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FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().
Example Usage:
void DoSlowWork()
{
FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
// Optionally make this show a dialog if not already shown
Progress.MakeDialog();
// Indicate that we are entering a frame representing 1 unit of work
Progress.EnterProgressFrame(1.f);
// DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
DoFirstThing();
Progress.EnterProgressFrame(1.f);
DoSecondThing();
}
This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress
[CL 2322391 by Andrew Rodham in Main branch]
2708 lines
83 KiB
C++
2708 lines
83 KiB
C++
// Copyright 1998-2014 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 "Runtime/Core/Public/Modules/ModuleVersion.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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#if WITH_EDITOR
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#include "EditorStyle.h"
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#include "AutomationController.h"
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#include "ProfilerClient.h"
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#include "RemoteConfigIni.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 "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 "Online.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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#if !UE_SERVER
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#include "HeadMountedDisplay.h"
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#include "ISlateRHIRendererModule.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 "ProfilerService.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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/**
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* Function to free up the resources in GPrevPerBoneMotionBlur
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* Should only be called at application exit
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*/
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ENGINE_API void MotionBlur_Free();
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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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// 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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printf("\n%ls", *FOutputDevice::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
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#else
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wprintf(TEXT("\n%s"), *FOutputDevice::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 != NULL)
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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(NULL, 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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/**
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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 (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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return false;
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}
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bool LaunchSetGameName(const TCHAR *InCmdLine)
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{
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if (GIsGameAgnosticExe)
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{
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// Initialize GGameName to an empty string. Populate it below.
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GGameName[0] = 0;
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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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FCString::Strncpy(GGameName, *LocalGameName, ARRAY_COUNT(GGameName));
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}
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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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FCString::Strncpy(GGameName, *LocalGameName, ARRAY_COUNT(GGameName));
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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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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"), GGameName);
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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 GGameName
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if (LocalGameName != GGameName)
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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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FCString::Strncpy(GGameName, *LocalGameName, ARRAY_COUNT(GGameName));
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}
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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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static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = NULL)
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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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IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
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if (WrapperFile != NULL && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
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{
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if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
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{
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if (OutFailedToInitialize)
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{
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*OutFailedToInitialize = true;
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}
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// Don't delete the platform file. It will be automatically deleted by its module.
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WrapperFile = NULL;
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}
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}
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else
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{
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// Make sure it won't be used.
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WrapperFile = NULL;
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}
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return WrapperFile;
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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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{
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OutFileOverrideFound = false;
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// Get the physical platform file.
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IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
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// Try to create pak file wrapper
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{
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IPlatformFile* PlatformFile = nullptr;
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PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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// Try to create sandbox wrapper
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{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
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// Streaming network wrapper (it has a priority over normal network wrapper)
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bool bNetworkFailedToInitialize = false;
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do
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{
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IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
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if (NetworkPlatformFile)
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{
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CurrentPlatformFile = NetworkPlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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// Network file wrapper (only create if the streaming wrapper hasn't been created)
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if (!NetworkPlatformFile)
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{
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NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
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if (NetworkPlatformFile)
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{
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CurrentPlatformFile = NetworkPlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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if (bNetworkFailedToInitialize)
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{
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FString HostIpString;
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FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
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#if PLATFORM_REQUIRES_FILESERVER
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. EXITING.\n"), *HostIpString);
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uint32 Result = 2;
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#else //PLATFORM_REQUIRES_FILESERVER
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// 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!
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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 ")));
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uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
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#endif //PLATFORM_REQUIRES_FILESERVER
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if (Result == EAppReturnType::No)
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{
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break;
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}
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else if (Result == EAppReturnType::Cancel)
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{
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// Cancel - return a failure, and quit
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return false;
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}
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}
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}
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while (bNetworkFailedToInitialize);
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#endif
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#if !UE_BUILD_SHIPPING
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// Try to create file profiling wrapper
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{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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// Try and create file timings stats wrapper
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{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
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}
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// Try and create file open log wrapper (lists the order files are first opened)
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{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
|
|
{
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CurrentPlatformFile = PlatformFile;
|
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
|
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}
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#endif //#if !UE_BUILD_SHIPPING
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|
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// Wrap the above in a file logging singleton if requested
|
|
{
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IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
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if (PlatformFile)
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{
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CurrentPlatformFile = PlatformFile;
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FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
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}
|
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}
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// If our platform file is different than it was when we started, then an override was used
|
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OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
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return true;
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}
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|
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bool LaunchHasIncompleteGameName()
|
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{
|
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if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
|
|
{
|
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// Verify this is a legitimate game name
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// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
|
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const FString NonSuffixedGameFolder = FPaths::RootDir() / GGameName;
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if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
|
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{
|
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const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
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if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
|
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{
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return true;
|
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}
|
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}
|
|
}
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|
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return false;
|
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}
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|
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void LaunchUpdateMostRecentProjectFile()
|
|
{
|
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// 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();
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FString RecentProjectFileContents;
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if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
|
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{
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if ( RecentProjectFileContents.Len() )
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{
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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
|
|
FCString::Strncpy(GGameName, *FPaths::GetBaseFilename(RecentProjectFileContents), ARRAY_COUNT(GGameName));
|
|
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(NULL)
|
|
#endif
|
|
{ }
|
|
|
|
|
|
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
|
|
{
|
|
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 = NULL;
|
|
if (WorldContextHandle != NAME_None)
|
|
{
|
|
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
|
|
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
|
|
World = WorldContext.World();
|
|
}
|
|
else
|
|
{
|
|
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
|
|
|
|
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Engine Pre-Initialized"), STAT_PreInit, STATGROUP_LoadTime);
|
|
|
|
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;
|
|
}
|
|
|
|
// Set GGameName, based on the command line
|
|
if (LaunchSetGameName(CmdLine) == 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());
|
|
}
|
|
}
|
|
}
|
|
#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)
|
|
{
|
|
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(GGameName, FPlatformProcess::BaseDir());
|
|
if (GameProjectFile.IsEmpty() == false)
|
|
{
|
|
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
|
|
FPaths::SetProjectFilePath(GameProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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( GGameName );
|
|
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::SetupGameOrRenderThread(false);
|
|
|
|
// 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 UE_EDITOR
|
|
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;
|
|
}
|
|
}
|
|
|
|
#endif // UE_EDITOR
|
|
|
|
|
|
// 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 == GGameName);
|
|
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 (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 = NULL;
|
|
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
|
|
FThreadStats::MasterDisableForever();
|
|
#endif
|
|
if (Token.StartsWith(TEXT("run=")))
|
|
{
|
|
Token = Token.RightChop(4);
|
|
if (!Token.EndsWith(TEXT("Commandlet")))
|
|
{
|
|
Token += TEXT("Commandlet");
|
|
}
|
|
}
|
|
CommandletCommandLine = ParsedCmdLine;
|
|
}
|
|
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// Benchmarking.
|
|
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
|
|
#else
|
|
FApp::SetBenchmarking(false);
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
// Initialize random number generator.
|
|
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("FIXEDSEED")) )
|
|
{
|
|
FMath::RandInit( 0 );
|
|
FMath::SRandInit( 0 );
|
|
}
|
|
else
|
|
{
|
|
FMath::RandInit( FPlatformTime::Cycles() );
|
|
FMath::SRandInit( FPlatformTime::Cycles() );
|
|
}
|
|
|
|
|
|
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;
|
|
#else //UE_EDITOR
|
|
#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 !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);
|
|
}
|
|
|
|
// Now verify the project file if we have one
|
|
if ( FPaths::IsProjectFilePathSet() )
|
|
{
|
|
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( 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);
|
|
}
|
|
#endif
|
|
|
|
// Load Core modules required for everything else to work (needs to be loaded before InitializeRenderingCVarsCaching)
|
|
LoadCoreModules();
|
|
|
|
#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));
|
|
}
|
|
|
|
// 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);
|
|
|
|
#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 && !GEditorGameAgnosticIni.IsEmpty()) ? GEditorGameAgnosticIni : 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 != NULL )
|
|
{
|
|
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;
|
|
PRIVATE_GIsRunningCommandlet = true;
|
|
#endif //WITH_EDITOR
|
|
|
|
// 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;
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
GIsClient = false;
|
|
GIsServer = true;
|
|
#if WITH_EDITOR
|
|
PRIVATE_GIsRunningCommandlet = false;
|
|
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();
|
|
}
|
|
|
|
// Initialize the RHI.
|
|
RHIInit(bHasEditorToken);
|
|
|
|
if (!FPlatformProperties::RequiresCookedData())
|
|
{
|
|
check(!GShaderCompilingManager);
|
|
GShaderCompilingManager = new FShaderCompilingManager();
|
|
|
|
check(!GDistanceFieldAsyncQueue);
|
|
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
|
|
}
|
|
|
|
FIOSystem::Get(); // force it to be created if it isn't already
|
|
|
|
// 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();
|
|
|
|
IStreamingManager::Get();
|
|
|
|
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();
|
|
}
|
|
|
|
|
|
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
|
|
|
|
// Initialize shader types before loading any shaders
|
|
InitializeShaderTypes();
|
|
|
|
// Load the global shaders.
|
|
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == NULL && GIsRequestingExit)
|
|
{
|
|
// This means we can't continue without the global shader map.
|
|
return 1;
|
|
}
|
|
|
|
// 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();
|
|
|
|
|
|
// Make sure all UObject classes are registered and default properties have been initialized
|
|
ProcessNewlyLoadedUObjects();
|
|
|
|
// 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();
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
|
|
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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 = 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);
|
|
}
|
|
#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(10);
|
|
|
|
if (GUseThreadedRendering)
|
|
{
|
|
#if PLATFORM_SUPPORTS_RHI_THREAD
|
|
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;
|
|
}
|
|
#endif
|
|
StartRenderingThread();
|
|
}
|
|
|
|
if ( !LoadStartupModules() )
|
|
{
|
|
// At least one startup module failed to load, return 1 to indicate an error
|
|
return 1;
|
|
}
|
|
|
|
MarkObjectsToDisregardForGC();
|
|
GUObjectArray.CloseDisregardForGC();
|
|
|
|
#if WITH_ENGINE
|
|
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
|
|
#endif
|
|
|
|
SlowTask.EnterProgressFrame(50);
|
|
|
|
#if WITH_EDITOR
|
|
if (!bHasEditorToken)
|
|
{
|
|
UClass* CommandletClass = NULL;
|
|
|
|
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;
|
|
}
|
|
|
|
extern bool GIsConsoleExecutable;
|
|
if (GIsConsoleExecutable)
|
|
{
|
|
if (GLogConsole != NULL && GLogConsole->IsAttached())
|
|
{
|
|
GLog->RemoveOutputDevice(GLogConsole);
|
|
}
|
|
// Setup Ctrl-C handler for console application
|
|
FPlatformMisc::SetGracefulTerminationHandler();
|
|
}
|
|
else
|
|
{
|
|
// Bring up console unless we're a silent build.
|
|
if( GLogConsole && !GIsSilent )
|
|
{
|
|
GLogConsole->Show( true );
|
|
}
|
|
}
|
|
|
|
// print output immediately
|
|
setvbuf(stdout, NULL, _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;
|
|
GIsEditor = Default->IsEditor;
|
|
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 == NULL )
|
|
{
|
|
if ( GIsEditor )
|
|
{
|
|
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), NULL, TEXT("engine-ini:/Script/Engine.Engine.EditorEngine"), NULL, LOAD_None, NULL );
|
|
|
|
GEngine = GEditor = ConstructObject<UEditorEngine>( EditorEngineClass );
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
|
|
GEditor->InitEditor(this);
|
|
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
|
|
}
|
|
else
|
|
{
|
|
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), NULL, TEXT("engine-ini:/Script/Engine.Engine.GameEngine"), NULL, LOAD_None, NULL );
|
|
|
|
// must do this here so that the engine object that we create on the next line receives the correct property values
|
|
GEngine = ConstructObject<UEngine>( 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"));
|
|
}
|
|
}
|
|
|
|
//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::GetInstance().RunSmokeTests();
|
|
#endif
|
|
|
|
UCommandlet* Commandlet = ConstructObject<UCommandlet>( 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 );
|
|
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
|
|
|
|
// Log warning/ error summary.
|
|
if( Commandlet->ShowErrorCount )
|
|
{
|
|
if( GWarn->Errors.Num() || GWarn->Warnings.Num() )
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT(""));
|
|
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary"));
|
|
UE_LOG(LogInit, Display, TEXT("---------------------"));
|
|
|
|
static const int32 MaxMessagesToShow = 50;
|
|
TSet<FString> ShownMessages;
|
|
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
for(auto It = GWarn->Errors.CreateConstIterator(); It; ++It)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(*It, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), **It);
|
|
}
|
|
}
|
|
|
|
SET_WARN_COLOR(COLOR_YELLOW);
|
|
ShownMessages.Empty(MaxMessagesToShow);
|
|
for(auto It = GWarn->Warnings.CreateConstIterator(); It; ++It)
|
|
{
|
|
bool bAlreadyShown = false;
|
|
ShownMessages.Add(*It, &bAlreadyShown);
|
|
|
|
if (!bAlreadyShown)
|
|
{
|
|
if (ShownMessages.Num() > MaxMessagesToShow)
|
|
{
|
|
SET_WARN_COLOR(COLOR_WHITE);
|
|
UE_LOG(LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
|
|
break;
|
|
}
|
|
|
|
UE_LOG(LogInit, Display, TEXT("%s"), **It);
|
|
}
|
|
}
|
|
}
|
|
|
|
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)"), GWarn->Errors.Num(), GWarn->Warnings.Num() );
|
|
}
|
|
else if( ( GWarn->Errors.Num() == 0 ) )
|
|
{
|
|
SET_WARN_COLOR(GWarn->Warnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
|
|
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), GWarn->Errors.Num(), GWarn->Warnings.Num() );
|
|
}
|
|
else
|
|
{
|
|
SET_WARN_COLOR(COLOR_RED);
|
|
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), GWarn->Errors.Num(), GWarn->Warnings.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")));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif //WITH_EDITOR
|
|
|
|
// exit if wanted.
|
|
if( GIsRequestingExit )
|
|
{
|
|
if ( GEngine != NULL )
|
|
{
|
|
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 = NULL;
|
|
|
|
// 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
|
|
|
|
|
|
#else // WITH_ENGINE
|
|
EndInitTextLocalization();
|
|
FPlatformMisc::PlatformPostInit();
|
|
#endif // WITH_ENGINE
|
|
|
|
//run automation smoke tests now that everything is setup to run
|
|
FAutomationTestFramework::GetInstance().RunSmokeTests();
|
|
|
|
return 0;
|
|
}
|
|
|
|
void FEngineLoop::LoadCoreModules()
|
|
{
|
|
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
|
|
#if WITH_COREUOBJECT
|
|
FModuleManager::Get().LoadModule(TEXT("CoreUObject"));
|
|
#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"));
|
|
|
|
FPlatformMisc::LoadPreInitModules();
|
|
|
|
#if !UE_SERVER
|
|
if (!IsRunningDedicatedServer() )
|
|
{
|
|
// This needs to be loaded before InitializeShaderTypes is called
|
|
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
|
|
}
|
|
#endif
|
|
|
|
// 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()
|
|
{
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
|
|
|
|
bool bSuccess = true;
|
|
|
|
// Load all Runtime modules
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("Core"));
|
|
FModuleManager::Get().LoadModule(TEXT("Networking"));
|
|
}
|
|
|
|
FPlatformMisc::LoadStartupModules();
|
|
|
|
// initialize messaging
|
|
if (FPlatformProcess::SupportsMultithreading())
|
|
{
|
|
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
|
|
|
|
if (!IsRunningCommandlet())
|
|
{
|
|
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
|
|
SessionService->Start();
|
|
}
|
|
|
|
EngineService = new FEngineService();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
|
|
#endif //WITH_EDITOR
|
|
|
|
// Load all Development modules
|
|
if (!IsRunningDedicatedServer())
|
|
{
|
|
FModuleManager::Get().LoadModule("Slate");
|
|
// UMG must be loaded for runtime and cooking.
|
|
FModuleManager::Get().LoadModule("UMG");
|
|
|
|
#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
|
|
|
|
#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
|
|
bool bBehaviorTreeEditorEnabled=false;
|
|
GConfig->GetBool(TEXT("BehaviorTreesEd"), TEXT("BehaviorTreeEditorEnabled"), bBehaviorTreeEditorEnabled, GEngineIni);
|
|
|
|
//we can override config settings from EpicLabs
|
|
bool bBehaviorTreeEditorEnabledFromUserSettings=false;
|
|
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorExperimentalSettings"), TEXT("bBehaviorTreeEditor"), bBehaviorTreeEditorEnabledFromUserSettings, GEditorUserSettingsIni);
|
|
|
|
if (bBehaviorTreeEditorEnabled || bBehaviorTreeEditorEnabledFromUserSettings)
|
|
{
|
|
//let's load BT editor even for Rocket users (ShooterGame needs it but other projects should have it disabled in config file).
|
|
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
|
|
}
|
|
|
|
// -----------------------------------------------------
|
|
|
|
// 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)
|
|
{
|
|
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
|
|
}
|
|
|
|
// We need this for blueprint projects that have online functionality.
|
|
FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
|
|
|
|
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool FEngineLoop::LoadStartupModules()
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
// Load modules that are configured to load in the default phase
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// 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 )
|
|
{
|
|
GEngine->MatineeCaptureFPS = (int32)FixedFPS;
|
|
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()
|
|
{
|
|
FScopedSlowTask SlowTask(100);
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Figure out which UEngine variant to use.
|
|
UClass* EngineClass = NULL;
|
|
if( !GIsEditor )
|
|
{
|
|
// We're the game.
|
|
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), NULL, TEXT("engine-ini:/Script/Engine.Engine.GameEngine"), NULL, LOAD_None, NULL );
|
|
GEngine = ConstructObject<UEngine>( EngineClass );
|
|
}
|
|
else
|
|
{
|
|
#if WITH_EDITOR
|
|
// We're UnrealEd.
|
|
EngineClass = StaticLoadClass( UUnrealEdEngine::StaticClass(), NULL, TEXT("engine-ini:/Script/Engine.Engine.UnrealEdEngine"), NULL, LOAD_None, NULL );
|
|
GEngine = GEditor = GUnrealEd = ConstructObject<UUnrealEdEngine>( EngineClass );
|
|
#else
|
|
check(0);
|
|
#endif
|
|
}
|
|
|
|
check( GEngine );
|
|
|
|
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
|
|
|
|
GEngine->ParseCommandline();
|
|
|
|
InitTime();
|
|
|
|
SlowTask.EnterProgressFrame(60);
|
|
|
|
GEngine->Init(this);
|
|
|
|
SlowTask.EnterProgressFrame(30);
|
|
|
|
// Load all the post-engine init modules
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
|
|
{
|
|
GIsRequestingExit = true;
|
|
return 1;
|
|
}
|
|
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
|
|
// initialize automation worker
|
|
#if WITH_AUTOMATION_WORKER
|
|
FModuleManager::Get().LoadModule("AutomationWorker");
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if( GIsEditor )
|
|
{
|
|
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
|
|
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
|
|
}
|
|
#endif
|
|
|
|
GIsRunning = true;
|
|
|
|
if (!GIsEditor)
|
|
{
|
|
// hide a couple frames worth of rendering
|
|
FViewport::SetGameRenderingEnabled(true, 3);
|
|
}
|
|
|
|
// Begin the async platform hardware survey
|
|
GEngine->InitHardwareSurvey();
|
|
|
|
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
void FEngineLoop::Exit()
|
|
{
|
|
GIsRunning = 0;
|
|
GLogConsole = NULL;
|
|
|
|
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 = NULL;
|
|
|
|
if (SessionService.IsValid())
|
|
{
|
|
SessionService->Stop();
|
|
SessionService.Reset();
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
GDistanceFieldAsyncQueue->Shutdown();
|
|
delete GDistanceFieldAsyncQueue;
|
|
}
|
|
#endif // WITH_ENGINE
|
|
|
|
MALLOC_PROFILER( GEngine->Exec( NULL, TEXT( "MPROF STOP" ) ); )
|
|
|
|
if ( GEngine != NULL )
|
|
{
|
|
GEngine->ShutdownAudioDevice();
|
|
}
|
|
|
|
// close all windows
|
|
FSlateApplication::Shutdown();
|
|
|
|
|
|
if ( GEngine != NULL )
|
|
{
|
|
GEngine->PreExit();
|
|
}
|
|
|
|
AppPreExit();
|
|
|
|
// Shutdown and unregister all online subsystems
|
|
Online::ShutdownOnlineSubsystem();
|
|
|
|
TermGamePhys();
|
|
ParticleVertexFactoryPool_FreePool();
|
|
MotionBlur_Free();
|
|
|
|
// Stop the rendering thread.
|
|
StopRenderingThread();
|
|
|
|
// Tear down the RHI.
|
|
RHIExit();
|
|
|
|
#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();
|
|
|
|
#if STATS
|
|
FThreadStats::StopThread();
|
|
#endif
|
|
|
|
FTaskGraphInterface::Shutdown();
|
|
|
|
IStreamingManager::Shutdown();
|
|
|
|
FIOSystem::Shutdown();
|
|
}
|
|
|
|
void FEngineLoop::ProcessPlayerControllersSlateOperations() 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 != nullptr && CurWorld->IsGameWorld())
|
|
{
|
|
ULocalPlayer* LocalPlayer = CurWorld->GetFirstLocalPlayerFromController();
|
|
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
|
|
if (LocalPlayer != nullptr && GameViewportClient != nullptr)
|
|
{
|
|
TSharedPtr<SViewport> ViewportWidget = GameViewportClient->GetGameViewportWidget();
|
|
if (ViewportWidget.IsValid())
|
|
{
|
|
APlayerController* PlayerController = LocalPlayer->PlayerController;
|
|
if (PlayerController != nullptr)
|
|
{
|
|
FReply& TheReply = PlayerController->SlateOperations;
|
|
|
|
FWidgetPath PathToWidget;
|
|
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
|
|
|
|
SlateApp.ProcessReply(PathToWidget, TheReply, NULL, NULL);
|
|
|
|
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;
|
|
}
|
|
|
|
void FEngineLoop::Tick()
|
|
{
|
|
// If a movie that is blocking the game thread has been playing,
|
|
// wait for it to finish before we tick again, otherwise we'll get
|
|
// multiple threads ticking simultaneously, which is bad
|
|
GetMoviePlayer()->WaitForMovieToFinish();
|
|
|
|
// early in the Tick() to get the callbacks for cvar changes called
|
|
IConsoleManager::Get().CallAllConsoleVariableSinks();
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
BeginFrame,
|
|
{
|
|
GRHICommandList.LatchBypass();
|
|
GFrameNumberRenderThread++;
|
|
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread));
|
|
RHICmdList.BeginFrame();
|
|
});
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
|
|
GEngine->UpdateTimeAndHandleMaxTickRate();
|
|
|
|
GEngine->TickFPSChart( FApp::GetDeltaTime() );
|
|
|
|
// Update platform memory and memory allocator stats.
|
|
FPlatformMemory::UpdateStats();
|
|
GMalloc->UpdateStats();
|
|
}
|
|
|
|
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
|
|
|
|
STAT(extern ENGINE_API void BeginOneFrameParticleStats());
|
|
STAT(BeginOneFrameParticleStats());
|
|
|
|
// Calculates average FPS/MS (outside STATS on purpose)
|
|
CalculateFPSTimings();
|
|
|
|
// Note the start of a new frame
|
|
MALLOC_PROFILER(GMalloc->Exec( NULL, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
|
|
|
|
// handle some per-frame tasks on the rendering thread
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
ResetDeferredUpdates,
|
|
{
|
|
FDeferredUpdateResource::ResetNeedsUpdate();
|
|
FlushPendingDeleteRHIResources_RenderThread();
|
|
});
|
|
|
|
{
|
|
#if WITH_ENGINE
|
|
SCOPE_CYCLE_COUNTER( STAT_PlatformMessageTime );
|
|
#endif
|
|
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
|
|
FPlatformMisc::PumpMessages(true);
|
|
}
|
|
|
|
// Idle mode prevents ticking and rendering completely
|
|
const bool bIdleMode = ShouldUseIdleMode();
|
|
if (bIdleMode)
|
|
{
|
|
// Yield CPU time
|
|
FPlatformProcess::Sleep(.1f);
|
|
}
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
FSlateApplication::Get().PollGameDeviceState();
|
|
}
|
|
|
|
GEngine->Tick( FApp::GetDeltaTime(), bIdleMode );
|
|
|
|
if (GShaderCompilingManager)
|
|
{
|
|
// Process any asynchronous shader compile results that are ready, limit execution time
|
|
GShaderCompilingManager->ProcessAsyncResults(true, false);
|
|
}
|
|
|
|
if (GDistanceFieldAsyncQueue)
|
|
{
|
|
GDistanceFieldAsyncQueue->ProcessAsyncTasks();
|
|
}
|
|
|
|
if (FSlateApplication::IsInitialized() && !bIdleMode)
|
|
{
|
|
check(!IsRunningDedicatedServer());
|
|
|
|
// Process slate operations accumulated in the world ticks.
|
|
ProcessPlayerControllersSlateOperations();
|
|
|
|
// 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
|
|
if( GIsEditor )
|
|
{
|
|
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
|
|
//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
|
|
|
|
{
|
|
#if WITH_ENGINE
|
|
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
|
|
#endif
|
|
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();
|
|
|
|
{
|
|
#if WITH_ENGINE
|
|
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
|
|
#endif
|
|
// 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 );
|
|
}
|
|
|
|
{
|
|
#if WITH_ENGINE
|
|
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
|
|
#endif
|
|
|
|
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
|
|
delete PreviousPendingCleanupObjects;
|
|
|
|
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
|
|
|
|
FSingleThreadManager::Get().Tick();
|
|
|
|
GEngine->TickDeferredCommands();
|
|
}
|
|
|
|
{
|
|
STAT(extern ENGINE_API void FinishOneFrameParticleStats());
|
|
STAT(FinishOneFrameParticleStats());
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
EndFrame,
|
|
{
|
|
RHICmdList.EndFrame();
|
|
RHICmdList.PopEvent();
|
|
});
|
|
}
|
|
|
|
// Check for async platform hardware survey results
|
|
GEngine->TickHardwareSurvey();
|
|
|
|
// Set CPU utilization stats.
|
|
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
|
|
SET_FLOAT_STAT(STAT_CPUTimePct,CPUTime.CPUTimePct);
|
|
SET_FLOAT_STAT(STAT_CPUTimePctRelative,CPUTime.CPUTimePctRelative);
|
|
}
|
|
|
|
void FEngineLoop::ClearPendingCleanupObjects()
|
|
{
|
|
delete PendingCleanupObjects;
|
|
PendingCleanupObjects = NULL;
|
|
}
|
|
|
|
#if PLATFORM_XBOXONE
|
|
|
|
void FEngineLoop::OnResuming(_In_ Platform::Object^ Sender, _In_ Platform::Object^ Args)
|
|
{
|
|
// Make the call down to the RHI to Resume the GPU state
|
|
RHIResumeRendering();
|
|
|
|
// Notify application of resume
|
|
FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast();
|
|
}
|
|
|
|
void FEngineLoop::OnSuspending(_In_ Platform::Object^ Sender, _In_ Windows::ApplicationModel::SuspendingEventArgs^ Args)
|
|
{
|
|
// Get the Suspending Event
|
|
Windows::ApplicationModel::SuspendingDeferral^ SuspendingEvent = Args->SuspendingOperation->GetDeferral();
|
|
|
|
// Notify application of suspend. Application should kick off an async save at this point.
|
|
FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast();
|
|
|
|
// Flush the RenderingThread
|
|
FlushRenderingCommands();
|
|
|
|
// Make the call down to the RHI to Suspend the GPU state
|
|
RHISuspendRendering();
|
|
|
|
// @TODO Wait for async save to complete
|
|
// Flush the log so it's all written to disk
|
|
GLog->FlushThreadedLogs();
|
|
GLog->Flush();
|
|
|
|
// Tell the callback that we are done
|
|
SuspendingEvent->Complete();
|
|
}
|
|
|
|
#endif // PLATFORM_XBOXONE
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
|
|
/* 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 NULL terminate just in case. The NULL 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();
|
|
|
|
#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
|
|
// 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(), GEngineVersion.GetChangelist(), *FDateTime::Now().ToString())));
|
|
#endif
|
|
|
|
// Init logging to disk
|
|
FPlatformOutputDevices::SetupOutputDevices();
|
|
|
|
// init config system
|
|
FConfigCacheIni::InitializeConfigSystem();
|
|
|
|
// Check whether the project or any of its plugins are missing or are out of date
|
|
#if UE_EDITOR
|
|
if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
|
|
{
|
|
TArray<FString> IncompatibleFiles;
|
|
if((IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles) & IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles)) == false)
|
|
{
|
|
// 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"), GGameName)) == EAppReturnType::No)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// 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();
|
|
|
|
// Check it succeeded
|
|
TArray<FString> StillIncompatibleFiles;
|
|
if(!bCompileResult || !IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles) || !IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles))
|
|
{
|
|
for(int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
|
|
{
|
|
UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
|
|
}
|
|
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), GGameName), TEXT("Error"));
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Load "pre-init" plugin modules
|
|
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// Show log if wanted.
|
|
if (GLogConsole && FParse::Param(FCommandLine::Get(), TEXT("LOG")))
|
|
{
|
|
GLogConsole->Show(true);
|
|
}
|
|
|
|
#endif // !UE_BUILD_SHIPPING
|
|
|
|
//// Command line.
|
|
UE_LOG(LogInit, Log, TEXT("Version: %s"), *GEngineVersion.ToString());
|
|
UE_LOG(LogInit, Log, TEXT("API Version: %u"), MODULE_API_VERSION);
|
|
|
|
#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( _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::Get() );
|
|
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("Rocket: %d"), FRocketSupport::IsRocket()? 1 : 0);
|
|
|
|
GPrintLogTimes = ELogTimes::None;
|
|
|
|
// 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"))
|
|
{
|
|
GPrintLogTimes = ELogTimes::SinceGStartTime;
|
|
}
|
|
// Assume this is a bool for backward compatibility
|
|
else if (FCString::ToBool(*LogTimes))
|
|
{
|
|
GPrintLogTimes = ELogTimes::UTC;
|
|
}
|
|
}
|
|
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("LOGTIMES")))
|
|
{
|
|
GPrintLogTimes = ELogTimes::UTC;
|
|
}
|
|
else if(FParse::Param(FCommandLine::Get(), TEXT("NOLOGTIMES")))
|
|
{
|
|
GPrintLogTimes = ELogTimes::None;
|
|
}
|
|
else if(FParse::Param(FCommandLine::Get(), TEXT("LOGTIMESINCESTART")))
|
|
{
|
|
GPrintLogTimes = ELogTimes::SinceGStartTime;
|
|
}
|
|
|
|
// if a logging build, clear out old log files
|
|
#if !NO_LOGGING && !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
FMaintenance::DeleteOldLogs();
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
FApp::InitializeSession();
|
|
#endif
|
|
|
|
// initialize task graph sub-system with potential multiple threads
|
|
FTaskGraphInterface::Startup(FPlatformMisc::NumberOfCores());
|
|
FTaskGraphInterface::Get().AttachToThread(ENamedThreads::GameThread);
|
|
|
|
#if STATS
|
|
FThreadStats::StartThread();
|
|
if (FThreadStats::WillEverCollectData())
|
|
{
|
|
FThreadStats::ExplicitFlush(); // flush the stats and set update the scope so we don't flush again until a frame update, this helps prevent fragmentation
|
|
}
|
|
FStartupMessages::Get().AddThreadMetadata( NAME_GameThread, FPlatformTLS::GetCurrentThreadId() );
|
|
#endif
|
|
|
|
#if WITH_ENGINE
|
|
// Earliest place to init the online subsystems
|
|
// 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
|
|
FModuleManager::Get().LoadModule(TEXT("OnlineSubsystem"));
|
|
FModuleManager::Get().LoadModule(TEXT("OnlineSubsystemUtils"));
|
|
|
|
// Init HighRes screenshot system.
|
|
GetHighResScreenshotConfig().Init();
|
|
#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);
|
|
check(GEngineNetVersion == 0 || GEngineNetVersion >= GEngineMinNetVersion || GEngineVersion.IsLicenseeVersion());
|
|
|
|
// 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::GetInstance().SetForceSmokeTests(bForceSmokeTests);
|
|
|
|
// Init other systems.
|
|
FCoreDelegates::OnInit.Broadcast();
|
|
return true;
|
|
}
|
|
|
|
|
|
void FEngineLoop::AppPreExit( )
|
|
{
|
|
UE_LOG(LogExit, Log, TEXT("Preparing to exit.") );
|
|
|
|
FCoreDelegates::OnPreExit.Broadcast();
|
|
|
|
#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 != NULL)
|
|
{
|
|
GThreadPool->Destroy();
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
if ( GShaderCompilingManager )
|
|
{
|
|
GShaderCompilingManager->Shutdown();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void FEngineLoop::AppExit( )
|
|
{
|
|
UE_LOG(LogExit, Log, TEXT("Exiting."));
|
|
|
|
FPlatformMisc::PlatformTearDown();
|
|
|
|
if (GConfig)
|
|
{
|
|
GConfig->Exit();
|
|
delete GConfig;
|
|
GConfig = NULL;
|
|
}
|
|
|
|
if( GLog )
|
|
{
|
|
GLog->TearDown();
|
|
}
|
|
|
|
FInternationalization::TearDown();
|
|
}
|
|
|
|
void FEngineLoop::PreInitHMDDevice()
|
|
{
|
|
#if WITH_ENGINE && !UE_SERVER
|
|
if (!GIsEditor)
|
|
{
|
|
//@todo vr: only preinit first valid hmd?
|
|
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
|
|
{
|
|
// Get a list of plugins that implement this feature
|
|
TArray<IHeadMountedDisplayModule*> HMDImplementations = IModularFeatures::Get().GetModularFeatureImplementations<IHeadMountedDisplayModule>(IHeadMountedDisplayModule::GetModularFeatureName());
|
|
for (auto HMDModuleIt = HMDImplementations.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
(*HMDModuleIt)->PreInit();
|
|
}
|
|
}
|
|
}
|
|
#endif // #if WITH_ENGINE && !UE_SERVER
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|