLineArguments(int InArgC, char* InUtf8ArgV[]) { Init(InArgC, InUtf8ArgV); }
void Init(int InArgC, char* InUtf8ArgV[])
{
ArgC = InArgC;
ArgV = new TCHAR*[ArgC];
for (int32 a = 0; a < ArgC; a++)
{
FUTF8ToTCHAR ConvertFromUtf8(InUtf8ArgV[a]);
ArgV[a] = new TCHAR[ConvertFromUtf8.Length() + 1];
FCString::Strcpy(ArgV[a], ConvertFromUtf8.Length() + 1, ConvertFromUtf8.Get());
}
}
~CommandLineArguments()
{
for (int32 a = 0; a < ArgC; a++)
{
delete[] ArgV[a];
}
delete[] ArgV;
}
int ArgC;
TCHAR** ArgV;
};
#import <Foundation/NSAppleEventDescriptor.h>
#import <Carbon/Carbon.h>
#include "Mac/CocoaThread.h"
static CommandLineArguments GSavedCommandLine;
@interface UE4AppDelegate : NSObject <NSApplicationDelegate>
@end
@implementation UE4AppDelegate
//handler for the quit apple event used by the Dock menu
- (void)handleQuitEvent:(NSAppleEventDescriptor*)Event withReplyEvent:(NSAppleEventDescriptor*)ReplyEvent
{
[NSApp terminate:self];
}
- (void)runGameThread:(id)Arg
{
FPlatformMisc::SetGracefulTerminationHandler();
FPlatformMisc::SetCrashHandler(nullptr);
RunUnrealMultiUserServer(GSavedCommandLine.ArgC, GSavedCommandLine.ArgV);
}
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)Sender
{
return true;
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)Sender
{
if(!IsEngineExitRequested() || ([NSThread gameThread] && [NSThread gameThread] != [NSThread mainThread]))
{
FString Reason;
NSAppleEventDescriptor* AppleEventDesc = [[NSAppleEventManager sharedAppleEventManager] currentAppleEvent];
NSAppleEventDescriptor* WhyDesc = [AppleEventDesc attributeDescriptorForKeyword:kEventParamReason];
OSType Why = [WhyDesc typeCodeValue];
if (Why == kAEShutDown)
{
Reason = TEXT("System Shutting Down");
}
else if (Why == kAERestart)
{
Reason = TEXT("System Restarting");
}
else if (Why == kAEReallyLogOut)
{
Reason = TEXT("User Logging Out");
}
else
{
Reason = TEXT("User Quitting (CMD-Q/Quit Menu)");
}
UE_LOG(LogMultiUserServer, Warning, TEXT("*** INTERRUPTED *** : %s"), *Reason);
RequestEngineExit(*FString::Printf(TEXT("UnrealMultiUserServer Requesting Exit: %s"), *Reason));
return NSTerminateLater;
}
else
{
return NSTerminateNow;
}
}
- (void)applicationDidFinishLaunching:(NSNotification *)Notification
{
//install the custom quit event handler
NSAppleEventManager* appleEventManager = [NSAppleEventManager sharedAppleEventManager];
[appleEventManager setEventHandler:self andSelector:@selector(handleQuitEvent:withReplyEvent:) forEventClass:kCoreEventClass andEventID:kAEQuitApplication];
// Add a menu bar to the application.
id menubar = [[NSMenu new] autorelease];
id appMenuItem = [[NSMenuItem new] autorelease];
[menubar addItem:appMenuItem];
[NSApp setMainMenu:menubar];
// Populate the menu bar.
id appMenu = [[NSMenu new] autorelease];
id quitMenuItem = [[[NSMenuItem alloc] initWithTitle:NSLOCTEXT("UMUS_Quit", "QuitApp", "Quit").ToString().GetNSString() action:@selector(terminate:) keyEquivalent:@"q"] autorelease];
[appMenu addItem:quitMenuItem];
[appMenuItem setSubmenu:appMenu];
RunGameThread(self, @selector(runGameThread:));
}
@end
int main(int argc, char *argv[])
{
// Record the command line.
GSavedCommandLine.Init(argc, argv);
// Launch the application.
SCOPED_AUTORELEASE_POOL;
[NSApplication sharedApplication];
[NSApp setDelegate:[UE4AppDelegate new]];
[NSApp run];
return 0;
}
#else // Windows/Linux
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
return RunUnrealMultiUserServer(ArgC, ArgV);
}
#endif