Files
UnrealEngineUWP/Engine/Source/Developer/TargetPlatform/Private/TargetPlatformManagerModule.cpp
josh adams f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[OverrideSDK]
  SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e

[CL 25767233 by josh adams in ue5-main branch]
2023-06-02 13:42:59 -04:00

1282 lines
38 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "HAL/FileManager.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/CommandLine.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/Paths.h"
#include "Misc/OutputDeviceRedirector.h"
#include "ShaderCompilerCore.h"
#include "Stats/Stats.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/MonitoredProcess.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformModule.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/IAudioFormat.h"
#include "Interfaces/IAudioFormatModule.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatManagerModule.h"
#include "Interfaces/ITextureFormatModule.h"
#include "PlatformInfo.h"
#include "DesktopPlatformModule.h"
#include "Interfaces/ITurnkeySupportModule.h"
DEFINE_LOG_CATEGORY_STATIC(LogTargetPlatformManager, Log, All);
// AutoSDKs needs the extra DDPI info
#ifndef AUTOSDKS_ENABLED
#define AUTOSDKS_ENABLED DDPI_HAS_EXTENDED_PLATFORMINFO_DATA
#endif
#if AUTOSDKS_ENABLED
namespace UE::AutoSDK
{
static bool IsAutoSDKsEnabled()
{
static const FString SDKRootEnvFar(TEXT("UE_SDKS_ROOT"));
FString SDKPath = FPlatformMisc::GetEnvironmentVariable(*SDKRootEnvFar);
// AutoSDKs only enabled if UE_SDKS_ROOT is set.
if (SDKPath.Len() != 0)
{
return true;
}
return false;
}
static FString GetProjectPathForUBT()
{
if (FPaths::IsProjectFilePathSet())
{
return FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath());
}
if (FApp::HasProjectName())
{
FString ProjectPath = FPaths::ProjectDir() / FApp::GetProjectName() + TEXT(".uproject");
if (FPaths::FileExists(ProjectPath))
{
return ProjectPath;
}
}
return FString();
}
// kick off a call to UBT nice and early so that it's results are hopefully ready when needed
static FProcHandle AutoSDKSetupUBTProc;
FDelayedAutoRegisterHelper GAutoSDKInit(EDelayedRegisterRunPhase::FileSystemReady, []
{
// amortize UBT cost by calling it once for all platforms, rather than once per platform.
if (IsAutoSDKsEnabled() && FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
{
FString UBTParams(TEXT("-Mode=SetupPlatforms"));
FString Project = GetProjectPathForUBT();
if (Project.Len() > 0)
{
UBTParams += FString::Printf(TEXT(" -project=%s"), *Project);
}
int32 UBTReturnCode = -1;
FString UBTOutput;
void* ReadPipe = nullptr;
void* WritePipe = nullptr;
AutoSDKSetupUBTProc = FDesktopPlatformModule::Get()->InvokeUnrealBuildToolAsync(UBTParams, *GLog, ReadPipe, WritePipe, true);
if (!AutoSDKSetupUBTProc.IsValid())
{
UE_LOG(LogTargetPlatformManager, Warning, TEXT("AutoSDK is enabled (UE_SDKS_ROOT is set), but failed to run UBT to check SDK status! Check your installation."));
}
}
}
);
}
#endif
static const size_t MaxPlatformCount = 64; // In the unlikely event that someone bumps this please note that there's
// an implicit assumption that there won't be more than 64 unique target
// platforms in the FTargetPlatformSet code since it uses one bit of an
// uint64 per platform.
static const ITargetPlatform* TargetPlatformArray[MaxPlatformCount];
static int32 PlatformCounter = 0;
int32 ITargetPlatform::AssignPlatformOrdinal(const ITargetPlatform& Platform)
{
check(PlatformCounter < MaxPlatformCount);
const int32 Ordinal = PlatformCounter++;
check(TargetPlatformArray[Ordinal] == nullptr);
TargetPlatformArray[Ordinal] = &Platform;
return Ordinal;
}
const ITargetPlatform* ITargetPlatform::GetPlatformFromOrdinal(int32 Ordinal)
{
check(Ordinal < PlatformCounter);
return TargetPlatformArray[Ordinal];
}
ITargetPlatform::FOnTargetDeviceDiscovered& ITargetPlatform::OnDeviceDiscovered()
{
static FOnTargetDeviceDiscovered Delegate;
return Delegate;
}
ITargetPlatform::FOnTargetDeviceLost& ITargetPlatform::OnDeviceLost()
{
static FOnTargetDeviceLost Delegate;
return Delegate;
}
/**
* Module for the target platform manager
*/
class FTargetPlatformManagerModule
: public ITargetPlatformManagerModule
{
public:
/** Default constructor. */
FTargetPlatformManagerModule()
: bRestrictFormatsToRuntimeOnly(false)
, bForceCacheUpdate(true)
, bHasInitErrors(false)
, bIgnoreFirstDelegateCall(true)
, bSkipOneTextureFormatManagerInvalidate(false)
{
#if WITH_EDITOR
ITurnkeySupportModule::Get().UpdateSdkInfo();
#endif
#if AUTOSDKS_ENABLED
// AutoSDKs only enabled if UE_SDKS_ROOT is set.
if (UE::AutoSDK::IsAutoSDKsEnabled())
{
if (UE::AutoSDK::AutoSDKSetupUBTProc.IsValid())
{
SCOPED_BOOT_TIMING("FTargetPlatformManagerModule - WaitForUBTProc");
FPlatformProcess::WaitForProc(UE::AutoSDK::AutoSDKSetupUBTProc);
}
// we have to setup our local environment according to AutoSDKs or the ITargetPlatform's IsSDkInstalled calls may fail
// before we get a change to setup for a given platform. Use the platforminfo list to avoid any kind of interdependency.
SCOPED_BOOT_TIMING("FTargetPlatformManagerModule.SetupAndValidateAutoSDK");
for (auto Pair: FDataDrivenPlatformInfoRegistry::GetAllPlatformInfos())
{
if (Pair.Value.AutoSDKPath.Len() > 0)
{
SetupAndValidateAutoSDK(Pair.Value.AutoSDKPath);
}
}
}
#endif
TextureFormatManager = FModuleManager::LoadModulePtr<ITextureFormatManagerModule>("TextureFormat");
//TextureFormatManager->Invalidate() already done, don't do again now :
bSkipOneTextureFormatManagerInvalidate = true;
// Calling a virtual function from a constructor, but with no expectation that a derived implementation of this
// method would be called. This is solely to avoid duplicating code in this implementation, not for polymorphism.
FTargetPlatformManagerModule::Invalidate();
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FTargetPlatformManagerModule::ModulesChangesCallback);
}
/** Destructor. */
virtual ~FTargetPlatformManagerModule()
{
FModuleManager::Get().OnModulesChanged().RemoveAll(this);
}
public:
// ITargetPlatformManagerModule interface
virtual bool HasInitErrors(FString* OutErrorMessages) const
{
if (OutErrorMessages)
{
*OutErrorMessages = InitErrorMessages;
}
return bHasInitErrors;
}
virtual void Invalidate() override
{
bForceCacheUpdate = true;
SetupSDKStatus();
//GetTargetPlatforms(); redudant with next call
GetActiveTargetPlatforms();
bForceCacheUpdate = false;
if ( bSkipOneTextureFormatManagerInvalidate )
{
bSkipOneTextureFormatManagerInvalidate = false;
}
else if (!bHasInitErrors)
{
TextureFormatManager->Invalidate();
}
// If we've had an error due to an invalid target platform, don't do additional work
if (!bHasInitErrors)
{
GetAudioFormats();
GetShaderFormats();
}
OnTargetPlatformsInvalidated.Broadcast();
}
virtual FOnTargetPlatformsInvalidated& GetOnTargetPlatformsInvalidatedDelegate() override
{
return OnTargetPlatformsInvalidated;
}
virtual const TArray<ITargetPlatform*>& GetTargetPlatforms() override
{
if (Platforms.Num() == 0 || bForceCacheUpdate)
{
DiscoverAvailablePlatforms();
}
return Platforms;
}
virtual ITargetDevicePtr FindTargetDevice(const FTargetDeviceId& DeviceId) override
{
ITargetPlatform* Platform = FindTargetPlatform(DeviceId.GetPlatformName());
if (Platform != nullptr)
{
return Platform->GetDevice(DeviceId);
}
return nullptr;
}
virtual ITargetPlatform* FindTargetPlatform(FStringView Name) override
{
GetTargetPlatforms(); // Populates PlatformsByName
if (ITargetPlatform** Platform = PlatformsByName.Find(FName(Name)))
{
return *Platform;
}
return nullptr;
}
virtual ITargetPlatform* FindTargetPlatform(FName Name) override
{
GetTargetPlatforms(); // Populates PlatformsByName
if (ITargetPlatform** Platform = PlatformsByName.Find(Name))
{
return *Platform;
}
return nullptr;
}
virtual ITargetPlatform* FindTargetPlatform(const TCHAR* Name) override
{
return FindTargetPlatform(FName(Name));
}
virtual ITargetPlatform* FindTargetPlatformWithSupport(FName SupportType, FName RequiredSupportedValue)
{
// first try to find an active target platform. if that fails, try all target platforms.
// this gives priority to the active target platform if multiple platforms support the same value
for (int Pass = 0; Pass < 2; Pass++)
{
const TArray<ITargetPlatform*>& TargetPlatforms = (Pass == 0) ? GetActiveTargetPlatforms() : GetTargetPlatforms();
for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
{
if (TargetPlatforms[Index]->SupportsValueForType(SupportType, RequiredSupportedValue))
{
return TargetPlatforms[Index];
}
}
}
return nullptr;
}
virtual const TArray<ITargetPlatform*>& GetCookingTargetPlatforms() override
{
return GetActiveTargetPlatforms();
}
virtual const TArray<ITargetPlatform*>& GetActiveTargetPlatforms() override
{
static bool bInitialized = false;
static TArray<ITargetPlatform*> Results;
if (!bInitialized || bForceCacheUpdate)
{
bInitialized = true;
bHasInitErrors = false; // If we had errors before, reset the flag and see later in this function if there are errors.
InitErrorMessages.Empty();
Results.Empty(Results.Num());
const TArray<ITargetPlatform*>& TargetPlatforms = GetTargetPlatforms();
FString PlatformStr;
if (FParse::Value(FCommandLine::Get(), TEXT("TARGETPLATFORM="), PlatformStr))
{
if (PlatformStr == TEXT("None"))
{
}
else if (PlatformStr == TEXT("All"))
{
Results = TargetPlatforms;
}
else
{
TArray<FString> PlatformNames;
PlatformStr.ParseIntoArray(PlatformNames, TEXT("+"), true);
for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
{
if (PlatformNames.Contains(TargetPlatforms[Index]->PlatformName()))
{
Results.Add(TargetPlatforms[Index]);
}
}
if (Results.Num() == 0)
{
// An invalid platform was specified...
// Inform the user.
TStringBuilder<1024> AvailablePlatforms;
for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
{
if (Index > 0)
{
AvailablePlatforms << TEXT(", ");
}
AvailablePlatforms << TargetPlatforms[Index]->PlatformName();
}
bHasInitErrors = true;
InitErrorMessages.Appendf(TEXT("Invalid target platform specified (%s). Available = { %s } "), *PlatformStr, *AvailablePlatforms);
UE_LOG(LogTargetPlatformManager, Error, TEXT("Invalid target platform specified (%s). Available = { %s } "), *PlatformStr, *AvailablePlatforms);
return Results;
}
}
}
else
{
// if there is no argument, use the current platform and only build formats that are actually needed to run.
bRestrictFormatsToRuntimeOnly = true;
for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
{
if (TargetPlatforms[Index]->IsRunningPlatform())
{
Results.Add(TargetPlatforms[Index]);
}
}
}
if (!Results.Num())
{
UE_LOG(LogTargetPlatformManager, Display, TEXT("Not building assets for any platform."));
}
else
{
for (int32 Index = 0; Index < Results.Num(); Index++)
{
UE_LOG(LogTargetPlatformManager, Display, TEXT("Building Assets For %s"), *Results[Index]->PlatformName());
}
}
}
return Results;
}
virtual bool RestrictFormatsToRuntimeOnly() override
{
GetActiveTargetPlatforms(); // make sure this is initialized
return bRestrictFormatsToRuntimeOnly;
}
virtual ITargetPlatform* GetRunningTargetPlatform() override
{
static bool bInitialized = false;
static ITargetPlatform* Result = nullptr;
if (!bInitialized || bForceCacheUpdate)
{
bInitialized = true;
Result = nullptr;
const TArray<ITargetPlatform*>& TargetPlatforms = GetTargetPlatforms();
for (int32 Index = 0; Index < TargetPlatforms.Num(); Index++)
{
if (TargetPlatforms[Index]->IsRunningPlatform())
{
// we should not have two running platforms
checkf((Result == nullptr),
TEXT("Found multiple running platforms.\n\t%s\nand\n\t%s"),
*Result->PlatformName(),
*TargetPlatforms[Index]->PlatformName()
);
Result = TargetPlatforms[Index];
}
}
}
return Result;
}
template<typename FormatType, typename FormatModuleType, typename HelperType>
const TArray<const FormatType*>& GetFormatsWithHints()
{
static bool bInitialized = false;
static TArray<const FormatType*> Results;
if (!bInitialized || bForceCacheUpdate)
{
bInitialized = true;
Results.Empty(Results.Num());
// the functions for dealing with hints are only defined with Engine
#if WITH_ENGINE
TArray<FName> SupportedFormatsByHints;
TSet<FName> RequiredFormats;
// gather the hinted formats, and the needed formats for all the active targetplatforms
TArray<ITargetPlatform*> TargetPlatforms = GetTargetPlatforms();
for (ITargetPlatform* Platform : TargetPlatforms)
{
TArray<FName> FormatHints;
HelperType::GetHintedModules(Platform, FormatHints);
for (FName HintedModuleName : FormatHints)
{
FormatModuleType* Module = FModuleManager::Get().LoadModulePtr<FormatModuleType>(HintedModuleName);
if (Module != nullptr)
{
FormatType* Format = HelperType::GetFormatFromModule(Module);
if (!Results.Contains(Format))
{
// remember the module
Results.Add(Format);
// remember its formats
Format->GetSupportedFormats(SupportedFormatsByHints);
}
}
}
// remember the formats the TP needs
TArray<FName> PlatformRequiredFormats;
HelperType::GetRequiredFormats(Platform, PlatformRequiredFormats);
RequiredFormats.Append(PlatformRequiredFormats);
}
// make sure every required format was found above
bool bFoundAllFormats = true;
for (FName Format : RequiredFormats)
{
if (!SupportedFormatsByHints.Contains(Format))
{
UE_LOG(LogTargetPlatformManager, Log, TEXT("Unable to find %s format %s from hinted modules, loading all potential format modules to find it"), HelperType::GetFormatDesc(), *Format.ToString());
bFoundAllFormats = false;
break;
}
}
// if we found all the formats from the hints, we are done, and Results is filled out
if (bFoundAllFormats)
{
return Results;
}
#endif
// if the hints weren't enough to find everything, then load all modules
TArray<FName> Modules;
FModuleManager::Get().FindModules(HelperType::GetAllModuleWildcard(), Modules);
if (!Modules.Num())
{
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target %s formats found!"), HelperType::GetFormatDesc());
}
for (int32 Index = 0; Index < Modules.Num(); Index++)
{
FormatModuleType* Module = FModuleManager::LoadModulePtr<FormatModuleType>(Modules[Index]);
if (Module)
{
FormatType* Format = HelperType::GetFormatFromModule(Module);
UE_LOG(LogTargetPlatformManager, Log, TEXT("Loaded format module %s"), *Modules[Index].ToString());
if (Format != nullptr)
{
TArray<FName> Formats;
Format->GetSupportedFormats(Formats);
for (FName Name : Formats)
{
UE_LOG(LogTargetPlatformManager, Log, TEXT(" %s"), *Name.ToString());
}
Results.AddUnique(Format);
}
}
}
}
return Results;
}
struct FAudioHintHelper
{
static IAudioFormat* GetFormatFromModule(IAudioFormatModule* Module)
{
return Module->GetAudioFormat();
}
static const TCHAR* GetAllModuleWildcard()
{
return TEXT("*AudioFormat*");
}
static const TCHAR* GetFormatDesc()
{
return TEXT("audio");
}
#if WITH_ENGINE
static void GetHintedModules(ITargetPlatform* Platform, TArray<FName>& Hints)
{
Platform->GetWaveFormatModuleHints(Hints);
}
static void GetRequiredFormats(ITargetPlatform* Platform, TArray<FName>& RequiredFormats)
{
Platform->GetAllWaveFormats(RequiredFormats);
}
#endif
};
struct FShaderHintHelper
{
static IShaderFormat* GetFormatFromModule(IShaderFormatModule* Module)
{
return Module->GetShaderFormat();
}
static const TCHAR* GetAllModuleWildcard()
{
return SHADERFORMAT_MODULE_WILDCARD;
}
static const TCHAR* GetFormatDesc()
{
return TEXT("shader");
}
#if WITH_ENGINE
static void GetHintedModules(ITargetPlatform* Platform, TArray<FName>& Hints)
{
Platform->GetShaderFormatModuleHints(Hints);
Hints.Add(TEXT("ShaderFormatVectorVM"));
}
static void GetRequiredFormats(ITargetPlatform* Platform, TArray<FName>& RequiredFormats)
{
Platform->GetAllTargetedShaderFormats(RequiredFormats);
}
#endif
};
virtual const TArray<const IAudioFormat*>& GetAudioFormats() override
{
return GetFormatsWithHints<IAudioFormat, IAudioFormatModule, FAudioHintHelper>();
}
virtual const IAudioFormat* FindAudioFormat(FName Name) override
{
const TArray<const IAudioFormat*>& AudioFormats = GetAudioFormats();
for (int32 Index = 0; Index < AudioFormats.Num(); Index++)
{
TArray<FName> Formats;
AudioFormats[Index]->GetSupportedFormats(Formats);
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
{
if (Formats[FormatIndex] == Name)
{
return AudioFormats[Index];
}
}
}
return nullptr;
}
virtual const TArray<const ITextureFormat*>& GetTextureFormats() override
{
// note that this gets ALL ITextureFormat Modules, not just ones relevant to the current TargetPlatform
return TextureFormatManager->GetTextureFormats();
}
virtual const ITextureFormat* FindTextureFormat(FName Name) override
{
return TextureFormatManager->FindTextureFormat(Name);
}
virtual const TArray<const IShaderFormat*>& GetShaderFormats() override
{
//if (!AllowShaderCompiling())
//{
// static TArray<const IShaderFormat*> Empty;
// return Empty;
//}
return GetFormatsWithHints<IShaderFormat, IShaderFormatModule, FShaderHintHelper>();
}
virtual const IShaderFormat* FindShaderFormat(FName Name) override
{
return ::FindShaderFormat(Name, GetShaderFormats());
}
virtual uint32 ShaderFormatVersion(FName Name) override
{
static TMap<FName, uint32> AlreadyFound;
uint32* Result = AlreadyFound.Find(Name);
if (!Result)
{
const IShaderFormat* SF = FindShaderFormat(Name);
if (SF)
{
Result = &AlreadyFound.Add(Name, SF->GetVersion(Name));
}
}
if (!Result)
{
UE_LOG(LogTargetPlatformManager, Fatal, TEXT("No ShaderFormat found for %s!"), *Name.ToString());
}
return *Result;
}
virtual const TArray<const IPhysXCooking*>& GetPhysXCooking() override
{
static bool bInitialized = false;
static TArray<const IPhysXCooking*> Results;
return Results;
}
virtual const IPhysXCooking* FindPhysXCooking(FName Name) override
{
return nullptr;
}
protected:
bool InitializeSinglePlatform(FName PlatformName, const FString& AutoSDKPath)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::InitializeSinglePlatform);
// try the incoming name as a module name, or as a platform name
FName PlatformModuleName = PlatformName;
ITargetPlatformModule* Module = nullptr;
if (!FModuleManager::Get().ModuleExists(*PlatformModuleName.ToString()))
{
PlatformModuleName = *(PlatformName.ToString() + TEXT("TargetPlatform"));
}
if (FModuleManager::Get().ModuleExists(*PlatformModuleName.ToString()))
{
Module = FModuleManager::LoadModulePtr<ITargetPlatformModule>(PlatformModuleName);
}
// original logic for module loading here
if (Module)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::InitializeSinglePlatform Loading);
// would like to move this check to GetActiveTargetPlatforms, but too many things cache this result
// this setup will become faster after TTP 341897 is complete.
RETRY_SETUPANDVALIDATE:
if (AutoSDKPath == TEXT("") || SetupAndValidateAutoSDK(AutoSDKPath))
{
TArray<ITargetPlatform*> TargetPlatforms = Module->GetTargetPlatforms();
for (ITargetPlatform* Platform : TargetPlatforms)
{
UE_LOG(LogTargetPlatformManager, Display, TEXT("Loaded TargetPlatform '%s'"), *Platform->PlatformName());
Platforms.Add(Platform);
PlatformsByName.Add(FName(Platform->PlatformName()), Platform);
}
// only success path
return true;
}
else
{
// this hack is here because if you try and setup and validate autosdk some times it will fail because shared files are in use by another child cooker
static bool bIsChildCooker = FParse::Param(FCommandLine::Get(), TEXT("cookchild"));
if (bIsChildCooker)
{
static int Counter = 0;
++Counter;
if (Counter < 10)
{
goto RETRY_SETUPANDVALIDATE;
}
}
UE_LOG(LogTargetPlatformManager, Display, TEXT("Failed to SetupAndValidateAutoSDK for platform '%s'"), *PlatformName.ToString());
}
}
return false;
}
/** Discovers the available target platforms. */
void DiscoverAvailablePlatforms()
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("FTargetPlatformManagerModule::DiscoverAvailablePlatforms"), STAT_FTargetPlatformManagerModule_DiscoverAvailablePlatforms, STATGROUP_TargetPlatform);
Platforms.Empty(Platforms.Num());
PlatformsByName.Empty(PlatformsByName.Num());
#if !IS_MONOLITHIC
// Find all module subdirectories and add them so we can load dependent modules for target platform modules
// We may not be able to restrict this to subdirectories found in FPlatformInfo because we could have a subdirectory
// that is not one of these platforms. Imagine a "Sega" shared directory for the "Genesis" and "Dreamcast" platforms
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::DiscoverAvailablePlatforms FindFilesRecursive);
TArray<FString> ModuleSubdirs;
IFileManager::Get().FindFilesRecursive(ModuleSubdirs, *FPlatformProcess::GetModulesDirectory(), TEXT("*"), false, true);
for (const FString& ModuleSubdir : ModuleSubdirs)
{
FModuleManager::Get().AddBinariesDirectory(*ModuleSubdir, false);
}
}
#endif
// find a set of valid target platform names (the platform DataDrivenPlatformInfo.ini file was found indicates support for the platform
// exists on disk, so the TP is expected to work)
FScopedSlowTask SlowTask((float)FDataDrivenPlatformInfoRegistry::GetAllPlatformInfos().Num());
for (auto Pair : FDataDrivenPlatformInfoRegistry::GetAllPlatformInfos())
{
FName PlatformName = Pair.Key;
TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(*PlatformName.ToString());
const FDataDrivenPlatformInfo& Info = Pair.Value;
SlowTask.EnterProgressFrame(1);
#if WITH_EDITOR
// if we have the editor and we are using -game
// only need to instantiate the current platform
if (IsRunningGame())
{
if (PlatformName != FPlatformProperties::IniPlatformName())
{
continue;
}
}
#endif
if (Info.bEnabledForUse)
{
InitializeSinglePlatform(PlatformName, Info.AutoSDKPath);
}
}
TArray<FString> CustomTargetPlatformModules;
GConfig->GetArray(TEXT("CustomTargetPlatforms"), TEXT("ModuleName"), CustomTargetPlatformModules, GEditorIni);
for (const FString& ModuleName : CustomTargetPlatformModules)
{
InitializeSinglePlatform(*ModuleName, TEXT(""));
}
if (!Platforms.Num())
{
UE_LOG(LogTargetPlatformManager, Error, TEXT("No target platforms found!"));
}
}
bool UpdatePlatformEnvironment(const FString& PlatformName, TArray<FString> &Keys, TArray<FString> &Values) override
{
SetupEnvironmentVariables(Keys, Values);
return SetupSDKStatus(PlatformName);
}
bool SetupAndValidateAutoSDK(const FString& AutoSDKPath)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::SetupAndValidateAutoSDK);
#if AUTOSDKS_ENABLED
bool bValidSDK = false;
if (AutoSDKPath.Len() > 0)
{
FName PlatformFName(*AutoSDKPath);
// cache result of the last setup attempt to avoid calling UBT all the time.
bool* bPreviousSetupSuccessful = PlatformsSetup.Find(PlatformFName);
if (bPreviousSetupSuccessful)
{
bValidSDK = *bPreviousSetupSuccessful;
}
else
{
bValidSDK = SetupEnvironmentFromAutoSDK(AutoSDKPath);
PlatformsSetup.Add(PlatformFName, bValidSDK);
}
}
else
{
// if a platform has no AutoSDKPath, then just assume the SDK is installed, we have no basis for determining it.
bValidSDK = true;
}
return bValidSDK;
#else
return true;
#endif // AUTOSDKS_ENABLED
}
bool SetupEnvironmentFromAutoSDK(const FString& AutoSDKPath)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::SetupEnvironmentFromAutoSDK);
#if AUTOSDKS_ENABLED
if (!UE::AutoSDK::IsAutoSDKsEnabled())
{
return true;
}
// Invoke UBT to perform SDK switching, or detect that a proper manual SDK is already setup.
#if PLATFORM_WINDOWS
FString HostPlatform(TEXT("HostWin64"));
#else
FString HostPlatform = FString::Printf(TEXT("Host%hs"), FPlatformProperties::IniPlatformName());
#endif
static const FString SDKRootEnvFar(TEXT("UE_SDKS_ROOT"));
FString SDKPath = FPlatformMisc::GetEnvironmentVariable(*SDKRootEnvFar);
FString TargetSDKRoot = FPaths::Combine(*SDKPath, *HostPlatform, *AutoSDKPath);
static const FString SDKInstallManifestFileName(TEXT("CurrentlyInstalled.txt"));
FString SDKInstallManifestFilePath = FPaths::Combine(*TargetSDKRoot, *SDKInstallManifestFileName);
// If we are using a manual install, then it is valid for there to be no OutputEnvVars file.
TUniquePtr<FArchive> InstallManifestFile(IFileManager::Get().CreateFileReader(*SDKInstallManifestFilePath));
if (InstallManifestFile)
{
TArray<FString> FileLines;
int64 FileSize = InstallManifestFile->TotalSize();
int64 MemSize = FileSize + 1;
void* FileMem = FMemory::Malloc(MemSize);
FMemory::Memset(FileMem, 0, MemSize);
InstallManifestFile->Serialize(FileMem, FileSize);
FString FileAsString(ANSI_TO_TCHAR(FileMem));
FileAsString.ParseIntoArrayLines(FileLines);
FMemory::Free(FileMem);
InstallManifestFile->Close();
if (FileLines.Num() != 2 && FileLines.Num() != 3)
{
UE_LOG(LogTargetPlatformManager, Warning, TEXT("Malformed install manifest file for Platform %s"), *AutoSDKPath);
return false;
}
static const FString ManualSDKString(TEXT("ManualSDK"));
if (FileLines[1].Compare(ManualSDKString, ESearchCase::IgnoreCase) == 0)
{
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Platform %s has manual sdk install"), *AutoSDKPath);
return true;
}
}
else
{
UE_LOG(LogTargetPlatformManager, Log, TEXT("Install manifest file for Platform %s not found. Platform not set up."), *AutoSDKPath);
return false;
}
static const FString SDKEnvironmentVarsFile(TEXT("OutputEnvVars.txt"));
FString EnvVarFileName = FPaths::Combine(*TargetSDKRoot, *SDKEnvironmentVarsFile);
// If we are using a manual install, then it is valid for there to be no OutputEnvVars file.
TUniquePtr<FArchive> EnvVarFile(IFileManager::Get().CreateFileReader(*EnvVarFileName));
if (EnvVarFile)
{
TArray<FString> FileLines;
{
int64 FileSize = EnvVarFile->TotalSize();
int64 MemSize = FileSize + 1;
void* FileMem = FMemory::Malloc(MemSize);
FMemory::Memset(FileMem, 0, MemSize);
EnvVarFile->Serialize(FileMem, FileSize);
FString FileAsString(ANSI_TO_TCHAR(FileMem));
FileAsString.ParseIntoArrayLines(FileLines);
FMemory::Free(FileMem);
EnvVarFile->Close();
}
TArray<FString> PathAdds;
TArray<FString> PathRemoves;
TArray<FString> EnvVarNames;
TArray<FString> EnvVarValues;
const FString VariableSplit(TEXT("="));
for (int32 i = 0; i < FileLines.Num(); ++i)
{
const FString& VariableString = FileLines[i];
FString Left;
FString Right;
VariableString.Split(VariableSplit, &Left, &Right);
if (Left.Compare(TEXT("strippath"), ESearchCase::IgnoreCase) == 0)
{
PathRemoves.Add(Right);
}
else if (Left.Compare(TEXT("addpath"), ESearchCase::IgnoreCase) == 0)
{
PathAdds.Add(Right);
}
else
{
// convenience for setup.bat writers. Trim any accidental whitespace from var names/values.
EnvVarNames.Add(Left.TrimStartAndEnd());
EnvVarValues.Add(Right.TrimStartAndEnd());
}
}
// don't actually set anything until we successfully validate and read all values in.
// we don't want to set a few vars, return a failure, and then have a platform try to
// build against a manually installed SDK with half-set env vars.
SetupEnvironmentVariables(EnvVarNames, EnvVarValues);
FString OrigPathVar = FPlatformMisc::GetEnvironmentVariable(TEXT("PATH"));
// actually perform the PATH stripping / adding.
const TCHAR* PathDelimiter = FPlatformMisc::GetPathVarDelimiter();
TArray<FString> PathVars;
OrigPathVar.ParseIntoArray(PathVars, PathDelimiter, true);
TArray<FString> ModifiedPathVars;
ModifiedPathVars = PathVars;
// perform removes first, in case they overlap with any adds.
for (int32 PathRemoveIndex = 0; PathRemoveIndex < PathRemoves.Num(); ++PathRemoveIndex)
{
const FString& PathRemove = PathRemoves[PathRemoveIndex];
for (int32 PathVarIndex = 0; PathVarIndex < PathVars.Num(); ++PathVarIndex)
{
const FString& PathVar = PathVars[PathVarIndex];
if (PathVar.Find(PathRemove, ESearchCase::IgnoreCase) >= 0)
{
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Removing Path: '%s'"), *PathVar);
ModifiedPathVars.Remove(PathVar);
}
}
}
// remove all the of ADDs so that if this function is executed multiple times, the paths will be guarateed to be in the same order after each run.
// If we did not do this, a 'remove' that matched some, but not all, of our 'adds' would cause the order to change.
for (int32 PathAddIndex = 0; PathAddIndex < PathAdds.Num(); ++PathAddIndex)
{
const FString& PathAdd = PathAdds[PathAddIndex];
for (int32 PathVarIndex = 0; PathVarIndex < PathVars.Num(); ++PathVarIndex)
{
const FString& PathVar = PathVars[PathVarIndex];
if (PathVar.Find(PathAdd, ESearchCase::IgnoreCase) >= 0)
{
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Removing Path: '%s'"), *PathVar);
ModifiedPathVars.Remove(PathVar);
}
}
}
// perform adds, but don't add duplicates
for (int32 PathAddIndex = 0; PathAddIndex < PathAdds.Num(); ++PathAddIndex)
{
const FString& PathAdd = PathAdds[PathAddIndex];
if (!ModifiedPathVars.Contains(PathAdd))
{
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Adding Path: '%s'"), *PathAdd);
ModifiedPathVars.Add(PathAdd);
}
}
FString ModifiedPath = FString::Join(ModifiedPathVars, PathDelimiter);
FPlatformMisc::SetEnvironmentVar(TEXT("PATH"), *ModifiedPath);
}
else
{
UE_LOG(LogTargetPlatformManager, Warning, TEXT("OutputEnvVars.txt not found for platform: '%s'"), *AutoSDKPath);
return false;
}
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Platform %s has auto sdk install"), *AutoSDKPath);
return true;
#else
return true;
#endif
}
bool SetupSDKStatus()
{
return SetupSDKStatus(TEXT(""));
}
bool SetupSDKStatus(const FString& TargetPlatforms)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::SetupSDKStatus);
// FDataDrivenPlatformInfoRegistry::UpdateSdkStatus();
#if 0
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FTargetPlatformManagerModule::SetupSDKStatus" ), STAT_FTargetPlatformManagerModule_SetupSDKStatus, STATGROUP_TargetPlatform );
// run UBT with -validate -allplatforms and read the output
FString CmdExe = TEXT("{EngineDir}/Binaries/DotNET/UnrealBuildTool.exe");
FString CommandLine = TEXT("-Mode=ValidatePlatforms");
// Allow for only a subset of platforms to be reparsed - needed when kicking a change from the UI
CommandLine += TargetPlatforms.IsEmpty() ? TEXT(" -allplatforms") : (TEXT(" -platforms=") + TargetPlatforms);
// convert into appropriate calls for the current platform
FPlatformProcess::ModifyCreateProcParams(CmdExe, CommandLine, FGenericPlatformProcess::ECreateProcHelperFlags::None);
TSharedPtr<FMonitoredProcess> UBTProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
UBTProcess->OnOutput().BindStatic(&FTargetPlatformManagerModule::OnStatusOutput);
SDKStatusMessage = TEXT("");
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::SetupSDKStatus WaitUntilUBTStarted);
UBTProcess->Launch();
while(UBTProcess->Update())
{
FPlatformProcess::Sleep(0.01f);
}
}
TArray<FString> PlatArray;
SDKStatusMessage.ParseIntoArrayWS(PlatArray);
for (int Index = 0; Index < PlatArray.Num()-2; ++Index)
{
FString Item = PlatArray[Index];
if (PlatArray[Index].Contains(TEXT("##PlatformValidate:")))
{
PlatformInfo::EPlatformSDKStatus Status = PlatArray[Index+2].Contains(TEXT("INVALID")) ? PlatformInfo::EPlatformSDKStatus::NotInstalled : PlatformInfo::EPlatformSDKStatus::Installed;
FString PlatformName = PlatArray[Index+1];
if (PlatformName == TEXT("Win64"))
{
PlatformName = TEXT("WindowsEditor");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("Windows");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("WindowsClient");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("WindowsServer");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
}
else if (PlatformName == TEXT("Mac"))
{
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("Mac");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("MacClient");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("MacServer");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
}
else if (PlatformName == TEXT("Linux"))
{
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("Linux");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("LinuxClient");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("LinuxServer");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
}
else if (PlatformName == TEXT("LinuxArm64"))
{
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("LinuxArm64");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("LinuxArm64Client");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
PlatformName = TEXT("LinuxArm64Server");
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
}
else if (PlatformName == TEXT("Desktop"))
{
// since Desktop is just packaging, we don't need an SDK, and UBT will return INVALID, since it doesn't build for it
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, PlatformInfo::EPlatformSDKStatus::Installed);
}
else
{
PlatformInfo::UpdatePlatformSDKStatus(PlatformName, Status);
}
}
}
#endif
return true;
}
bool UpdateAfterSDKInstall(FName PlatformName)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FTargetPlatformManagerModule::UpdateAfterSDKInstall);
const FDataDrivenPlatformInfo& Info = FDataDrivenPlatformInfoRegistry::GetPlatformInfo(PlatformName);
#if AUTOSDKS_ENABLED
FString AutoSDKPath = Info.AutoSDKPath;
FName AutoSDKName(*AutoSDKPath);
if (AutoSDKName != NAME_None)
{
// make sure we can re-do the AutoSDK setup
PlatformsSetup.Remove(AutoSDKName);
}
#endif
// note: this assumes, along with other Turnkey code, that there is a TargetPlatform named with the IniPlatformName
ITargetPlatform* TargetPlatform = FindTargetPlatform(PlatformName);
bool bTPInitialized = false;
// if we didn't have a TP before, discover it now, it will do everything we need)
if (TargetPlatform == nullptr)
{
// create the TP(s) that weren't around before due to a bad SDK
if (Info.bEnabledForUse)
{
bTPInitialized = InitializeSinglePlatform(PlatformName, Info.AutoSDKPath);
}
}
else
{
#if AUTOSDKS_ENABLED
if (AutoSDKName != NAME_None)
{
// setup AutoSDK, and then re-initialize the TP
SetupAndValidateAutoSDK(AutoSDKPath);
}
#endif
bTPInitialized = TargetPlatform->InitializeHostPlatform();
}
if (bTPInitialized)
{
ITurnkeySupportModule::Get().UpdateSdkInfo();
}
ITurnkeySupportModule::Get().ClearDeviceStatus(PlatformName);
Invalidate();
return bTPInitialized;
}
private:
void SetupEnvironmentVariables(TArray<FString> &EnvVarNames, const TArray<FString>& EnvVarValues)
{
for (int i = 0; i < EnvVarNames.Num(); ++i)
{
const FString& EnvVarName = EnvVarNames[i];
const FString& EnvVarValue = EnvVarValues[i];
UE_LOG(LogTargetPlatformManager, Verbose, TEXT("Setting variable '%s' to '%s'."), *EnvVarName, *EnvVarValue);
FPlatformMisc::SetEnvironmentVar(*EnvVarName, *EnvVarValue);
}
}
void ModulesChangesCallback(FName ModuleName, EModuleChangeReason ReasonForChange)
{
if (!bIgnoreFirstDelegateCall && ModuleName.ToString().Contains(TEXT("TargetPlatform")) && !ModuleName.ToString().Contains(TEXT("ProjectTargetPlatformEditor")))
{
Invalidate();
}
bIgnoreFirstDelegateCall = false;
}
static FString SDKStatusMessage;
static void OnStatusOutput(FString Message)
{
SDKStatusMessage += Message;
}
FString InitErrorMessages;
// Delegate used to notify users of returned ITargetPlatform* pointers when those pointers are destructed due to a call to Invalidate
FOnTargetPlatformsInvalidated OnTargetPlatformsInvalidated;
// If true we should build formats that are actually required for use by the runtime.
// This happens for an ordinary editor run and more specifically whenever there is no
// TargetPlatform= on the command line.
bool bRestrictFormatsToRuntimeOnly;
// Flag to force reinitialization of all cached data. This is needed to have up-to-date caches
// in case of a module reload of a TargetPlatform-Module.
bool bForceCacheUpdate;
// Flag to indicate that there were errors during initialization
bool bHasInitErrors;
// Flag to avoid redunant reloads
bool bIgnoreFirstDelegateCall;
// Flag to avoid redunant reloads
bool bSkipOneTextureFormatManagerInvalidate;
// Holds the list of discovered platforms.
TArray<ITargetPlatform*> Platforms;
// Map for fast lookup of platforms by name.
TMap<FName, ITargetPlatform*> PlatformsByName;
// External module that texture format operations are forwarded to
ITextureFormatManagerModule* TextureFormatManager;
#if AUTOSDKS_ENABLED
// holds the list of Platforms that have attempted setup.
TMap<FName, bool> PlatformsSetup;
#endif
};
FString FTargetPlatformManagerModule::SDKStatusMessage = TEXT("");
IMPLEMENT_MODULE(FTargetPlatformManagerModule, TargetPlatform);