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* fix for IPP causing deploy or package to fail when running from Game Launcher [CL 2039103 by Peter Sauerbrei in Main branch]
300 lines
8.4 KiB
C++
300 lines
8.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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LinuxTargetPlatform.h: Declares the FLinuxTargetPlatform class.
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=============================================================================*/
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#pragma once
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/**
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* Template for Linux target platforms
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*/
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template<bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
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class TLinuxTargetPlatform
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: public TTargetPlatformBase<FLinuxPlatformProperties<IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
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{
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public:
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typedef public TTargetPlatformBase<FLinuxPlatformProperties<IS_DEDICATED_SERVER, IS_CLIENT_ONLY> > TSuper;
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/**
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* Default constructor.
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*/
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TLinuxTargetPlatform( )
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{
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LocalDevice = MakeShareable(new FLinuxTargetDevice(*this, FTargetDeviceId(PlatformName(), FPlatformProcess::ComputerName())));
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#if WITH_ENGINE
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FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
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TextureLODSettings.Initialize(EngineSettings, TEXT("SystemSettings"));
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StaticMeshLODSettings.Initialize(EngineSettings);
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#endif
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}
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public:
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// Begin ITargetPlatform interface
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virtual void EnableDeviceCheck(bool OnOff) OVERRIDE {}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const OVERRIDE
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{
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// TODO: ping all the machines in a local segment and/or try to connect to port 22 of those that respond
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OutDevices.Reset();
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OutDevices.Add(LocalDevice);
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}
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virtual ECompressionFlags GetBaseCompressionMethod( ) const OVERRIDE
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{
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return COMPRESS_ZLIB;
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}
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virtual bool GetBuildArtifacts( const FString& ProjectPath, EBuildTargets::Type BuildTarget, EBuildConfigurations::Type BuildConfiguration, ETargetPlatformBuildArtifacts::Type Artifacts, TMap<FString, FString>& OutFiles, TArray<FString>& OutMissingFiles ) const OVERRIDE
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{
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if ((BuildTarget == EBuildTargets::Unknown) || (BuildConfiguration == EBuildConfigurations::Unknown))
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{
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return false;
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}
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const FString ProjectName = FPaths::GetBaseFilename(ProjectPath);
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const FString ProjectRoot = FPaths::GetPath(ProjectPath);
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if (!ProjectName.IsEmpty() || !ProjectRoot.IsEmpty())
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{
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return false;
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}
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// append binaries
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if (Artifacts & ETargetPlatformBuildArtifacts::Engine)
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{
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const FString EngineBinariesDir = FPaths::EngineDir() / TEXT("Binaries") / TEXT("Linux");
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const FString DeployedBinariesDir = FString(TEXT("Engine")) / TEXT("Binaries") / TEXT("Linux");
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// executable
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{
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FString ExecutableBaseName;
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FString ProjectBinariesDir = ProjectRoot / TEXT("Binaries");
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// content-only projects use game agnostic binaries
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if (IFileManager::Get().DirectoryExists(*ProjectBinariesDir))
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{
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ExecutableBaseName = ProjectName;
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}
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else
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{
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ExecutableBaseName = TEXT("UE4");
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ProjectBinariesDir = EngineBinariesDir;
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}
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if (BuildConfiguration != EBuildConfigurations::Development)
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{
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ExecutableBaseName += FString::Printf(TEXT("-%s-%s"), *PlatformName(), EBuildConfigurations::ToString(BuildConfiguration));
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}
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ProjectBinariesDir /= TEXT("Linux");
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// add executable
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{
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FString ExecutablePath = ProjectBinariesDir / ExecutableBaseName;
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if (FPaths::FileExists(*ExecutablePath))
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{
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OutFiles.Add(ExecutablePath, DeployedBinariesDir / ExecutableBaseName);
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}
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else
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{
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OutMissingFiles.Add(ExecutablePath);
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}
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}
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}
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// dynamic link libraries
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{
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// @todo platforms: this needs some major improvement, so that only required files are included
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TArray<FString> FileNames;
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IFileManager::Get().FindFiles(FileNames, *(EngineBinariesDir / TEXT("*.so")), true, false);
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for (int32 FileIndex = 0; FileIndex < FileNames.Num(); ++FileIndex)
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{
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// add library
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const FString& FileName = FileNames[FileIndex];
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OutFiles.Add(EngineBinariesDir / FileName, DeployedBinariesDir / FileName);
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}
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}
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// append third party binaries
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{
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FString ThirdPartyBinariesDir = FPaths::EngineDir() / TEXT("Binaries") / TEXT("ThirdParty");
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TArray<FString> FileNames;
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IFileManager::Get().FindFilesRecursive(FileNames, *ThirdPartyBinariesDir, TEXT("*.*"), true, false);
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for (int32 FileIndex = 0; FileIndex < FileNames.Num(); ++FileIndex)
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{
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FString FileName = FileNames[FileIndex];
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if (FileName.EndsWith(TEXT(".so")) && !FileName.Contains(TEXT("Mcpp")) && !FileName.Contains(TEXT("NoRedist")) )
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{
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OutFiles.Add(FileName, FileName.RightChop(9));
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}
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}
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}
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}
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// append engine content
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if (Artifacts & ETargetPlatformBuildArtifacts::Content)
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{
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// @todo platforms: handle Engine configuration files and content
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}
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// append game content
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if (Artifacts & ETargetPlatformBuildArtifacts::Content)
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{
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// @todo platforms: handle game configuration files and content
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}
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// append tools
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if (Artifacts & ETargetPlatformBuildArtifacts::Tools)
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{
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// @todo platforms: add tools deployment support
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return false;
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}
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return (OutMissingFiles.Num() == 0);
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}
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virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const OVERRIDE
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{
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return true;
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}
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virtual ITargetDevicePtr GetDefaultDevice( ) const OVERRIDE
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{
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return LocalDevice;
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}
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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) OVERRIDE
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{
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if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
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{
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return LocalDevice;
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}
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FTargetDeviceId UATFriendlyId(TEXT("linux"), DeviceId.GetDeviceName());
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return MakeShareable(new FLinuxTargetDevice(*this, UATFriendlyId));
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}
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virtual FString GetIconPath( ETargetPlatformIcons::IconType IconType ) const OVERRIDE
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{
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switch (IconType)
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{
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case ETargetPlatformIcons::Normal:
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return FString(TEXT("Launcher/Linux/Platform_Linux_24x"));
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case ETargetPlatformIcons::Large:
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case ETargetPlatformIcons::XLarge:
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return FString(TEXT("Launcher/Linux/Platform_Linux_128x"));
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}
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return FString();
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}
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virtual bool IsRunningPlatform( ) const OVERRIDE
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{
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return false;
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}
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bool SupportsFeature(ETargetPlatformFeatures::Type Feature) const OVERRIDE
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{
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if (Feature == ETargetPlatformFeatures::UserCredentials || Feature == ETargetPlatformFeatures::Packaging)
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{
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return true;
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}
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return TTargetPlatformBase<FLinuxPlatformProperties<IS_DEDICATED_SERVER, IS_CLIENT_ONLY>>::SupportsFeature(Feature);
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}
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#if WITH_ENGINE
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virtual void GetShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE
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{
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// no shaders needed for dedicated server target
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if (!IS_DEDICATED_SERVER)
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{
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static FName NAME_GLSL_150(TEXT("GLSL_150"));
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static FName NAME_GLSL_430(TEXT("GLSL_430"));
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OutFormats.AddUnique(NAME_GLSL_150);
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OutFormats.AddUnique(NAME_GLSL_430);
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}
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}
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const OVERRIDE
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{
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return StaticMeshLODSettings;
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}
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const OVERRIDE
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{
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if (!IS_DEDICATED_SERVER)
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{
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// just use the standard texture format name for this texture
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OutFormats.Add(GetDefaultTextureFormatName(InTexture, EngineSettings));
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}
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}
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virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const OVERRIDE
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{
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return TextureLODSettings;
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}
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virtual FName GetWaveFormat( class USoundWave* Wave ) const OVERRIDE
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{
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static FName NAME_OGG(TEXT("OGG"));
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return NAME_OGG;
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}
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#endif //WITH_ENGINE
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DECLARE_DERIVED_EVENT(FAndroidTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
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virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) OVERRIDE
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{
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return DeviceDiscoveredEvent;
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}
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DECLARE_DERIVED_EVENT(FAndroidTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
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virtual FOnTargetDeviceLost& OnDeviceLost( ) OVERRIDE
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{
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return DeviceLostEvent;
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}
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// End ITargetPlatform interface
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private:
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// Holds the local device.
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FLinuxTargetDevicePtr LocalDevice;
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#if WITH_ENGINE
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// Holds the Engine INI settings for quick use.
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FConfigFile EngineSettings;
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// Holds the texture LOD settings.
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FTextureLODSettings TextureLODSettings;
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// Holds static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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#endif // WITH_ENGINE
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private:
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// Holds an event delegate that is executed when a new target device has been discovered.
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FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
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// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
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FOnTargetDeviceLost DeviceLostEvent;
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};
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