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#rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change3541735on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change3557917on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
497 lines
14 KiB
C++
497 lines
14 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "NetworkFileServerHttp.h"
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#include "NetworkFileServerConnection.h"
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#include "NetworkFileSystemLog.h"
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#include "NetworkMessage.h"
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#include "HAL/RunnableThread.h"
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#include "SocketSubsystem.h"
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#include "Misc/Paths.h"
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#include "Misc/FileHelper.h"
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#include "IPAddress.h"
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#include "Serialization/MemoryReader.h"
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#if ENABLE_HTTP_FOR_NFS
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class FNetworkFileServerClientConnectionHTTP : public FNetworkFileServerClientConnection
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{
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public:
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FNetworkFileServerClientConnectionHTTP(const FNetworkFileDelegateContainer* NetworkFileDelegates, const TArray<ITargetPlatform*>& InActiveTargetPlatforms )
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: FNetworkFileServerClientConnection( NetworkFileDelegates, InActiveTargetPlatforms)
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{
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}
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bool SendPayload( TArray<uint8> &Out )
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{
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// Make Boundaries between payloads, add a visual marker for easier debugging.
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// uint32 Marker = 0xDeadBeef;
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// uint32 Size = Out.Num();
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//
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// OutBuffer.Append((uint8*)&Marker,sizeof(uint32));
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// OutBuffer.Append((uint8*)&Size,sizeof(uint32));
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OutBuffer.Append(Out);
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return true;
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}
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private:
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TArray<uint8>& GetOutBuffer() { return OutBuffer; }
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void ResetBuffer() { OutBuffer.Reset(); }
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TArray<uint8> OutBuffer;
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friend class FNetworkFileServerHttp;
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};
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//////////////////////////////////////////////////////////////////////////
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// LibWebsockets specific structs.
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// a object of this type is associated by libwebsocket to every http session.
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struct PerSessionData
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{
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// data being received.
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TArray<uint8> In;
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// data being sent out.
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TArray<uint8> Out;
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};
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// protocol array.
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static struct lws_protocols Protocols[] = {
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/* first protocol must always be HTTP handler */
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{
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"http-only", // name
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FNetworkFileServerHttp::CallBack_HTTP, // callback
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sizeof(PerSessionData), // per_session_data_size
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15 * 1024, // rx_buffer_size
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0, // id
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NULL
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},
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{
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NULL, NULL, 0, 0, 0, NULL /* End of list */
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}
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};
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//////////////////////////////////////////////////////////////////////////
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FNetworkFileServerHttp::FNetworkFileServerHttp(
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int32 InPort,
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FNetworkFileDelegateContainer InNetworkFileDelegateContainer,
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const TArray<ITargetPlatform*>& InActiveTargetPlatforms
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)
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:ActiveTargetPlatforms(InActiveTargetPlatforms)
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,Port(InPort)
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{
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if (Port < 0 )
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{
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Port = DEFAULT_HTTP_FILE_SERVING_PORT;
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}
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UE_LOG(LogFileServer, Warning, TEXT("Unreal Network Http File Server starting up..."));
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NetworkFileDelegates = InNetworkFileDelegateContainer;
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StopRequested.Reset();
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Ready.Reset();
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// spin up the worker thread, this will block till Init has executed on the freshly spinned up thread, Ready will have appropriate value
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// set by the end of this function.
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WorkerThread = FRunnableThread::Create(this,TEXT("FNetworkFileServerHttp"), 8 * 1024, TPri_AboveNormal);
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}
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bool FNetworkFileServerHttp::IsItReadyToAcceptConnections(void) const
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{
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return (Ready.GetValue() != 0);
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}
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#if UE_BUILD_DEBUG
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inline void lws_debugLog(int level, const char *line)
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{
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UE_LOG(LogFileServer, Warning, TEXT(" LibWebsocket: %s"), ANSI_TO_TCHAR(line));
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}
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#endif
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bool FNetworkFileServerHttp::Init()
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{
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// setup log level.
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#if UE_BUILD_DEBUG
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lws_set_log_level( LLL_ERR | LLL_WARN | LLL_NOTICE | LLL_DEBUG , lws_debugLog);
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#endif
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struct lws_context_creation_info Info;
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memset(&Info,0,sizeof(lws_context_creation_info));
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// look up libwebsockets.h for details.
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Info.port = Port;
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// we listen on all available interfaces.
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Info.iface = NULL;
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// serve only the http protocols.
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Info.protocols = Protocols;
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// no extensions
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Info.extensions = NULL;
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Info.gid = -1;
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Info.uid = -1;
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Info.options = 0;
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// tack on this object.
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Info.user = this;
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Context = lws_create_context(&Info);
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Port = Info.port;
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if (Context == NULL) {
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UE_LOG(LogFileServer, Error, TEXT(" Could not create a libwebsocket content.\n Port : %d is already in use.\n Exiting...\n"), Port);
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return false;
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}
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Ready.Set(true);
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return true;
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}
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FString FNetworkFileServerHttp::GetSupportedProtocol() const
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{
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return FString("http");
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}
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bool FNetworkFileServerHttp::GetAddressList(TArray<TSharedPtr<FInternetAddr> >& OutAddresses) const
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{
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// if Init failed, its already too late.
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ensure( Context != nullptr);
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// we are listening to all local interfaces.
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ISocketSubsystem::Get()->GetLocalAdapterAddresses(OutAddresses);
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// Fix up ports.
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for (int32 AddressIndex = 0; AddressIndex < OutAddresses.Num(); ++AddressIndex)
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{
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OutAddresses[AddressIndex]->SetPort(Port);
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}
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return true;
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}
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int32 FNetworkFileServerHttp::NumConnections() const
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{
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return RequestHandlers.Num();
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}
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void FNetworkFileServerHttp::Shutdown()
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{
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// Allow multiple calls to this function.
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if ( WorkerThread )
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{
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WorkerThread->Kill(true); // Kill Nicely. Wait for everything to shutdown.
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delete WorkerThread;
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WorkerThread = NULL;
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}
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}
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uint32 FNetworkFileServerHttp::Run()
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{
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UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is ready for client connections on port %d"), Port);
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// start servicing.
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// service libwebsocket context.
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while(!StopRequested.GetValue())
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{
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// service libwebsocket, have a slight delay so it doesn't spin on zero load.
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lws_service(Context, 10);
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lws_callback_on_writable_all_protocol(Context, &Protocols[0]);
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}
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UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is now Shutting down "));
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return true;
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}
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// Called internally by FRunnableThread::Kill.
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void FNetworkFileServerHttp::Stop()
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{
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StopRequested.Set(true);
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}
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void FNetworkFileServerHttp::Exit()
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{
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// let's start shutting down.
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// fires a LWS_CALLBACK_PROTOCOL_DESTROY callback, we clean up after ourselves there.
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lws_context_destroy(Context);
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Context = NULL;
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}
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FNetworkFileServerHttp::~FNetworkFileServerHttp()
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{
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Shutdown();
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// delete our request handlers.
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for ( auto& Element : RequestHandlers)
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{
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delete Element.Value;
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}
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// make sure context has been already cleaned up.
|
|
check( Context == NULL );
|
|
}
|
|
|
|
FNetworkFileServerClientConnectionHTTP* FNetworkFileServerHttp::CreateNewConnection()
|
|
{
|
|
return new FNetworkFileServerClientConnectionHTTP(&NetworkFileDelegates,ActiveTargetPlatforms);
|
|
}
|
|
|
|
// Have a similar process function for the normal tcp connection.
|
|
void FNetworkFileServerHttp::Process(FArchive& In, TArray<uint8>&Out, FNetworkFileServerHttp* Server)
|
|
{
|
|
int loops = 0;
|
|
while(!In.AtEnd())
|
|
{
|
|
UE_LOG(LogFileServer, Log, TEXT("In %d "), loops++);
|
|
// Every Request has a Guid attached to it - similar to Web session IDs.
|
|
FGuid ClientGuid;
|
|
In << ClientGuid;
|
|
|
|
UE_LOG(LogFileServer, Log, TEXT("Recieved GUID %s"), *ClientGuid.ToString());
|
|
|
|
FNetworkFileServerClientConnectionHTTP* Connection = NULL;
|
|
if (Server->RequestHandlers.Contains(ClientGuid))
|
|
{
|
|
UE_LOG(LogFileServer, Log, TEXT("Picking up an existing handler" ));
|
|
Connection = Server->RequestHandlers[ClientGuid];
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogFileServer, Log, TEXT("Creating a handler" ));
|
|
Connection = Server->CreateNewConnection();
|
|
Server->RequestHandlers.Add(ClientGuid,Connection);
|
|
}
|
|
|
|
Connection->ProcessPayload(In);
|
|
Out.Append(Connection->GetOutBuffer());
|
|
Connection->ResetBuffer();
|
|
}
|
|
}
|
|
|
|
// This static function handles all callbacks coming in and when context is services via lws_service
|
|
// return value of -1, closes the connection.
|
|
int FNetworkFileServerHttp::CallBack_HTTP(
|
|
struct lws *Wsi,
|
|
enum lws_callback_reasons Reason,
|
|
void *User,
|
|
void *In,
|
|
size_t Len)
|
|
{
|
|
struct lws_context *Context = lws_get_context(Wsi);
|
|
PerSessionData* BufferInfo = (PerSessionData*)User;
|
|
FNetworkFileServerHttp* Server = (FNetworkFileServerHttp*)lws_context_user(Context);
|
|
|
|
switch (Reason)
|
|
{
|
|
|
|
case LWS_CALLBACK_HTTP:
|
|
|
|
// hang on to socket even if there's no data for atleast 60 secs.
|
|
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
|
|
|
|
/* if it was not legal POST URL, let it continue and accept data */
|
|
if (!lws_hdr_total_length(Wsi, WSI_TOKEN_POST_URI))
|
|
{
|
|
char *requested_uri = (char *) In;
|
|
|
|
// client request the base page. e.g http://unrealfileserver:port/
|
|
// just return a banner, probably add some more information, e,g Version, Config, Game. etc.
|
|
if ( FCString::Strcmp(ANSI_TO_TCHAR(requested_uri), TEXT("/")) == 0 )
|
|
{
|
|
TCHAR Buffer[1024];
|
|
TCHAR ServerBanner[] = TEXT("<HTML>This is Unreal File Server</HTML>");
|
|
int x = FCString::Sprintf(
|
|
Buffer,
|
|
TEXT("HTTP/1.0 200 OK\x0d\x0a")
|
|
TEXT("Server: Unreal File Server\x0d\x0a")
|
|
TEXT("Connection: close\x0d\x0a")
|
|
TEXT("Content-Type: text/html; charset=utf-8\x0d\x0a")
|
|
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a%s"),
|
|
FCString::Strlen(ServerBanner),
|
|
ServerBanner
|
|
);
|
|
|
|
// very small data being sent, its fine to just send.
|
|
lws_write(Wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCStringAnsi::Strlen(TCHAR_TO_ANSI(Buffer)), LWS_WRITE_HTTP);
|
|
}
|
|
else
|
|
{
|
|
// client has asked for a file. ( only html/js files are served.)
|
|
|
|
// what type is being served.
|
|
FString FilePath = FPaths::ProjectDir() / TEXT("Binaries/HTML5") + FString((ANSICHAR*)In);
|
|
TCHAR Mime[512];
|
|
|
|
|
|
if ( FilePath.Contains(".js"))
|
|
{
|
|
FCStringWide::Strcpy(Mime,TEXT("application/javascript;charset=UTF-8"));
|
|
}
|
|
else
|
|
{
|
|
FCStringWide::Strcpy(Mime,TEXT("text/html;charset=UTF-8"));
|
|
}
|
|
|
|
UE_LOG(LogFileServer, Warning, TEXT("HTTP Serving file %s with mime %s "), *FilePath, (Mime));
|
|
|
|
FString AbsoluteFilePath = FPaths::ConvertRelativePathToFull(FilePath);
|
|
AbsoluteFilePath.ReplaceInline(TEXT("/"),TEXT("\\"));
|
|
|
|
// we are going to read the complete file in memory and then serve it in batches.
|
|
// rather than reading and sending in batches because Unreal NFS servers are not running in memory
|
|
// constrained env and the added complexity is not worth it.
|
|
|
|
|
|
TArray<uint8> FileData;
|
|
FFileHelper::LoadFileToArray(FileData, *AbsoluteFilePath, FILEREAD_Silent);
|
|
|
|
if (FileData.Num() == 0)
|
|
{
|
|
// umm. we didn't find file, we should tell the client that we couldn't find it.
|
|
// send 404.
|
|
TCHAR Buffer[1024];
|
|
TCHAR ServerBanner[] = TEXT("<HTML>Not Found</HTML>");
|
|
int x = FCString::Sprintf(
|
|
Buffer,
|
|
TEXT("HTTP/1.0 404 Not Found\x0d\x0a")
|
|
TEXT("Server: Unreal File Server\x0d\x0a")
|
|
TEXT("Connection: close\x0d\x0a")
|
|
TEXT("Content-Type: text/html; charset=utf-8\x0d\x0a")
|
|
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a%s"),
|
|
FCString::Strlen(ServerBanner),
|
|
ServerBanner
|
|
);
|
|
lws_write(Wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCStringAnsi::Strlen(TCHAR_TO_ANSI(Buffer)), LWS_WRITE_HTTP);
|
|
// chug along, client will close the connection.
|
|
break;
|
|
}
|
|
|
|
// file up the header.
|
|
TCHAR Header[1024];
|
|
int Length = 0;
|
|
if (FilePath.Contains("gz"))
|
|
{
|
|
Length = FCString::Sprintf(Header,
|
|
TEXT("HTTP/1.1 200 OK\x0d\x0a")
|
|
TEXT("Server: Unreal File Server\x0d\x0a")
|
|
TEXT("Connection: close\x0d\x0a")
|
|
TEXT("Content-Type: %s \x0d\x0a")
|
|
TEXT("Content-Encoding: gzip\x0d\x0a")
|
|
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
|
|
Mime, FileData.Num());
|
|
}
|
|
else
|
|
{
|
|
Length = FCString::Sprintf(Header,
|
|
TEXT("HTTP/1.1 200 OK\x0d\x0a")
|
|
TEXT("Server: Unreal File Server\x0d\x0a")
|
|
TEXT("Connection: close\x0d\x0a")
|
|
TEXT("Content-Type: %s \x0d\x0a")
|
|
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
|
|
Mime, FileData.Num());
|
|
}
|
|
|
|
// make space for the whole file in our out buffer.
|
|
BufferInfo->Out.Append((uint8*)TCHAR_TO_ANSI(Header),Length);
|
|
BufferInfo->Out.Append(FileData);
|
|
// we need to write back to the client, queue up a write callback.
|
|
lws_callback_on_writable(Wsi);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we got a post request!, queue up a write callback.
|
|
lws_callback_on_writable(Wsi);
|
|
}
|
|
|
|
break;
|
|
case LWS_CALLBACK_HTTP_BODY:
|
|
{
|
|
// post data is coming in, push it on to our incoming buffer.
|
|
UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP Partial Body Size %d, total size %d"),Len, Len+ BufferInfo->In.Num());
|
|
BufferInfo->In.Append((uint8*)In,Len);
|
|
// we received some data - update time out.
|
|
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
|
|
}
|
|
break;
|
|
case LWS_CALLBACK_HTTP_BODY_COMPLETION:
|
|
{
|
|
// we have all the post data from the client.
|
|
// create archives and process them.
|
|
UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP total size %d"), BufferInfo->In.Num());
|
|
FMemoryReader Reader(BufferInfo->In);
|
|
TArray<uint8> Writer;
|
|
|
|
FNetworkFileServerHttp::Process(Reader,Writer,Server);
|
|
|
|
// even if we have 0 data to push, tell the client that we don't any data.
|
|
ANSICHAR Header[1024];
|
|
int Length = FCStringAnsi::Sprintf(
|
|
(ANSICHAR*)Header,
|
|
"HTTP/1.1 200 OK\x0d\x0a"
|
|
"Server: Unreal File Server\x0d\x0a"
|
|
"Connection: close\x0d\x0a"
|
|
"Content-Type: application/octet-stream \x0d\x0a"
|
|
"Content-Length: %u\x0d\x0a\x0d\x0a",
|
|
Writer.Num()
|
|
);
|
|
|
|
// Add Http Header
|
|
BufferInfo->Out.Append((uint8*)Header,Length);
|
|
// Add Binary Data.
|
|
BufferInfo->Out.Append(Writer);
|
|
|
|
// we have enqueued data increase timeout and push a writable callback.
|
|
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
|
|
lws_callback_on_writable(Wsi);
|
|
|
|
}
|
|
break;
|
|
case LWS_CALLBACK_CLOSED_HTTP:
|
|
|
|
if ( BufferInfo == NULL )
|
|
break;
|
|
|
|
// client went away or
|
|
//clean up.
|
|
BufferInfo->In.Empty();
|
|
BufferInfo->Out.Empty();
|
|
|
|
break;
|
|
|
|
case LWS_CALLBACK_PROTOCOL_DESTROY:
|
|
// we are going away.
|
|
|
|
break;
|
|
|
|
case LWS_CALLBACK_HTTP_WRITEABLE:
|
|
|
|
// get rid of superfluous write callbacks.
|
|
if ( BufferInfo == NULL )
|
|
break;
|
|
|
|
// we have data o send out.
|
|
if (BufferInfo->Out.Num())
|
|
{
|
|
int SentSize = lws_write(Wsi,(unsigned char*)BufferInfo->Out.GetData(),BufferInfo->Out.Num(), LWS_WRITE_HTTP);
|
|
// get rid of the data that has been sent.
|
|
BufferInfo->Out.RemoveAt(0,SentSize);
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|