bool GenerateProjectFiles(const FString& ProjectFileName) { IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); // Check it's a code project FString SourceDir = FPaths::GetPath(ProjectFileName) / TEXT("Source"); if(!IPlatformFile::GetPlatformPhysical().DirectoryExists(*SourceDir)) { FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("This project does not have any source code. You need to add C++ source files to the project from the Editor before you can generate project files."), TEXT("Error")); return false; } // Get the engine root directory FString RootDir; if (!GetValidatedEngineRootDir(ProjectFileName, RootDir)) { return false; } // Build the argument list FString Arguments = TEXT("-game"); if (FDesktopPlatformModule::Get()->IsSourceDistribution(RootDir)) { Arguments += TEXT(" -engine"); } // Start capturing the log output FStringOutputDevice LogCapture; LogCapture.SetAutoEmitLineTerminator(true); GLog->AddOutputDevice(&LogCapture); // Generate project files FFeedbackContext* Warn = DesktopPlatform->GetNativeFeedbackContext(); bool bResult = DesktopPlatform->GenerateProjectFiles(RootDir, ProjectFileName, Warn); GLog->RemoveOutputDevice(&LogCapture); // Display an error dialog if we failed if(!bResult) { FPlatformInstallation::ErrorDialog(TEXT("Failed to generate project files."), LogCapture); return false; } return true; }
// // If analysis/clang compilation gives an error, we still can provide some meaningful data to user, // which is why we return 0 in such cases. We return error only when -OutputFile is not provided and // when saving output file fails. // int main(int32 ArgC, const char* ArgV[]) { FString CmdLine = CreateCommandLine(ArgC, ArgV); FString ShortCmdLine = FCommandLine::RemoveExeName(*CmdLine); ShortCmdLine = ShortCmdLine.Trim(); GEngineLoop.PreInit(*ShortCmdLine); if (!FParse::Value(*CmdLine, TEXT("-OutputFile="), OutputFileName)) { return 1; } OutputFileContents.SetAutoEmitLineTerminator(true); if (FParse::Param(*CmdLine, TEXT("AnalyzePCHFile"))) { AnalyzePCHFile(CmdLine); } if (FParse::Param(*CmdLine, TEXT("CreateIncludeFiles"))) { CreateIncludeFiles(ArgC, ArgV); } if (FParse::Param(*CmdLine, TEXT("CheckThreadSafety"))) { CheckThreadSafety(ArgC, ArgV); } if (!FFileHelper::SaveStringToFile(OutputFileContents, *OutputFileName)) { return 2; } return 0; }
bool ANUTActor::NotifyControlMessage(UNetConnection* Connection, uint8 MessageType, FInBunch& Bunch) { bool bHandledMessage = false; if (MessageType == NMT_NUTControl) { uint8 CmdType = 0; FString Command; FNetControlMessage<NMT_NUTControl>::Receive(Bunch, CmdType, Command); // Console command if (CmdType == ENUTControlCommand::Command_NoResult || CmdType == ENUTControlCommand::Command_SendResult) { UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Executing command: %s"), *Command); FStringOutputDevice CmdResult; CmdResult.SetAutoEmitLineTerminator(true); bool bCmdSuccess = false; bCmdSuccess = GEngine->Exec(GetWorld(), *Command, CmdResult); UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Command result: %s"), *CmdResult); bool bSendResult = CmdType == ENUTControlCommand::Command_SendResult; if (bSendResult) { uint8 ReturnCmdType = (bCmdSuccess ? ENUTControlCommand::CommandResult_Success : ENUTControlCommand::CommandResult_Failed); FNetControlMessage<NMT_NUTControl>::Send(Connection, ReturnCmdType, CmdResult); } } // Console command result else if (CmdType == ENUTControlCommand::CommandResult_Failed || CmdType == ENUTControlCommand::CommandResult_Success) { bool bCmdSuccess = CmdType == ENUTControlCommand::CommandResult_Success; if (bCmdSuccess) { UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Got command result:")); UE_LOG(LogUnitTest, Log, TEXT("%s"), *Command); } else { UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Failed to execute command")); } } // Ping request else if (CmdType == ENUTControlCommand::Ping) { uint8 TempCmdType = ENUTControlCommand::Pong; FString Dud; FNetControlMessage<NMT_NUTControl>::Send(Connection, TempCmdType, Dud); } // Pong reply - this should only be implemented by custom unit tests; hence the assert else if (CmdType == ENUTControlCommand::Pong) { UNIT_ASSERT(false); } // Custom implemented events, with the result triggered through 'NotifyEvent' else if (CmdType == ENUTControlCommand::WatchEvent) { // NOTE: Only the last NetConnection to request a WatchEvent, will receive notifications EventWatcher = Connection; // Watch for the end of seamless travel if (Command == TEXT("SeamlessTravelEnd")) { FCoreUObjectDelegates::PostLoadMap.AddStatic(&ANUTActor::NotifyPostLoadMap); } } // Event watch notification - should only be implemented by custom unit tests else if (CmdType == ENUTControlCommand::NotifyEvent) { UNIT_ASSERT(false); } // Create an actor instance (the 'summon' console command, doesn't work without a cheat manager) else if (CmdType == ENUTControlCommand::Summon) { const TCHAR* Cmd = *Command; FString SpawnClassName = FParse::Token(Cmd, false); bool bForceBeginPlay = FParse::Param(Cmd, TEXT("ForceBeginPlay")); // Hack specifically for getting the GameplayDebugger working - think the mainline code is broken bool bGameplayDebuggerHack = FParse::Param(Cmd, TEXT("GameplayDebuggerHack")); UClass* SpawnClass = FindObject<UClass>(NULL, *SpawnClassName); if (SpawnClass != NULL) { FActorSpawnParameters SpawnParms; SpawnParms.Owner = GetOwner(); AActor* NewActor = GetWorld()->SpawnActor<AActor>(SpawnClass, SpawnParms); if (NewActor != NULL) { UE_LOG(LogUnitTest, Log, TEXT("Successfully summoned actor of class '%s'"), *SpawnClassName); if (bForceBeginPlay && !NewActor->HasActorBegunPlay()) { UE_LOG(LogUnitTest, Log, TEXT("Forcing call to 'BeginPlay' on newly spawned actor.")); NewActor->BeginPlay(); } if (bGameplayDebuggerHack) { // Assign the LocalPlayerOwner property, to the PC owning this NUTActor, using reflection (to avoid dependency) UObjectProperty* LocalPlayerOwnerProp = FindField<UObjectProperty>(NewActor->GetClass(), TEXT("LocalPlayerOwner")); if (LocalPlayerOwnerProp != NULL) { LocalPlayerOwnerProp->SetObjectPropertyValue( LocalPlayerOwnerProp->ContainerPtrToValuePtr<UObject*>(NewActor), GetOwner()); } else { UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to find 'LocalPlayerOwner' property. Unit test broken.")); } // Also hack-disable ticking, so that the replicator doesn't spawn a second replicator NewActor->SetActorTickEnabled(false); } } else { UE_LOG(LogUnitTest, Log, TEXT("SpawnActor failed for class '%s'"), *Command); } } else { UE_LOG(LogUnitTest, Log, TEXT("Could not find actor class '%s'"), *Command); } } // Suspend the game, until a resume request is received (used for giving time, to attach a debugger) else if (CmdType == ENUTControlCommand::SuspendProcess) { UE_LOG(LogUnitTest, Log, TEXT("Suspend start.")); // Setup a named pipe, to monitor for the resume request FString ResumePipeName = FString::Printf(TEXT("%s%u"), NUT_SUSPEND_PIPE, FPlatformProcess::GetCurrentProcessId()); FPlatformNamedPipe ResumePipe; bool bPipeCreated = ResumePipe.Create(ResumePipeName, true, false); if (bPipeCreated) { if (!ResumePipe.OpenConnection()) { UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to open pipe connection.")); } } else { UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to create resume pipe.")); } // Spin/sleep (effectively suspended) until a resume request is received while (true) { if (bPipeCreated && ResumePipe.IsReadyForRW()) { int32 ResumeVal = 0; if (ResumePipe.ReadInt32(ResumeVal) && !!ResumeVal) { UE_LOG(LogUnitTest, Log, TEXT("Got resume request.")); break; } } FPlatformProcess::Sleep(1.0f); } ResumePipe.Destroy(); UE_LOG(LogUnitTest, Log, TEXT("Suspend end.")); } bHandledMessage = true; } return bHandledMessage; }
bool FPerfCounters::ProcessRequest(uint8* Buffer, int32 BufferLen, FResponse& Response) { bool bSuccess = false; // scan the buffer for a line FUTF8ToTCHAR WideBuffer(reinterpret_cast<const ANSICHAR*>(Buffer)); const TCHAR* BufferEnd = FCString::Strstr(WideBuffer.Get(), TEXT("\r\n")); if (BufferEnd != nullptr) { // crack into pieces FString MainLine(BufferEnd - WideBuffer.Get(), WideBuffer.Get()); TArray<FString> Tokens; MainLine.ParseIntoArrayWS(Tokens); if (Tokens.Num() >= 2) { FString ContentType(TEXT("application/json")); Response.Code = 200; // handle the request if (Tokens[0] != TEXT("GET")) { Response.Body = FString::Printf(TEXT("{ \"error\": \"Method %s not allowed\" }"), *Tokens[0]); Response.Code = 405; } else if (Tokens[1].StartsWith(TEXT("/stats"))) { Response.Body = GetAllCountersAsJson(); } else if (Tokens[1].StartsWith(TEXT("/exec?c="))) { FString ExecCmd = Tokens[1].Mid(8); FString ExecCmdDecoded = FPlatformHttp::UrlDecode(ExecCmd); FStringOutputDevice StringOutDevice; StringOutDevice.SetAutoEmitLineTerminator(true); bool bResult = false; if (ExecCmdCallback.IsBound()) { bResult = ExecCmdCallback.Execute(ExecCmdDecoded, StringOutDevice); Response.Body = StringOutDevice; ContentType = TEXT("text/text"); } else { Response.Body = FString::Printf(TEXT("{ \"error\": \"exec handler not found\" }")); } Response.Code = bResult ? 200 : 404; } else { Response.Body = FString::Printf(TEXT("{ \"error\": \"%s not found\" }"), *Tokens[1]); Response.Code = 404; } // send the response headers Response.Header = FString::Printf(TEXT("HTTP/1.0 %d\r\nContent-Length: %d\r\nContent-Type: %s\r\n\r\n"), Response.Code, Response.Body.Len(), *ContentType); bSuccess = true; } else { UE_LOG(LogPerfCounters, Warning, TEXT("Unable to parse HTTP request header: %s"), *MainLine); } } else { UE_LOG(LogPerfCounters, Warning, TEXT("Unable to immediately receive full request header")); } return bSuccess; }