Пример #1
0
void USoundWave::PostLoad()
{
	Super::PostLoad();

	if (GetOutermost()->HasAnyPackageFlags(PKG_ReloadingForCooker))
	{
		return;
	}

	// Compress to whatever formats the active target platforms want
	// static here as an optimization
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		for (int32 Index = 0; Index < Platforms.Num(); Index++)
		{
			GetCompressedData(Platforms[Index]->GetWaveFormat(this));
		}
	}

	// We don't precache default objects and we don't precache in the Editor as the latter will
	// most likely cause us to run out of memory.
	if (!GIsEditor && !IsTemplate( RF_ClassDefaultObject ) && GEngine)
	{
		FAudioDevice* AudioDevice = GEngine->GetMainAudioDevice();
		if (AudioDevice && AudioDevice->AreStartupSoundsPreCached())
		{
			// Upload the data to the hardware, but only if we've precached startup sounds already
			AudioDevice->Precache(this);
		}
		// remove bulk data if no AudioDevice is used and no sounds were initialized
		else if(IsRunningGame())
		{
			RawData.RemoveBulkData();
		}
	}

	// Only add this streaming sound if we're not a dedicated server or if there is an audio device manager
	if (IsStreaming() && !IsRunningDedicatedServer() && GEngine && GEngine->GetAudioDeviceManager())
	{
#if WITH_EDITORONLY_DATA
		FinishCachePlatformData();
#endif // #if WITH_EDITORONLY_DATA
		IStreamingManager::Get().GetAudioStreamingManager().AddStreamingSoundWave(this);
	}

#if WITH_EDITORONLY_DATA
	if (!SourceFilePath_DEPRECATED.IsEmpty() && AssetImportData)
	{
		FAssetImportInfo Info;
		Info.Insert(FAssetImportInfo::FSourceFile(SourceFilePath_DEPRECATED));
		AssetImportData->SourceData = MoveTemp(Info);
	}
#endif // #if WITH_EDITORONLY_DATA

	INC_FLOAT_STAT_BY( STAT_AudioBufferTime, Duration );
	INC_FLOAT_STAT_BY( STAT_AudioBufferTimeChannels, NumChannels * Duration );
}
Пример #2
0
const TArray<FName>& GetTargetShaderFormats()
{
	static bool bInit = false;
	static TArray<FName> Results;

#if WITH_ENGINE

	if (!bInit)
	{
		bInit = true;
		ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
		if (!TPM || TPM->RestrictFormatsToRuntimeOnly())
		{
			// for now a runtime format and a cook format are very different, we don't put any formats here
		}
		else
		{
			const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

			for (int32 Index = 0; Index < Platforms.Num(); Index++)
			{
				Platforms[Index]->GetAllTargetedShaderFormats(Results);
			}
		}
	}

#endif // WITH_ENGINE

	return Results;
}
Пример #3
0
/**
 * Computes the derived data key suffix for a SoundWave's Streamed Audio.
 * @param SoundWave - The SoundWave for which to compute the derived data key.
 * @param AudioFormatName - The audio format we're creating the key for
 * @param OutKeySuffix - The derived data key suffix.
 */
static void GetStreamedAudioDerivedDataKeySuffix(
	const USoundWave& SoundWave,
	FName AudioFormatName,
	FString& OutKeySuffix
	)
{
	uint16 Version = 0;

	// get the version for this soundwave's platform format
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		const IAudioFormat* AudioFormat = TPM->FindAudioFormat(AudioFormatName);
		if (AudioFormat)
		{
			Version = AudioFormat->GetVersion(AudioFormatName);
		}
	}
	
	// build the key
	OutKeySuffix = FString::Printf(TEXT("%s_%d_%s"),
		*AudioFormatName.ToString(),
		Version,
		*SoundWave.CompressedDataGuid.ToString()
		);
}
Пример #4
0
/**
 * Gets Wave format for a SoundWave on the current running platform
 * @param SoundWave - The SoundWave to get format for.
 */
static FName GetWaveFormatForRunningPlatform(USoundWave& SoundWave)
{
	// Compress to whatever format the active target platform wants
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		ITargetPlatform* CurrentPlatform = NULL;
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		check(Platforms.Num());

		CurrentPlatform = Platforms[0];

		for (int32 Index = 1; Index < Platforms.Num(); Index++)
		{
			if (Platforms[Index]->IsRunningPlatform())
			{
				CurrentPlatform = Platforms[Index];
				break;
			}
		}

		check(CurrentPlatform != NULL);

		return CurrentPlatform->GetWaveFormat(&SoundWave);
	}

	return NAME_None;
}
Пример #5
0
FDerivedAudioDataCompressor::FDerivedAudioDataCompressor(USoundWave* InSoundNode, FName InFormat)
	: SoundNode(InSoundNode)
	, Format(InFormat)
	, Compressor(NULL)
{
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		Compressor = TPM->FindAudioFormat(InFormat);
	}
}
SDeviceOutputLog::~SDeviceOutputLog()
{
	ITargetPlatformManagerModule* Module = FModuleManager::GetModulePtr<ITargetPlatformManagerModule>("TargetPlatform");
	if (Module)
	{
		TArray<ITargetPlatform*> Platforms = Module->GetTargetPlatforms();
		for (ITargetPlatform* Platform : Platforms)
		{
			Platform->OnDeviceDiscovered().RemoveAll(this);
			Platform->OnDeviceLost().RemoveAll(this);
		}
	}
}
Пример #7
0
void USoundWave::PostLoad()
{
	Super::PostLoad();

	if (GetOutermost()->PackageFlags & PKG_ReloadingForCooker)
	{
		return;
	}

	// Compress to whatever formats the active target platforms want
	// static here as an optimization
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		for (int32 Index = 0; Index < Platforms.Num(); Index++)
		{
			GetCompressedData(Platforms[Index]->GetWaveFormat(this));
		}
	}

	// We don't precache default objects and we don't precache in the Editor as the latter will
	// most likely cause us to run out of memory.
	if( !GIsEditor && !IsTemplate( RF_ClassDefaultObject ) && GEngine )
	{
		FAudioDevice* AudioDevice = GEngine->GetAudioDevice();
		if( AudioDevice && AudioDevice->bStartupSoundsPreCached)
		{
			// Upload the data to the hardware, but only if we've precached startup sounds already
			AudioDevice->Precache( this );
		}
		// remove bulk data if no AudioDevice is used and no sounds were initialized
		else if( IsRunningGame() )
		{
			RawData.RemoveBulkData();
		}
	}

	if (IsStreaming())
	{
#if WITH_EDITORONLY_DATA
		FinishCachePlatformData();
#endif // #if WITH_EDITORONLY_DATA
		IStreamingManager::Get().GetAudioStreamingManager().AddStreamingSoundWave(this);
	}

	INC_FLOAT_STAT_BY( STAT_AudioBufferTime, Duration );
	INC_FLOAT_STAT_BY( STAT_AudioBufferTimeChannels, NumChannels * Duration );
}
Пример #8
0
void USoundWave::BeginCachePlatformData()
{
    CachePlatformData(true);

#if WITH_EDITOR
    // enable caching in postload for derived data cache commandlet and cook by the book
    ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
    if (TPM && (TPM->RestrictFormatsToRuntimeOnly() == false))
    {
        TArray<ITargetPlatform*> Platforms = TPM->GetActiveTargetPlatforms();
        // Cache for all the audio formats that the cooking target requires
        for (int32 FormatIndex = 0; FormatIndex < Platforms.Num(); FormatIndex++)
        {
            BeginCacheForCookedPlatformData(Platforms[FormatIndex]);
        }
    }
#endif
}
	USoundWave* ImportSoundWave(const FString& InSoundWavePackageName, const FString& InSoundWaveAssetName, const FString& InWavFilename) const
	{
		// Find or create the package to host the sound wave
		UPackage* const SoundWavePackage = CreatePackage(nullptr, *InSoundWavePackageName);
		if (!SoundWavePackage)
		{
			FMessageLog("Import").Error(FText::Format(LOCTEXT("SoundWavePackageError", "Failed to create a sound wave package '{0}'."), FText::FromString(InSoundWavePackageName)));
			return nullptr;
		}

		// Make sure the destination package is loaded
		SoundWavePackage->FullyLoad();

		// We set the correct options in the constructor, so run the import silently
		USoundFactory* SoundWaveFactory = NewObject<USoundFactory>();
		SoundWaveFactory->SuppressImportOverwriteDialog();

		// Perform the actual import
		USoundWave* const SoundWave = ImportObject<USoundWave>(SoundWavePackage, *InSoundWaveAssetName, RF_Public | RF_Standalone, *InWavFilename, nullptr, SoundWaveFactory);
		if (!SoundWave)
		{
			FMessageLog("Import").Error(FText::Format(LOCTEXT("SoundWaveImportError", "Failed to import the sound wave asset '{0}.{1}' from '{2}'"), FText::FromString(InSoundWavePackageName), FText::FromString(InSoundWaveAssetName), FText::FromString(InWavFilename)));
			return nullptr;
		}

		// Compress to whatever formats the active target platforms want prior to saving the asset
		{
			ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
			if (TPM)
			{
				const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();
				for (ITargetPlatform* Platform : Platforms)
				{
					SoundWave->GetCompressedData(Platform->GetWaveFormat(SoundWave));
				}
			}
		}

		FAssetRegistryModule& AssetRegistry = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
		AssetRegistry.AssetCreated(SoundWave);

		return SoundWave;
	}
bool FDeployCommand::Run( )
{
	bool bDeployed = false;

	// get the target device
	FString DevicesList;
	FParse::Value(FCommandLine::Get(), TEXT("-DEVICE="), DevicesList);

	// get the file manifest
	FString Manifest;
	FParse::Value(FCommandLine::Get(), TEXT("-MANIFEST="), Manifest);

	FString SourceDir;
	FParse::Value(FCommandLine::Get(), TEXT("-SOURCEDIR="), SourceDir);

	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();

	if (!TPM)
	{
		return false;
	}

	// Initialize the messaging subsystem so we can do device discovery.
	FModuleManager::Get().LoadModuleChecked("Messaging");

	// load plug-in modules
	// @todo: allow for better plug-in support in standalone Slate apps
	IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault);

	while (!DevicesList.IsEmpty())
	{
		FString Device;
		if (!DevicesList.Split(TEXT("+"), &Device, &DevicesList))
		{
			Device = DevicesList;
			DevicesList.Empty();
		}

		double DeltaTime = 0.0;
		double LastTime = FPlatformTime::Seconds();

		// We track the message sent time because we have to keep updating the loop until the message is *actually sent*. (ie all packets queued, sent, buffer flushed, etc.)
		double MessageSentTime = 0.0;
		bool bMessageSent = false;

		while (!GIsRequestingExit && ((MessageSentTime > LastTime + 1.0) || (MessageSentTime <= 0.1)))
		{
			FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
			FTicker::GetCoreTicker().Tick(DeltaTime);
			FPlatformProcess::Sleep(0);

			DeltaTime = FPlatformTime::Seconds() - LastTime;
			LastTime = FPlatformTime::Seconds();

			if (!bMessageSent)
			{
				const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

				FString Platform;
				FString DeviceName;

				Device.Split(TEXT("@"), &Platform, &DeviceName);

				FTargetDeviceId DeviceId(Platform, DeviceName);
				ITargetDevicePtr TargetDevice;

				for (int32 Index = 0; Index < Platforms.Num(); ++Index)
				{
					TargetDevice = Platforms[Index]->GetDevice(DeviceId);

					if (TargetDevice.IsValid())
					{
						FString OutId;

						if (Platforms[Index]->PackageBuild(SourceDir))
						{
							if (TargetDevice->Deploy(SourceDir, OutId))
							{
								bDeployed = true;
							}

							MessageSentTime = LastTime;
							bMessageSent = true;
						}
						else
						{
							MessageSentTime = LastTime;
							bMessageSent = true;
						}
					}
				}
			}
		}
	}

	return bDeployed;
}
Пример #11
0
void RecompileShadersForRemote( 
	const FString& PlatformName,
	EShaderPlatform ShaderPlatformToCompile,
	const FString& OutputDirectory, 
	const TArray<FString>& MaterialsToLoad, 
	const TArray<uint8>& SerializedShaderResources, 
	TArray<uint8>* MeshMaterialMaps, 
	TArray<FString>* ModifiedFiles,
	bool bCompileChangedShaders )
{
	// figure out what shader platforms to recompile
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	ITargetPlatform* TargetPlatform = TPM->FindTargetPlatform(PlatformName);
	if (TargetPlatform == NULL)
	{
		UE_LOG(LogShaders, Display, TEXT("Failed to find target platform module for %s"), *PlatformName);
		return;
	}

	TArray<FName> DesiredShaderFormats;
	TargetPlatform->GetAllTargetedShaderFormats(DesiredShaderFormats);

	UE_LOG(LogShaders, Display, TEXT("Loading %d materials..."), MaterialsToLoad.Num());
	// make sure all materials the client has loaded will be processed
	TArray<UMaterialInterface*> MaterialsToCompile;

	for (int32 Index = 0; Index < MaterialsToLoad.Num(); Index++)
	{
		UE_LOG(LogShaders, Display, TEXT("   --> %s"), *MaterialsToLoad[Index]);
		MaterialsToCompile.Add(LoadObject<UMaterialInterface>(NULL, *MaterialsToLoad[Index]));
	}

	UE_LOG(LogShaders, Display, TEXT("  Done!"))

	// figure out which shaders are out of date
	TArray<FShaderType*> OutdatedShaderTypes;
	TArray<const FVertexFactoryType*> OutdatedFactoryTypes;

	// Pick up new changes to shader files
	FlushShaderFileCache();

	if( bCompileChangedShaders )
	{
		FShaderType::GetOutdatedTypes( OutdatedShaderTypes, OutdatedFactoryTypes );
		UE_LOG( LogShaders, Display, TEXT( "We found %d out of date shader types, and %d out of date VF types!" ), OutdatedShaderTypes.Num(), OutdatedFactoryTypes.Num() );
	}

	{
		for (int32 FormatIndex = 0; FormatIndex < DesiredShaderFormats.Num(); FormatIndex++)
		{
			// get the shader platform enum
			const EShaderPlatform ShaderPlatform = ShaderFormatToLegacyShaderPlatform(DesiredShaderFormats[FormatIndex]);

			// Only compile for the desired platform if requested
			if (ShaderPlatform == ShaderPlatformToCompile || ShaderPlatformToCompile == SP_NumPlatforms)
			{
				if( bCompileChangedShaders )
				{
					// Kick off global shader recompiles
					BeginRecompileGlobalShaders( OutdatedShaderTypes, ShaderPlatform );

					// Block on global shaders
					FinishRecompileGlobalShaders();
				}

				// we only want to actually compile mesh shaders if a client directly requested it, and there's actually some work to do
				if (MeshMaterialMaps != NULL && (OutdatedShaderTypes.Num() || OutdatedFactoryTypes.Num() || bCompileChangedShaders == false))
				{
					TMap<FString, TArray<TRefCountPtr<FMaterialShaderMap> > > CompiledShaderMaps;
					UMaterial::CompileMaterialsForRemoteRecompile(MaterialsToCompile, ShaderPlatform, CompiledShaderMaps);

					// write the shader compilation info to memory, converting fnames to strings
					FMemoryWriter MemWriter(*MeshMaterialMaps, true);
					FNameAsStringProxyArchive Ar(MemWriter);

					// pull the serialized resource ids into an array of resources
					TArray<FShaderResourceId> ClientResourceIds;
					FMemoryReader MemReader(SerializedShaderResources, true);
					MemReader << ClientResourceIds;

					// save out the shader map to the byte array
					FMaterialShaderMap::SaveForRemoteRecompile(Ar, CompiledShaderMaps, ClientResourceIds);
				}

				// save it out so the client can get it (and it's up to date next time)
				FString GlobalShaderFilename = SaveGlobalShaderFile(ShaderPlatform, OutputDirectory);

				// add this to the list of files to tell the other end about
				if (ModifiedFiles)
				{
					// need to put it in non-sandbox terms
					FString SandboxPath(GlobalShaderFilename);
					check(SandboxPath.StartsWith(OutputDirectory));
					SandboxPath.ReplaceInline(*OutputDirectory, TEXT("../../../"));
					FPaths::NormalizeFilename(SandboxPath);
					ModifiedFiles->Add(SandboxPath);
				}
			}
		}
	}
}
Пример #12
0
void UBodySetup::PostLoad()
{
	Super::PostLoad();

	// Our owner needs to be post-loaded before us else they may not have loaded
	// their data yet.
	UObject* Outer = GetOuter();
	if (Outer)
	{
		Outer->ConditionalPostLoad();
	}

	if ( GetLinkerUE4Version() < VER_UE4_BUILD_SCALE_VECTOR )
	{
		BuildScale3D = FVector( BuildScale_DEPRECATED );
	}

	DefaultInstance.FixupData(this);

	if ( GetLinkerUE4Version() < VER_UE4_REFACTOR_PHYSICS_BLENDING )
	{
		if ( bAlwaysFullAnimWeight_DEPRECATED )
		{
			PhysicsType = PhysType_Simulated;
		}
		else if ( DefaultInstance.bSimulatePhysics == false )
		{
			PhysicsType = PhysType_Kinematic;
		}
		else
		{
			PhysicsType = PhysType_Default;
		}
	}

	if ( GetLinkerUE4Version() < VER_UE4_BODYSETUP_COLLISION_CONVERSION )
	{
		if ( DefaultInstance.GetCollisionEnabled() == ECollisionEnabled::NoCollision )
		{
			CollisionReponse = EBodyCollisionResponse::BodyCollision_Disabled;
		}
	}

	// Compress to whatever formats the active target platforms want
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	if (TPM)
	{
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		for (int32 Index = 0; Index < Platforms.Num(); Index++)
		{
			GetCookedData(Platforms[Index]->GetPhysicsFormat(this));
		}
	}

	// make sure that we load the physX data while the linker's loader is still open
	CreatePhysicsMeshes();

	// fix up invalid transform to use identity
	// this can be here because BodySetup isn't blueprintable
	if ( GetLinkerUE4Version() < VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM )
	{
		for (int32 i=0; i<AggGeom.ConvexElems.Num(); ++i)
		{
			if ( AggGeom.ConvexElems[i].GetTransform().IsValid() == false )
			{
				AggGeom.ConvexElems[i].SetTransform(FTransform::Identity);
			}
		}
	}
}
int32 UDerivedDataCacheCommandlet::Main( const FString& Params )
{
	TArray<FString> Tokens, Switches;
	ParseCommandLine(*Params, Tokens, Switches);

	bool bFillCache = Switches.Contains("FILL");   // do the equivalent of a "loadpackage -all" to fill the DDC
	bool bStartupOnly = Switches.Contains("STARTUPONLY");   // regardless of any other flags, do not iterate packages

	// Subsets for parallel processing
	uint32 SubsetMod = 0;
	uint32 SubsetTarget = MAX_uint32;
	FParse::Value(*Params, TEXT("SubsetMod="), SubsetMod);
	FParse::Value(*Params, TEXT("SubsetTarget="), SubsetTarget);
	bool bDoSubset = SubsetMod > 0 && SubsetTarget < SubsetMod;
	double FindProcessedPackagesTime = 0.0;
	double GCTime = 0.0;

	if (!bStartupOnly && bFillCache)
	{
		FCoreDelegates::PackageCreatedForLoad.AddUObject(this, &UDerivedDataCacheCommandlet::MaybeMarkPackageAsAlreadyLoaded);

		TArray<FString> FilesInPath;

		Tokens.Empty(2);
		Tokens.Add(FString("*") + FPackageName::GetAssetPackageExtension());
		Tokens.Add(FString("*") + FPackageName::GetMapPackageExtension());
		
		uint8 PackageFilter = NORMALIZE_DefaultFlags;
		if ( Switches.Contains(TEXT("MAPSONLY")) )
		{
			PackageFilter |= NORMALIZE_ExcludeContentPackages;
		}

		if ( !Switches.Contains(TEXT("DEV")) )
		{
			PackageFilter |= NORMALIZE_ExcludeDeveloperPackages;
		}

		// assume the first token is the map wildcard/pathname
		TArray<FString> Unused;
		for ( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); TokenIndex++ )
		{
			TArray<FString> TokenFiles;
			if ( !NormalizePackageNames( Unused, TokenFiles, Tokens[TokenIndex], PackageFilter) )
			{
				UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("No packages found for parameter %i: '%s'"), TokenIndex, *Tokens[TokenIndex]);
				continue;
			}

			FilesInPath += TokenFiles;
		}

		if ( FilesInPath.Num() == 0 )
		{
			UE_LOG(LogDerivedDataCacheCommandlet, Warning, TEXT("No files found."));
		}

		ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		for (int32 Index = 0; Index < Platforms.Num(); Index++)
		{
			TArray<FName> DesiredShaderFormats;
			Platforms[Index]->GetShaderFormats(DesiredShaderFormats);

			for (int32 FormatIndex = 0; FormatIndex < DesiredShaderFormats.Num(); FormatIndex++)
			{
				const EShaderPlatform TargetPlatform = ShaderFormatToLegacyShaderPlatform(DesiredShaderFormats[FormatIndex]);
				// Kick off global shader compiles for each target platform
				GetGlobalShaderMap(TargetPlatform);
			}
		}

		const int32 GCInterval = 100;
		int32 NumProcessedSinceLastGC = GCInterval;
		bool bLastPackageWasMap = true; // 'true' is to prime the ProcessedPackages list
		TSet<FString> ProcessedPackages;

		UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("%d packages to load..."), FilesInPath.Num());

		for( int32 FileIndex = FilesInPath.Num() - 1; ; FileIndex-- )
		{
			// Keep track of which packages have already been processed along with the map.
			if (NumProcessedSinceLastGC >= GCInterval || bLastPackageWasMap || FileIndex == FilesInPath.Num() - 1)
			{
				const double FindProcessedPackagesStartTime = FPlatformTime::Seconds();
				TArray<UObject *> ObjectsInOuter;
				GetObjectsWithOuter(NULL, ObjectsInOuter, false);
				for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
				{
					UPackage* Pkg = Cast<UPackage>(ObjectsInOuter[Index]);
					if (!Pkg)
					{
						continue;
					}
					FString Filename;
					if (FPackageName::DoesPackageExist(Pkg->GetName(), NULL, &Filename))
					{
						if (!ProcessedPackages.Contains(Filename))
						{
							ProcessedPackages.Add(Filename);

							PackagesToNotReload.Add(Pkg->GetName());
							Pkg->PackageFlags |= PKG_ReloadingForCooker;
							{
								TArray<UObject *> ObjectsInPackage;
								GetObjectsWithOuter(Pkg, ObjectsInPackage, true);
								for( int32 IndexPackage = 0; IndexPackage < ObjectsInPackage.Num(); IndexPackage++ )
								{
									ObjectsInPackage[IndexPackage]->CookerWillNeverCookAgain();
								}
							}
						}
					}
				}
				FindProcessedPackagesTime += FPlatformTime::Seconds() - FindProcessedPackagesStartTime;
			}

			if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0 || bLastPackageWasMap)
			{
				const double StartGCTime = FPlatformTime::Seconds();
				if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0)
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC (Full)..."));
					CollectGarbage( RF_Native );
					NumProcessedSinceLastGC = 0;
				}
				else
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC..."));
					CollectGarbage( RF_Native | RF_Standalone );
				}				
				GCTime += FPlatformTime::Seconds() - StartGCTime;

				bLastPackageWasMap = false;
			}
			if (FileIndex < 0)
			{
				break;
			}
			const FString& Filename = FilesInPath[FileIndex];
			if (ProcessedPackages.Contains(Filename))
			{
				continue;
			}
			if (bDoSubset)
			{
				const FString& PackageName = FPackageName::PackageFromPath(*Filename);
				if (FCrc::StrCrc_DEPRECATED(*PackageName.ToUpper()) % SubsetMod != SubsetTarget)
				{
					continue;
				}
			}

			UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Loading (%d) %s"), FilesInPath.Num() - FileIndex, *Filename );

			UPackage* Package = LoadPackage( NULL, *Filename, LOAD_None );
			if( Package == NULL )
			{
				UE_LOG(LogDerivedDataCacheCommandlet, Error, TEXT("Error loading %s!"), *Filename );
			}
			else
			{
				bLastPackageWasMap = Package->ContainsMap();
				NumProcessedSinceLastGC++;
			}
		}
	}

	IConsoleManager::Get().ProcessUserConsoleInput(TEXT("Tex.DerivedDataTimings"), *GWarn, NULL);
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Waiting for shaders to finish."));
	GShaderCompilingManager->FinishAllCompilation();
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Done waiting for shaders to finish."));
	GetDerivedDataCacheRef().WaitForQuiescence(true);

	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("%.2lfs spent looking for processed packages, %.2lfs spent on GC."), FindProcessedPackagesTime, GCTime);

	return 0;
}
Пример #14
0
	/** Build the streamed audio. This function is safe to call from any thread. */
	void BuildStreamedAudio()
	{
		GetStreamedAudioDerivedDataKeySuffix(SoundWave, AudioFormatName, KeySuffix);

		DerivedData->Chunks.Empty();
		
		ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
		const IAudioFormat* AudioFormat = NULL;
		if (TPM)
		{
			AudioFormat = TPM->FindAudioFormat(AudioFormatName);
		}

		if (AudioFormat)
		{
			DerivedData->AudioFormat = AudioFormatName;

			FByteBulkData* CompressedData = SoundWave.GetCompressedData(AudioFormatName);
			TArray<uint8> CompressedBuffer;
			CompressedBuffer.Empty(CompressedData->GetBulkDataSize());
			CompressedBuffer.AddUninitialized(CompressedData->GetBulkDataSize());
			void* BufferData = CompressedBuffer.GetData();
			CompressedData->GetCopy(&BufferData, false);
			TArray<TArray<uint8>> ChunkBuffers;

			if (AudioFormat->SplitDataForStreaming(CompressedBuffer, ChunkBuffers))
			{
				for (int32 ChunkIndex = 0; ChunkIndex < ChunkBuffers.Num(); ++ChunkIndex)
				{
					FStreamedAudioChunk* NewChunk = new(DerivedData->Chunks) FStreamedAudioChunk();
					NewChunk->DataSize = ChunkBuffers[ChunkIndex].Num();
					NewChunk->BulkData.Lock(LOCK_READ_WRITE);
					void* NewChunkData = NewChunk->BulkData.Realloc(ChunkBuffers[ChunkIndex].Num());
					FMemory::Memcpy(NewChunkData, ChunkBuffers[ChunkIndex].GetData(), ChunkBuffers[ChunkIndex].Num());
					NewChunk->BulkData.Unlock();
				}
			}
			else
			{
				// Could not split so copy compressed data into a single chunk
				FStreamedAudioChunk* NewChunk = new(DerivedData->Chunks) FStreamedAudioChunk();
				NewChunk->DataSize = CompressedBuffer.Num();
				NewChunk->BulkData.Lock(LOCK_READ_WRITE);
				void* NewChunkData = NewChunk->BulkData.Realloc(CompressedBuffer.Num());
				FMemory::Memcpy(NewChunkData, CompressedBuffer.GetData(), CompressedBuffer.Num());
				NewChunk->BulkData.Unlock();
			}

			DerivedData->NumChunks = DerivedData->Chunks.Num();

			// Store it in the cache.
			PutDerivedDataInCache(DerivedData, KeySuffix);
		}
		
		if (DerivedData->Chunks.Num())
		{
			bool bInlineChunks = (CacheFlags & EStreamedAudioCacheFlags::InlineChunks) != 0;
			bSucceeded = !bInlineChunks || DerivedData->TryInlineChunkData();
		}
		else
		{
			UE_LOG(LogAudio, Warning, TEXT("Failed to build %s derived data for %s"),
				*AudioFormatName.GetPlainNameString(),
				*SoundWave.GetPathName()
				);
		}
	}