static void LogGetPackageLinkerError(FLinkerLoad* Linker, const TCHAR* InFilename, const FText& InFullErrorMessage, const FText& InSummaryErrorMessage, UObject* InOuter, uint32 LoadFlags)
{
	LogGetPackageLinkerError(Linker ? Linker->Loader : nullptr, InFilename, InFullErrorMessage, InSummaryErrorMessage, InOuter, LoadFlags);
}
Exemple #2
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//
// Find or create the linker for a package.
//
ULinkerLoad* GetPackageLinker
(
	UPackage*		InOuter,
	const TCHAR*	InLongPackageName,
	uint32			LoadFlags,
	UPackageMap*	Sandbox,
	FGuid*			CompatibleGuid
)
{
	// See if there is already a linker for this package.
	ULinkerLoad* Result = ULinkerLoad::FindExistingLinkerForPackage(InOuter);

	// Try to load the linker.
	// See if the linker is already loaded.
	if( Result )
	{
		return Result;
	}

	FString NewFilename;
	if( !InLongPackageName )
	{
		// Resolve filename from package name.
		if( !InOuter )
		{
			// try to recover from this instead of throwing, it seems recoverable just by doing this
			FText ErrorText(LOCTEXT("PackageResolveFailed", "Can't resolve asset name"));
			LogGetPackageLinkerError(Result, InLongPackageName, ErrorText, ErrorText, InOuter, LoadFlags);
			return nullptr;
		}

		if( !FPackageName::DoesPackageExist(InOuter->GetName(), CompatibleGuid, &NewFilename) )
		{
			// Compiled in packages have no linker and this is ok
			if (!(LoadFlags & LOAD_AllowDll) && !(InOuter->PackageFlags & PKG_CompiledIn))
			{
				FFormatNamedArguments Arguments;
				Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));
				Arguments.Add(TEXT("PackageName"), FText::FromString(GSerializedPackageLinker ? *(GSerializedPackageLinker->Filename) : TEXT("NULL")));
				LogGetPackageLinkerError(Result, GSerializedPackageLinker ? *GSerializedPackageLinker->Filename : nullptr,
											FText::Format(LOCTEXT("PackageNotFound", "Can't find file for asset '{AssetName}' while loading {PackageName}."), Arguments),
											LOCTEXT("PackageNotFoundShort", "Can't find file for asset."),
											InOuter,
											LoadFlags);
			}

			return nullptr;
		}
	}
	else
	{
		FString PackageName(InLongPackageName);
		if (!FPackageName::TryConvertFilenameToLongPackageName(InLongPackageName, PackageName))
		{
			// try to recover from this instead of throwing, it seems recoverable just by doing this
			FText ErrorText(LOCTEXT("PackageResolveFailed", "Can't resolve asset name"));
			LogGetPackageLinkerError(Result, InLongPackageName, ErrorText, ErrorText, InOuter, LoadFlags);
			return nullptr;
		}

		if (UPackage* ExistingPackage = FindObject<UPackage>(nullptr, *PackageName))
		{
			if (!ExistingPackage->GetOuter() && (ExistingPackage->PackageFlags & PKG_CompiledIn))
			{
				// this is a compiled in package and so it has no linker and this is ok
				return nullptr;
			}
		}

		// Verify that the file exists.
		if( !FPackageName::DoesPackageExist( PackageName, CompatibleGuid, &NewFilename ) )
		{
			FFormatNamedArguments Arguments;
			Arguments.Add(TEXT("Filename"), FText::FromString(InLongPackageName));

			// try to recover from this instead of throwing, it seems recoverable just by doing this
			LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("FileNotFound", "Can't find file '{Filename}'"), Arguments), LOCTEXT("FileNotFoundShort", "Can't find file"), InOuter, LoadFlags);
			return nullptr;
		}

		// Create the package with the provided long package name.
		UPackage* FilenamePkg = CreatePackage(nullptr, *PackageName);
		if (LoadFlags & LOAD_PackageForPIE)
		{
			FilenamePkg->PackageFlags |= PKG_PlayInEditor;
		}

		// If no package specified, use package from file.
		if (!InOuter)
		{
			if( !FilenamePkg )
			{
				FFormatNamedArguments Arguments;
				Arguments.Add(TEXT("Filename"), FText::FromString(InLongPackageName));
				LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("FilenameToPackage", "Can't convert filename '{Filename}' to asset name"), Arguments), LOCTEXT("FilenameToPackageShort", "Can't convert filename to asset name"), InOuter, LoadFlags);
				return nullptr;
			}
			InOuter = FilenamePkg;
			Result = ULinkerLoad::FindExistingLinkerForPackage(InOuter);
		}
		else if (InOuter != FilenamePkg) //!!should be tested and validated in new UnrealEd
		{
			// Loading a new file into an existing package, so reset the loader.
			//UE_LOG(LogLinker, Log,  TEXT("New File, Existing Package (%s, %s)"), *InOuter->GetFullName(), *FilenamePkg->GetFullName() );
			ResetLoaders( InOuter );
		}
	}

#if 0
	// Make sure the package is accessible in the sandbox.
	if( Sandbox && !Sandbox->SupportsPackage(InOuter) )
	{
		FFormatNamedArguments Arguments;
		Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));

		LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("Sandbox", "Asset '{AssetName}' is not accessible in this sandbox"), Arguments), LOCTEXT("SandboxShort", "Asset is not accessible in this sandbox"), InOuter, LoadFlags);
		return nullptr;
	}
#endif

	// Create new linker.
	if( !Result )
	{
		check(IsLoading());

		// we will already have found the filename above
		check(NewFilename.Len() > 0);

		Result = ULinkerLoad::CreateLinker( InOuter, *NewFilename, LoadFlags );
	}

	// Verify compatibility.
	if( CompatibleGuid && Result->Summary.Guid!=*CompatibleGuid )
	{
		FFormatNamedArguments Arguments;
		Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));

		// This should never fire, because FindPackageFile should never return an incompatible file
		LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("PackageVersion", "Asset '{AssetName}' version mismatch"), Arguments), LOCTEXT("PackageVersionShort", "Asset version mismatch"), InOuter, LoadFlags);
		return nullptr;
	}

	return Result;
}
Exemple #3
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//
// Find or create the linker for a package.
//
FLinkerLoad* GetPackageLinker
(
	UPackage*		InOuter,
	const TCHAR*	InLongPackageName,
	uint32			LoadFlags,
	UPackageMap*	Sandbox,
	FGuid*			CompatibleGuid
)
{
	// See if there is already a linker for this package.
	auto Result = FLinkerLoad::FindExistingLinkerForPackage(InOuter);

	// Try to load the linker.
	// See if the linker is already loaded.
	if (Result)
	{
		return Result;
	}

	FString NewFilename;
	if( !InLongPackageName )
	{
		// Resolve filename from package name.
		if( !InOuter )
		{
			// try to recover from this instead of throwing, it seems recoverable just by doing this
			FText ErrorText(LOCTEXT("PackageResolveFailed", "Can't resolve asset name"));
			LogGetPackageLinkerError(Result, InLongPackageName, ErrorText, ErrorText, InOuter, LoadFlags);
			return nullptr;
		}
	
		FString NativeFilename;
		FString LocalizedFilename;
		const bool DoesNativePackageExist = FPackageName::DoesPackageExist(InOuter->GetName(), CompatibleGuid, &NativeFilename, false);
		const bool DoesLocalizedPackageExist = FPackageName::DoesPackageExist(InOuter->GetName(), CompatibleGuid, &LocalizedFilename, true);

		// If we are the editor, we must have a native package. If we are the game, we must have a localized package or a native package.
		if ( (GIsEditor && !DoesNativePackageExist) || (!GIsEditor && !DoesLocalizedPackageExist && !DoesNativePackageExist) )
		{
			// In memory-only packages have no linker and this is ok.
			if (!(LoadFlags & LOAD_AllowDll) && !(InOuter->PackageFlags & PKG_InMemoryOnly))
			{
				FUObjectThreadContext& ThreadContext = FUObjectThreadContext::Get();
				FFormatNamedArguments Arguments;
				Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));
				Arguments.Add(TEXT("PackageName"), FText::FromString(ThreadContext.SerializedPackageLinker ? *(ThreadContext.SerializedPackageLinker->Filename) : TEXT("NULL")));
				LogGetPackageLinkerError(Result, ThreadContext.SerializedPackageLinker ? *ThreadContext.SerializedPackageLinker->Filename : nullptr,
											FText::Format(LOCTEXT("PackageNotFound", "Can't find file for asset '{AssetName}' while loading {PackageName}."), Arguments),
											LOCTEXT("PackageNotFoundShort", "Can't find file for asset."),
											InOuter,
											LoadFlags);
			}

			return nullptr;
		}

		// The editor must not redirect packages for localization.
		if (GIsEditor)
		{
			NewFilename = NativeFilename;
		}
		else
		{
			if (DoesLocalizedPackageExist)
			{
				NewFilename = LocalizedFilename;
			}
			// If we are the game, we can fallback to the native package, but must issue a warning.
			else
			{
				// In memory-only packages have no linker and this is ok.
				if (!(LoadFlags & LOAD_AllowDll) && !(InOuter->PackageFlags & PKG_InMemoryOnly))
				{
					FUObjectThreadContext& ThreadContext = FUObjectThreadContext::Get();
					FFormatNamedArguments Arguments;
					Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));
					Arguments.Add(TEXT("PackageName"), FText::FromString(ThreadContext.SerializedPackageLinker ? *(ThreadContext.SerializedPackageLinker->Filename) : TEXT("NULL")));
					LogGetPackageLinkerError(Result, ThreadContext.SerializedPackageLinker ? *ThreadContext.SerializedPackageLinker->Filename : nullptr,
						FText::Format(LOCTEXT("PackageNotFound", "Can't find localized file for asset '{AssetName}' while loading {PackageName}."), Arguments),
						LOCTEXT("PackageNotFoundShort", "Can't find localized file for asset."),
						InOuter,
						LoadFlags);
				}

				NewFilename = NativeFilename;
			}
		}
	}
	else
	{
		FString PackageName(InLongPackageName);
		if (!FPackageName::TryConvertFilenameToLongPackageName(InLongPackageName, PackageName))
		{
			// try to recover from this instead of throwing, it seems recoverable just by doing this
			FText ErrorText(LOCTEXT("PackageResolveFailed", "Can't resolve asset name"));
			LogGetPackageLinkerError(Result, InLongPackageName, ErrorText, ErrorText, InOuter, LoadFlags);
			return nullptr;
		}

		UPackage* ExistingPackage = FindObject<UPackage>(nullptr, *PackageName);
		if (ExistingPackage)
		{
			if (!ExistingPackage->GetOuter() && (ExistingPackage->PackageFlags & PKG_InMemoryOnly))
			{
				// This is a memory-only in package and so it has no linker and this is ok.
				return nullptr;
			}
		}

		// Verify that the file exists.
		FString NativeFilename;
		FString LocalizedFilename;
		const bool DoesNativePackageExist = FPackageName::DoesPackageExist(PackageName, CompatibleGuid, &NativeFilename, false);
		const bool DoesLocalizedPackageExist = FPackageName::DoesPackageExist(PackageName, CompatibleGuid, &LocalizedFilename, true);

		if( (GIsEditor && !DoesNativePackageExist) || (!GIsEditor && !DoesLocalizedPackageExist && !DoesNativePackageExist) )
		{
			FFormatNamedArguments Arguments;
			Arguments.Add(TEXT("Filename"), FText::FromString(InLongPackageName));

			// try to recover from this instead of throwing, it seems recoverable just by doing this
			LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("FileNotFound", "Can't find file '{Filename}'"), Arguments), LOCTEXT("FileNotFoundShort", "Can't find file"), InOuter, LoadFlags);
			return nullptr;
		}

		// The editor must not redirect packages for localization.
		if (GIsEditor)
		{
			NewFilename = NativeFilename;
		}
		else
		{
			// Use the localized package if possible.
			if (DoesLocalizedPackageExist)
			{
				NewFilename = LocalizedFilename;
			}
			// If we are the game, we can fallback to the native package.
			else
			{
				NewFilename = NativeFilename;
			}
		}

		// Create the package with the provided long package name.
		UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageName));
		if (FilenamePkg != ExistingPackage && (LoadFlags & LOAD_PackageForPIE))
		{
			FilenamePkg->PackageFlags |= PKG_PlayInEditor;
		}

		// If no package specified, use package from file.
		if (!InOuter)
		{
			if( !FilenamePkg )
			{
				FFormatNamedArguments Arguments;
				Arguments.Add(TEXT("Filename"), FText::FromString(InLongPackageName));
				LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("FilenameToPackage", "Can't convert filename '{Filename}' to asset name"), Arguments), LOCTEXT("FilenameToPackageShort", "Can't convert filename to asset name"), InOuter, LoadFlags);
				return nullptr;
			}
			InOuter = FilenamePkg;
			Result = FLinkerLoad::FindExistingLinkerForPackage(InOuter);
		}
		else if (InOuter != FilenamePkg) //!!should be tested and validated in new UnrealEd
		{
			// Loading a new file into an existing package, so reset the loader.
			//UE_LOG(LogLinker, Log,  TEXT("New File, Existing Package (%s, %s)"), *InOuter->GetFullName(), *FilenamePkg->GetFullName() );
			ResetLoaders( InOuter );
		}
	}

#if 0
	// Make sure the package is accessible in the sandbox.
	if( Sandbox && !Sandbox->SupportsPackage(InOuter) )
	{
		FFormatNamedArguments Arguments;
		Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));

		LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("Sandbox", "Asset '{AssetName}' is not accessible in this sandbox"), Arguments), LOCTEXT("SandboxShort", "Asset is not accessible in this sandbox"), InOuter, LoadFlags);
		return nullptr;
	}
#endif

	// Create new linker.
	if( !Result )
	{
		check(IsLoading());

		// we will already have found the filename above
		check(NewFilename.Len() > 0);

		Result = FLinkerLoad::CreateLinker( InOuter, *NewFilename, LoadFlags );
	}

	// Verify compatibility.
	if (Result && CompatibleGuid && Result->Summary.Guid != *CompatibleGuid)
	{
		FFormatNamedArguments Arguments;
		Arguments.Add(TEXT("AssetName"), FText::FromString(InOuter->GetName()));

		// This should never fire, because FindPackageFile should never return an incompatible file
		LogGetPackageLinkerError(Result, InLongPackageName, FText::Format(LOCTEXT("PackageVersion", "Asset '{AssetName}' version mismatch"), Arguments), LOCTEXT("PackageVersionShort", "Asset version mismatch"), InOuter, LoadFlags);
		return nullptr;
	}

	return Result;
}