Exemplo n.º 1
0
bool FVSAccessorModule::RunVisualStudioAndOpenSolution() const
{
	bool bSuccess = false;

	FString Path;
	if ( CanRunVisualStudio( Path ) )
	{
		FString Params;
		if ( FModuleManager::Get().IsSolutionFilePresent() )
		{
			Params += TEXT("\"");
			Params += FModuleManager::Get().GetSolutionFilepath();
			Params += TEXT("\"");

			FProcHandle WorkerHandle = FPlatformProcess::CreateProc( *Path, *Params, true, false, false, NULL, 0, NULL, NULL );
			if ( WorkerHandle.IsValid() )
			{
				bSuccess = true;
			}
			WorkerHandle.Close();
		}
	}

	return bSuccess;
}
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
{
	void* PipeRead = nullptr;
	void* PipeWrite = nullptr;

	verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));

	bool bInvoked = false;
	FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
	if (ProcHandle.IsValid())
	{
		// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
		while (FPlatformProcess::IsProcRunning(ProcHandle))
		{
			OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
			FPlatformProcess::Sleep(0.1f);
		}		
		bInvoked = true;
		bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);		
		check(bGotReturnCode);
	}
	else
	{
		bInvoked = false;
		OutReturnCode = -1;
		OutProcOutput = TEXT("");
	}


	FPlatformProcess::ClosePipe(PipeRead, PipeWrite);

	return bInvoked;
}
bool FCodeLiteSourceCodeAccessor::OpenSolution()
{

	FString Filename = FPaths::GetBaseFilename(GetSolutionPath()) + ".workspace";
	FString Directory = FPaths::GetPath(GetSolutionPath());
	FString Solution = "\"" + Directory + "/" + Filename + "\"";
	FString CodeLitePath;
	if(!CanRunCodeLite(CodeLitePath))
	{
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSolution: Cannot find CodeLite binary"));
		return false;
	}

	UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSolution: %s %s"), *CodeLitePath, *Solution);
	
#ifdef USE_DBUS

	//
	// TODO Somehow codelite is not opening the workspace using GetWorkspace()->Open(...)
	//
	DBusMessage* message = nullptr;
	DBusMessageIter args;
		
	// Create new message.
	message = dbus_message_new_signal ("/org/codelite/command", "org.codelite.command", "OpenWorkSpace");

	char* fileName = TCHAR_TO_ANSI(*Solution);

	// Add parameters to the message.
	dbus_message_iter_init_append(message, &args);
	if(!dbus_message_iter_append_basic(&args, DBUS_TYPE_STRING, &fileName)) {
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("Sdbus_message_iter_append_basic failed."));
		return false;
	}
	
	// Send the message.
	dbus_connection_send(DBusConnection, message, nullptr);
	if(dbus_error_is_set(&DBusError))
	{
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("dbus_connection_send failed: %s"), DBusError.message);
		return false;
	}
	// Free the message resources.
	dbus_message_unref(message);
	
	return true;

#else

	FProcHandle Proc = FPlatformProcess::CreateProc(*CodeLitePath, *Solution, true, false, false, nullptr, 0, nullptr, nullptr);
	if(Proc.IsValid())
	{
		FPlatformProcess::CloseProc(Proc);
		return true;
	}
	return false;

#endif

}
Exemplo n.º 4
0
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
	// FPlatformProcess::OpenProcess only implemented for windows atm
#if PLATFORM_WINDOWS
	if (ArgC == 4 && FCString::Strcmp(ArgV[1], TEXT("-xgemonitor")) == 0)
	{
		// Open handles to the two processes
		FProcHandle EngineProc = FPlatformProcess::OpenProcess(FCString::Atoi(ArgV[2]));
		FProcHandle BuildProc = FPlatformProcess::OpenProcess(FCString::Atoi(ArgV[3]));

		if (EngineProc.IsValid() && BuildProc.IsValid())
		{
			// Whilst the build is still in progress
			while (FPlatformProcess::IsProcRunning(BuildProc))
			{
				// Check that the engine is still alive.
				if (!FPlatformProcess::IsProcRunning(EngineProc))
				{
					// The engine has shutdown before the build was stopped.
					// Kill off the build process
					FPlatformProcess::TerminateProc(BuildProc);
					break;
				}

				FPlatformProcess::Sleep(0.01f);
			}
		}
		return 0;
	}
#endif
	if(ArgC < 6)
	{
		printf("ShaderCompileWorker is called by UE4, it requires specific command like arguments.\n");
		return -1;
	}

	// Game exe can pass any number of parameters through with appGetSubprocessCommandline
	// so just make sure we have at least the minimum number of parameters.
	check(ArgC >= 6);

	TCHAR OutputFilePath[PLATFORM_MAX_FILEPATH_LENGTH];
	FCString::Strncpy(OutputFilePath, ArgV[1], PLATFORM_MAX_FILEPATH_LENGTH);
	FCString::Strncat(OutputFilePath, ArgV[5], PLATFORM_MAX_FILEPATH_LENGTH);

	const int32 ReturnCode = GuardedMainWrapper(ArgC,ArgV,OutputFilePath);
	return ReturnCode;
}
void FWindowsPlatformProcess::CloseProc(FProcHandle & ProcessHandle)
{
	if (ProcessHandle.IsValid())
	{
		::CloseHandle(ProcessHandle.Get());
		ProcessHandle.Reset();
	}
}
bool FBuildPatchInstaller::RunPrereqInstaller()
{
    FString PrereqPath = InstallDirectory / NewBuildManifest->GetPrereqPath();
    PrereqPath = FPaths::ConvertRelativePathToFull(PrereqPath);
    FString PrereqCommandline = NewBuildManifest->GetPrereqArgs();

    GLog->Logf(TEXT("BuildPatchServices: Running prerequisites installer %s %s"), *PrereqPath, *PrereqCommandline);

    BuildProgress.SetStateProgress(EBuildPatchProgress::PrerequisitesInstall, 0.0f);

    // @TODO: Tell our installer to run with no UI since we will have BuildPatchProgress
    // @TODO: Pass in params to the installer that tell it to fire up the portal/launcher after install if it has to perform a restart.
    FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*PrereqPath, *PrereqCommandline, true, false, false, NULL, 0, *FPaths::GetPath(PrereqPath), NULL);
    bool bPrereqInstallSuccessful = true;

    if (!ProcessHandle.IsValid())
    {
        GLog->Logf(TEXT("BuildPatchServices: ERROR: Failed to start the prerequisites install process."));
        FBuildPatchAnalytics::RecordPrereqInstallnError(PrereqPath, PrereqCommandline, -1, TEXT("Failed to start installer"));
        // @TODO: Do we need to do anything special to fail?
        bPrereqInstallSuccessful = false;
    }

    int32 ReturnCode;
    if (bPrereqInstallSuccessful)
    {
        FPlatformProcess::WaitForProc(ProcessHandle);
        FPlatformProcess::GetProcReturnCode(ProcessHandle, &ReturnCode);

        ProcessHandle.Close();

        if (ReturnCode != 0)
        {
            if (ReturnCode == 3010)
            {
                GLog->Logf(TEXT("BuildPatchServices: Prerequisites executable returned restart required code %d"), ReturnCode);
                // @TODO: Inform app that system restart is required
            }
            else
            {
                GLog->Logf(TEXT("BuildPatchServices: ERROR: Prerequisites executable failed with code %d"), ReturnCode);
                FBuildPatchAnalytics::RecordPrereqInstallnError(PrereqPath, PrereqCommandline, ReturnCode, TEXT("Failed to install"));
                bPrereqInstallSuccessful = false;
            }
        }
    }

    if (bPrereqInstallSuccessful)
    {
        BuildProgress.SetStateProgress(EBuildPatchProgress::PrerequisitesInstall, 1.0f);
    }
    else
    {
        FBuildPatchInstallError::SetFatalError(EBuildPatchInstallError::PrerequisiteError);
    }

    return bPrereqInstallSuccessful;
}
bool FVisualStudioSourceCodeAccessor::RunVisualStudioAndOpenSolutionAndFiles(const FString& ExecutablePath, const FString& SolutionPath, const TArray<FileOpenRequest>* const Requests) const
{
	ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>(TEXT("SourceCodeAccess"));

	FString Params;

	// Only open the solution if it exists
	if (!SolutionPath.IsEmpty())
	{
		if (FPaths::FileExists(SolutionPath))
		{
			Params += TEXT("\"");
			Params += SolutionPath;
			Params += TEXT("\"");
		}
		else
		{
			SourceCodeAccessModule.OnOpenFileFailed().Broadcast(SolutionPath);
			return false;
		}
	}

	if (Requests)
	{
		int32 GoToLine = 0;
		for (const FileOpenRequest& Request : *Requests)
		{
			// Only open the file if it exists
			if (FPaths::FileExists(Request.FullPath))
			{
				Params += TEXT(" \"");
				Params += Request.FullPath;
				Params += TEXT("\"");

				GoToLine = Request.LineNumber;
			}
			else
			{
				SourceCodeAccessModule.OnOpenFileFailed().Broadcast(Request.FullPath);
				return false;
			}
		}

		if (GoToLine > 0)
		{
			Params += FString::Printf(TEXT(" /command \"edit.goto %d\""), GoToLine);
		}
	}

	FProcHandle WorkerHandle = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, false, false, nullptr, 0, nullptr, nullptr);
	bool bSuccess = WorkerHandle.IsValid();
	FPlatformProcess::CloseProc(WorkerHandle);
	return bSuccess;
}
bool FLinuxTargetDevice::Run( const FString& ExecutablePath, const FString& Params, uint32* OutProcessId )
{
#if PLATFORM_LINUX	// if running natively, support simplified, local deployment	
	FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, false, false, OutProcessId, 0, NULL, NULL);
	if (ProcessHandle.IsValid())
	{
		FPlatformProcess::CloseProc(ProcessHandle);
		return true;
	}
	return false;
#else
	// @todo: support remote run
	STUBBED("FLinuxTargetDevice::Run");
	return false;
#endif // PLATFORM_LINUX
}
Exemplo n.º 9
0
FProcHandle FParent::Launch(bool bDetached)
{
    // Launch the worker process
    int32 PriorityModifier = -1; // below normal

    uint32 WorkerId = 0;
    FString WorkerName = FPlatformProcess::ExecutableName(false);
    FProcHandle WorkerHandle = FPlatformProcess::CreateProc(*WorkerName, TEXT("proc-child"), bDetached, false, false, &WorkerId, PriorityModifier, NULL, NULL);
    if (!WorkerHandle.IsValid())
    {
        // If this doesn't error, the app will hang waiting for jobs that can never be completed
        UE_LOG(LogTestPAL, Fatal, TEXT("Couldn't launch %s! Make sure the file is in your binaries folder."), *WorkerName);
    }

    return WorkerHandle;
}
bool FCodeLiteSourceCodeAccessor::Launch(const TArray<FString>& InArgs)
{
	if (Location.IsValid())
	{
		FString ArgsString;
		for (const FString& Arg : InArgs)
		{
			ArgsString.Append(Arg);
			ArgsString.Append(TEXT(" "));
		}

		uint32 ProcessID;
		FProcHandle hProcess = FPlatformProcess::CreateProc(*Location.URL, *ArgsString, true, false, false, &ProcessID, 0, nullptr, nullptr, nullptr);
		return hProcess.IsValid();
	}

	return false;
}
bool FLinuxTargetDevice::Launch( const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId )
{
#if PLATFORM_LINUX	// if running natively, support launching in place
	// build executable path
	FString PlatformName = TEXT("Linux");
	FString ExecutablePath = FPaths::EngineIntermediateDir() / TEXT("Devices") / PlatformName / TEXT("Engine") / TEXT("Binaries") / PlatformName;

	if (BuildTarget == EBuildTargets::Game)
	{
		ExecutablePath /= TEXT("UE4Game");
	}
	else if (BuildTarget == EBuildTargets::Server)
	{
		ExecutablePath /= TEXT("UE4Server");
	}
	else if (BuildTarget == EBuildTargets::Editor)
	{
		ExecutablePath /= TEXT("UE4Editor");
	}

	if (BuildConfiguration != EBuildConfigurations::Development)
	{
		ExecutablePath += FString::Printf(TEXT("-%s-%s"), *PlatformName, EBuildConfigurations::ToString(BuildConfiguration));
	}

	// launch the game
	FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, false, false, OutProcessId, 0, NULL, NULL);
	if (ProcessHandle.IsValid())
	{
		FPlatformProcess::CloseProc(ProcessHandle);
		return true;
	}
	return false;
#else
	// @todo: support launching on a remote machine
	STUBBED("FLinuxTargetDevice::Launch");
	return false;
#endif // PLATFORM_LINUX
}
Exemplo n.º 12
0
bool FCodeLiteSourceCodeAccessor::OpenSolution()
{
	FString Filename = FPaths::GetBaseFilename(GetSolutionPath()) + ".workspace";
	FString Directory = FPaths::GetPath(GetSolutionPath());
	FString Solution = "\"" + Directory + "/" + Filename + "\"";
	FString CodeLitePath;
	if(!CanRunCodeLite(CodeLitePath))
	{
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSolution: Cannot find CodeLite binary"));
		return false;
	}

	UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSolution: %s %s"), *CodeLitePath, *Solution);
	
	FProcHandle Proc = FPlatformProcess::CreateProc(*CodeLitePath, *Solution, true, false, false, nullptr, 0, nullptr, nullptr);
	if(Proc.IsValid())
	{
		FPlatformProcess::CloseProc(Proc);
		return true;
	}
	return false;

}
Exemplo n.º 13
0
bool FCodeLiteSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
	FString CodeLitePath;
	if(!CanRunCodeLite(CodeLitePath))
	{
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSourceFiles: Cannot find CodeLite binary"));
		return false;
	}

	for(const auto& SourcePath : AbsoluteSourcePaths)
	{
		const FString Path = FString::Printf(TEXT("\"%s\""), *SourcePath);

		FProcHandle Proc = FPlatformProcess::CreateProc(*CodeLitePath, *Path, true, false, false, nullptr, 0, nullptr, nullptr);
		if(Proc.IsValid())
		{
			UE_LOG(LogCodeLiteAccessor, Warning, TEXT("CodeLiteSourceCodeAccessor::OpenSourceFiles: %s"), *Path);
			FPlatformProcess::CloseProc(Proc);
			return true;
		}
	}

	return false;
}
Exemplo n.º 14
0
bool FFeedbackContextMarkup::PipeProcessOutput(const FText& Description, const FString& URL, const FString& Params, FFeedbackContext* Warn, int32* OutExitCode)
{
	bool bRes;

	// Create a read and write pipe for the child process
	void* PipeRead = NULL;
	void* PipeWrite = NULL;
	verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));

	// Start the slow task
	Warn->BeginSlowTask(Description, true, true);

	// Create the process
	FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*URL, *Params, false, true, true, NULL, 0, NULL, PipeWrite);
	if(ProcessHandle.IsValid())
	{
		FString BufferedText;
		for(bool bProcessFinished = false; !bProcessFinished; )
		{
			bProcessFinished = FPlatformProcess::GetProcReturnCode(ProcessHandle, OutExitCode);
		
			if(!bProcessFinished && Warn->ReceivedUserCancel())
			{
				FPlatformProcess::TerminateProc(ProcessHandle);
				bProcessFinished = true;
			}

			BufferedText += FPlatformProcess::ReadPipe(PipeRead);

			int32 EndOfLineIdx;
			while(BufferedText.FindChar('\n', EndOfLineIdx))
			{
				FString Line = BufferedText.Left(EndOfLineIdx);
				Line.RemoveFromEnd(TEXT("\r"));

				if(!ParseCommand(Line, Warn))
				{
					Warn->Log(*Line);
				}

				BufferedText = BufferedText.Mid(EndOfLineIdx + 1);
			}

			FPlatformProcess::Sleep(0.1f);
		}
		ProcessHandle.Reset();
		bRes = true;
	}
	else
	{
		Warn->Logf(ELogVerbosity::Error, TEXT("Couldn't create process '%s'"), *URL);
		bRes = false;
	}

	// Finish the slow task
	Warn->EndSlowTask();

	// Close the pipes
	FPlatformProcess::ClosePipe(0, PipeRead);
	FPlatformProcess::ClosePipe(0, PipeWrite);
	return bRes;
}
Exemplo n.º 15
0
bool FLinuxPlatformProcess::ExecProcess( const TCHAR* URL, const TCHAR* Params, int32* OutReturnCode, FString* OutStdOut, FString* OutStdErr )
{
	FString CmdLineParams = Params;
	FString ExecutableFileName = URL;
	int32 ReturnCode = -1;
	FString DefaultError;
	if (!OutStdErr)
	{
		OutStdErr = &DefaultError;
	}

	void* PipeRead = nullptr;
	void* PipeWrite = nullptr;
	verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));

	bool bInvoked = false;

	const bool bLaunchDetached = true;
	const bool bLaunchHidden = false;
	const bool bLaunchReallyHidden = bLaunchHidden;

	FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, PipeWrite);
	if (ProcHandle.IsValid())
	{
		while (FPlatformProcess::IsProcRunning(ProcHandle))
		{
			FString NewLine = FPlatformProcess::ReadPipe(PipeRead);
			if (NewLine.Len() > 0)
			{
				if (OutStdOut != nullptr)
				{
					*OutStdOut += NewLine;
				}
			}
			FPlatformProcess::Sleep(0.5);
		}

		// read the remainder
		for(;;)
		{
			FString NewLine = FPlatformProcess::ReadPipe(PipeRead);
			if (NewLine.Len() <= 0)
			{
				break;
			}

			if (OutStdOut != nullptr)
			{
				*OutStdOut += NewLine;
			}
		}

		FPlatformProcess::Sleep(0.5);

		bInvoked = true;
		bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &ReturnCode);
		check(bGotReturnCode);
		*OutReturnCode = ReturnCode;

		FPlatformProcess::CloseProc(ProcHandle);
	}
	else
	{
		bInvoked = false;
		*OutReturnCode = -1;
		*OutStdOut = "";
		UE_LOG(LogHAL, Warning, TEXT("Failed to launch Tool. (%s)"), *ExecutableFileName);
	}
	FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
	return bInvoked;
}
Exemplo n.º 16
0
static bool CompressSliceToASTC(
	const void* SourceData,
	int32 SizeX,
	int32 SizeY,
	FString CompressionParameters,
	TArray<uint8>& OutCompressedData
)
{
	// Always Y-invert the image prior to compression for proper orientation post-compression
	uint8 LineBuffer[16384 * 4];
	uint32 LineSize = SizeX * 4;
	for (int32 LineIndex = 0; LineIndex < (SizeY / 2); LineIndex++)
	{
		uint8* LineData0 = ((uint8*)SourceData) + (LineSize * LineIndex);
		uint8* LineData1 = ((uint8*)SourceData) + (LineSize * (SizeY - LineIndex - 1));
		FMemory::Memcpy(LineBuffer, LineData0,  LineSize);
		FMemory::Memcpy(LineData0,  LineData1,  LineSize);
		FMemory::Memcpy(LineData1,  LineBuffer, LineSize);
	}
	
	// Compress and retrieve the PNG data to write out to disk
	IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
	ImageWrapper->SetRaw(SourceData, SizeX * SizeY * 4, SizeX, SizeY, ERGBFormat::RGBA, 8);
	const TArray<uint8>& FileData = ImageWrapper->GetCompressed();
	int32 FileDataSize = FileData.Num();

	FGuid Guid;
	FPlatformMisc::CreateGuid(Guid);
	FString InputFilePath = FString::Printf(TEXT("Cache/%08x-%08x-%08x-%08x-RGBToASTCIn.png"), Guid.A, Guid.B, Guid.C, Guid.D);
	FString OutputFilePath = FString::Printf(TEXT("Cache/%08x-%08x-%08x-%08x-RGBToASTCOut.astc"), Guid.A, Guid.B, Guid.C, Guid.D);

	InputFilePath  = FPaths::GameIntermediateDir() + InputFilePath;
	OutputFilePath = FPaths::GameIntermediateDir() + OutputFilePath;

	FArchive* PNGFile = NULL;
	while (!PNGFile)
	{
		PNGFile = IFileManager::Get().CreateFileWriter(*InputFilePath);   // Occasionally returns NULL due to error code ERROR_SHARING_VIOLATION
		FPlatformProcess::Sleep(0.01f);                             // ... no choice but to wait for the file to become free to access
	}
	PNGFile->Serialize((void*)&FileData[0], FileDataSize);
	delete PNGFile;

	// Compress PNG file to ASTC (using the reference astcenc.exe from ARM)
	FString Params = FString::Printf(TEXT("-c %s %s %s"),
		*InputFilePath,
		*OutputFilePath,
		*CompressionParameters
	);

	UE_LOG(LogTextureFormatASTC, Display, TEXT("Compressing to ASTC (%s)..."), *CompressionParameters);

	// Start Compressor
#if PLATFORM_MAC
	FString CompressorPath(FPaths::EngineDir() + TEXT("Binaries/ThirdParty/ARM/Mac/astcenc"));
#elif PLATFORM_LINUX
	FString CompressorPath(FPaths::EngineDir() + TEXT("Binaries/ThirdParty/ARM/Linux32/astcenc"));
#elif PLATFORM_WINDOWS
	FString CompressorPath(FPaths::EngineDir() + TEXT("Binaries/ThirdParty/ARM/Win32/astcenc.exe"));
#else
#error Unsupported platform
#endif
	FProcHandle Proc = FPlatformProcess::CreateProc(*CompressorPath, *Params, true, false, false, NULL, -1, NULL, NULL);

	// Failed to start the compressor process
	if (!Proc.IsValid())
	{
		UE_LOG(LogTextureFormatASTC, Error, TEXT("Failed to start astcenc for compressing images (%s)"), *CompressorPath);
		return false;
	}

	// Wait for the process to complete
	int ReturnCode;
	while (!FPlatformProcess::GetProcReturnCode(Proc, &ReturnCode))
	{
		FPlatformProcess::Sleep(0.01f);
	}

	// Did it work?
	bool bConversionWasSuccessful = (ReturnCode == 0);

	// Open compressed file and put the data in OutCompressedImage
	if (bConversionWasSuccessful)
	{
		// Get raw file data
		TArray<uint8> ASTCData;
		FFileHelper::LoadFileToArray(ASTCData, *OutputFilePath);
			
		// Process it
		FASTCHeader* Header = (FASTCHeader*)ASTCData.GetData();
			
		// Fiddle with the texel count data to get the right value
		uint32 TexelCountX =
			(Header->TexelCountX[0] <<  0) + 
			(Header->TexelCountX[1] <<  8) + 
			(Header->TexelCountX[2] << 16);
		uint32 TexelCountY =
			(Header->TexelCountY[0] <<  0) + 
			(Header->TexelCountY[1] <<  8) + 
			(Header->TexelCountY[2] << 16);
		uint32 TexelCountZ =
			(Header->TexelCountZ[0] <<  0) + 
			(Header->TexelCountZ[1] <<  8) + 
			(Header->TexelCountZ[2] << 16);

//		UE_LOG(LogTextureFormatASTC, Display, TEXT("    Compressed Texture Header:"));
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("             Magic: %x"), Header->Magic);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("        BlockSizeX: %u"), Header->BlockSizeX);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("        BlockSizeY: %u"), Header->BlockSizeY);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("        BlockSizeZ: %u"), Header->BlockSizeZ);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("       TexelCountX: %u"), TexelCountX);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("       TexelCountY: %u"), TexelCountY);
//		UE_LOG(LogTextureFormatASTC, Display, TEXT("       TexelCountZ: %u"), TexelCountZ);

		// Calculate size of this mip in blocks
		uint32 MipSizeX = (TexelCountX + Header->BlockSizeX - 1) / Header->BlockSizeX;
		uint32 MipSizeY = (TexelCountY + Header->BlockSizeY - 1) / Header->BlockSizeY;

		// A block is always 16 bytes
		uint32 MipSize = MipSizeX * MipSizeY * 16;

		// Copy the compressed data
		OutCompressedData.Empty(MipSize);
		OutCompressedData.AddUninitialized(MipSize);
		void* MipData = OutCompressedData.GetData();

		// Calculate the offset to get to the mip data
		check(sizeof(FASTCHeader) == 16);
		check(ASTCData.Num() == (sizeof(FASTCHeader) + MipSize));
		FMemory::Memcpy(MipData, ASTCData.GetData() + sizeof(FASTCHeader), MipSize);
	}
	else
	{
		UE_LOG(LogTextureFormatASTC, Error, TEXT("ASTC encoder failed with return code %d, mip size (%d, %d)"), ReturnCode, SizeX, SizeY);
		IFileManager::Get().Delete(*InputFilePath);
		IFileManager::Get().Delete(*OutputFilePath);
		return false;
	}
		
	// Delete intermediate files
	IFileManager::Get().Delete(*InputFilePath);
	IFileManager::Get().Delete(*OutputFilePath);
	return true;
}
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
{
	Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);

	// Check the project file exists
	FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
	if(!FPaths::FileExists(CsProjLocation))
	{
		Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
		return false;
	}

	FString CompilerExecutableFilename;
	FString CmdLineParams;

	if (PLATFORM_WINDOWS)
	{
		// To build UBT for windows, we must assemble a batch file that first registers the environment variable necessary to run msbuild then run it
		// This can not be done in a single invocation of CMD.exe because the environment variables do not transfer between subsequent commands when using the "&" syntax
		// devenv.exe can be used to build as well but it takes several seconds to start up so it is not desirable

		// First determine the appropriate vcvars batch file to launch
		FString VCVarsBat;

#if PLATFORM_WINDOWS
	#if _MSC_VER >= 1900
		FPlatformMisc::GetVSComnTools(14, VCVarsBat);
	#elif _MSC_VER >= 1800
		FPlatformMisc::GetVSComnTools(12, VCVarsBat);
	#else
		FPlatformMisc::GetVSComnTools(11, VCVarsBat);
	#endif
#endif // PLATFORM_WINDOWS

		VCVarsBat = FPaths::Combine(*VCVarsBat, L"../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");

		// Check to make sure we found one.
		if (VCVarsBat.IsEmpty() || !FPaths::FileExists(VCVarsBat))
		{
			Ar.Logf(TEXT("Couldn't find %s; skipping."), *VCVarsBat);
			return false;
		}

		// Now make a batch file in the intermediate directory to invoke the vcvars batch then msbuild
		FString BuildBatchFile = RootDir / TEXT("Engine/Intermediate/Build/UnrealBuildTool/BuildUBT.bat");
		BuildBatchFile.ReplaceInline(TEXT("/"), TEXT("\\"));

		FString BatchFileContents;
		BatchFileContents = FString::Printf(TEXT("call \"%s\"") LINE_TERMINATOR, *VCVarsBat);
		BatchFileContents += FString::Printf(TEXT("msbuild /nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
		FFileHelper::SaveStringToFile(BatchFileContents, *BuildBatchFile);

		TCHAR CmdExePath[MAX_PATH];
		FPlatformMisc::GetEnvironmentVariable(TEXT("ComSpec"), CmdExePath, ARRAY_COUNT(CmdExePath));
		CompilerExecutableFilename = CmdExePath;

		CmdLineParams = FString::Printf(TEXT("/c \"%s\""), *BuildBatchFile);
	}
	else if (PLATFORM_MAC)
	{
		FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
		CompilerExecutableFilename = TEXT("/bin/sh");
		CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
	}
	else if (PLATFORM_LINUX)
	{
		FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
		CompilerExecutableFilename = TEXT("/bin/bash");
		CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 %s"), *ScriptPath, *CsProjLocation);
	}
	else
	{
		Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
		return false;
	}

	// Spawn the compiler
	Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
	const bool bLaunchDetached = false;
	const bool bLaunchHidden = true;
	const bool bLaunchReallyHidden = bLaunchHidden;
	FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, NULL);
	if (!ProcHandle.IsValid())
	{
		Ar.Log(TEXT("Failed to start process."));
		return false;
	}
	FPlatformProcess::WaitForProc(ProcHandle);
	FPlatformProcess::CloseProc(ProcHandle);

	// If the executable appeared where we expect it, then we were successful
	FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
	if(!FPaths::FileExists(UnrealBuildToolExePath))
	{
		Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
		return false;
	}

	return true;
}
Exemplo n.º 18
0
/**
* Run a Git show command to dump the binary content of a revision into a file.
*/
bool RunDumpToFile(const FString& InPathToGitBinary, const FString& InRepositoryRoot, const FString& InParameter, const FString& InDumpFileName)
{
	bool bResult = false;
	FString FullCommand;

	if(!InRepositoryRoot.IsEmpty())
	{
		// Specify the working copy (the root) of the git repository (before the command itself)
		FullCommand = TEXT("--work-tree=\"");
		FullCommand += InRepositoryRoot;
		// and the ".git" subdirectory in it (before the command itself)
		FullCommand += TEXT("\" --git-dir=\"");
		FullCommand += InRepositoryRoot;
		FullCommand += TEXT(".git\" ");
	}
	// then the git command itself
	FullCommand += TEXT("show ");

	// Append to the command the parameter
	FullCommand += InParameter;

	const bool bLaunchDetached = false;
	const bool bLaunchHidden = true;
	const bool bLaunchReallyHidden = bLaunchHidden;

	// Setup output redirection pipes, so that we can harvest compiler output and display it ourselves
#if PLATFORM_LINUX
	int pipefd[2];
	pipe(pipefd);
	void* PipeRead = &pipefd[0];
	void* PipeWrite = &pipefd[1];
#else
	void* PipeRead = NULL;
	void* PipeWrite = NULL;
#endif

	verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));

	// @todo temp debug log
	//UE_LOG(LogSourceControl, Log, TEXT("RunDumpToFile: 'git %s'"), *FullCommand);
	FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*InPathToGitBinary, *FullCommand, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, PipeWrite);
	//UE_LOG(LogSourceControl, Log, TEXT("RunDumpToFile: ProcessHandle=%x"), ProcessHandle.Get());
	if(ProcessHandle.IsValid())
	{
		FPlatformProcess::Sleep(0.01);

		TArray<uint8> BinaryFileContent;
		while(FPlatformProcess::IsProcRunning(ProcessHandle))
		{
			TArray<uint8> BinaryData;
			FPlatformProcess::ReadPipeToArray(PipeRead, BinaryData);
			if(BinaryData.Num() > 0)
			{
				BinaryFileContent.Append(MoveTemp(BinaryData));
			}
		}
		TArray<uint8> BinaryData;
		FPlatformProcess::ReadPipeToArray(PipeRead, BinaryData);
		if(BinaryData.Num() > 0)
		{
			BinaryFileContent.Append(MoveTemp(BinaryData));
		}
		// Save buffer into temp file
		if(FFileHelper::SaveArrayToFile(BinaryFileContent, *InDumpFileName))
		{
			UE_LOG(LogSourceControl, Log, TEXT("Writed '%s' (%do)"), *InDumpFileName, BinaryFileContent.Num());
			bResult = true;
		}
		else
		{
			UE_LOG(LogSourceControl, Error, TEXT("Could not write %s"), *InDumpFileName);
		}
	}
	else
	{
		UE_LOG(LogSourceControl, Error, TEXT("Failed to launch 'git show'"));
	}

#if PLATFORM_LINUX
	close(*(int*)PipeRead);
	close(*(int*)PipeWrite);
#else
	FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
#endif

	return bResult;
}
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
{
	FString CmdLineParams = InCmdLineParams;

#if PLATFORM_WINDOWS
	#if _MSC_VER >= 1900
		CmdLineParams += TEXT(" -2015");
	#elif _MSC_VER >= 1800
		CmdLineParams += TEXT(" -2013");
	#else
		CmdLineParams += TEXT(" -2012");
	#endif
#endif // PLATFORM_WINDOWS

	// UnrealBuildTool is currently always located in the Binaries/DotNET folder
	FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());

	// Rocket never builds UBT, UnrealBuildTool should already exist
	bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
	if (!bSkipBuild)
	{
		// When not using rocket, we should attempt to build UBT to make sure it is up to date
		// Only do this if we have not already successfully done it once during this session.
		static bool bSuccessfullyBuiltUBTOnce = false;
		if (!bSuccessfullyBuiltUBTOnce)
		{
			Ar.Log(TEXT("Building UnrealBuildTool..."));
			if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
			{
				bSuccessfullyBuiltUBTOnce = true;
			}
			else
			{
				// Failed to build UBT
				Ar.Log(TEXT("Failed to build UnrealBuildTool."));
				return FProcHandle();
			}
		}
	}

#if PLATFORM_LINUX
	CmdLineParams += (" -progress");
#endif // PLATFORM_LINUX

	Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);

#if PLATFORM_MAC
	// On Mac we launch UBT with Mono
	FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
	CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
	ExecutableFileName = TEXT("/bin/sh");
#elif PLATFORM_LINUX
	// Real men run Linux (with Mono??)
	FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
	CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
	ExecutableFileName = TEXT("/bin/bash");
#endif

	// Run UnrealBuildTool
	const bool bLaunchDetached = false;
	const bool bLaunchHidden = true;
	const bool bLaunchReallyHidden = bLaunchHidden;

	FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe);
	if (!ProcHandle.IsValid())
	{
		Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
	}

	return ProcHandle;
}
bool FCodeLiteSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
	FString CodeLitePath;
	if(!CanRunCodeLite(CodeLitePath))
	{
		UE_LOG(LogCodeLiteAccessor, Warning, TEXT("FCodeLiteSourceCodeAccessor::OpenSourceFiles: Cannot find CodeLite binary"));
		return false;
	}

#ifdef USE_DBUS	

	for(const auto& SourcePath : AbsoluteSourcePaths)
	{
		
		DBusMessage* message = nullptr;
		DBusMessageIter args;
		
		// Create new message.
		message = dbus_message_new_signal ("/org/codelite/command", "org.codelite.command", "OpenFile");

		char* fileName = TCHAR_TO_ANSI(*SourcePath);

		// Add parameters to the message.
		dbus_message_iter_init_append(message, &args);
		if(!dbus_message_iter_append_basic(&args, DBUS_TYPE_STRING, &fileName)) {
			UE_LOG(LogCodeLiteAccessor, Warning, TEXT("Sdbus_message_iter_append_basic failed."));
			return false;
		}
		
		// Send the message.
		dbus_connection_send(DBusConnection, message, nullptr);
		if(dbus_error_is_set(&DBusError))
		{
			UE_LOG(LogCodeLiteAccessor, Warning, TEXT("dbus_connection_send failed: %s"), DBusError.message);
			return false;
		}

		// Free the message resources.
		dbus_message_unref(message);

	}

	dbus_connection_flush(DBusConnection);

	return true;

#else

	for(const auto& SourcePath : AbsoluteSourcePaths)
	{
		const FString Path = FString::Printf(TEXT("\"%s\""), *SourcePath);

		FProcHandle Proc = FPlatformProcess::CreateProc(*CodeLitePath, *Path, true, false, false, nullptr, 0, nullptr, nullptr);
		if(Proc.IsValid())
		{
			UE_LOG(LogCodeLiteAccessor, Warning, TEXT("CodeLiteSourceCodeAccessor::OpenSourceFiles: %s"), *Path);
			FPlatformProcess::CloseProc(Proc);
			return true;
		}
	}

#endif

	return false;
}
bool FKDevelopSourceCodeAccessor::OpenSolution()
{
	if (IsIDERunning())
	{
		// use qdbus to open the project within session?
		STUBBED("OpenSolution: KDevelop is running, use qdbus to open the project within session?");
		return false;
	}

	FString Solution = GetSolutionPath();
	FString IDEPath;
	if (!CanRunKDevelop(IDEPath))
	{
		UE_LOG(LogKDevelopAccessor, Warning, TEXT("FKDevelopSourceCodeAccessor::OpenSourceFiles: cannot find kdevelop binary"));
		return false;
	}
	
	FProcHandle Proc = FPlatformProcess::CreateProc(*IDEPath, *Solution, true, false, false, nullptr, 0, nullptr, nullptr);
	if (Proc.IsValid())
	{
		FPlatformProcess::CloseProc(Proc);
		return true;
	}
	return false;
}