Files
UnrealEngine/Engine/Source/Programs/IOS/UnrealLaunchDaemon/Private/LaunchDaemonMessageHandler.cpp
2025-05-18 13:04:45 +08:00

86 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealLaunchDaemonApp.h"
#include "IMessageContext.h"
#include "LaunchDaemonMessageHandler.h"
#include "LaunchDaemonMessages.h"
#include "MessageEndpoint.h"
#include "MessageEndpointBuilder.h"
#import <TargetConditionals.h>
void FLaunchDaemonMessageHandler::Init()
{
MessageEndpoint = FMessageEndpoint::Builder("FLaunchDaemonMessageHandler")
.Handling<FIOSLaunchDaemonPing>(this, &FLaunchDaemonMessageHandler::HandlePingMessage)
.Handling<FIOSLaunchDaemonLaunchApp>(this, &FLaunchDaemonMessageHandler::HandleLaunchRequest);
if (MessageEndpoint.IsValid())
{
MessageEndpoint->Subscribe<FIOSLaunchDaemonPing>();
}
}
void FLaunchDaemonMessageHandler::Shutdown()
{
if (MessageEndpoint.IsValid())
{
MessageEndpoint.Reset();
}
}
void FLaunchDaemonMessageHandler::HandlePingMessage(const FIOSLaunchDaemonPing& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
{
if (MessageEndpoint.IsValid())
{
FMessageAddress MessageSender = Context->GetSender();
MessageEndpoint->Send(FMessageEndpoint::MakeMessage<FIOSLaunchDaemonPong>(FString(FPlatformProperties::PlatformName()) + (TARGET_IPHONE_SIMULATOR ? FString(TEXT("Simulator:")) : FString(TEXT("@"))) + FString(FPlatformProcess::ComputerName())
, FPlatformProcess::ComputerName()
, "ULD_Ready"
, UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone? "Phone" : "Tablet"
, false
, false
, false
), MessageSender);
}
}
void FLaunchDaemonMessageHandler::HandleLaunchRequest(const FIOSLaunchDaemonLaunchApp& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
{
FString Error;
// Leaving in extra variable in case text debugging needs to be injected.
FString LaunchURL = FString(Message.AppID + TEXT("://") + Message.Parameters);
Launch(LaunchURL);
}
void FLaunchDaemonMessageHandler::Launch(const FString& LaunchURL)
{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setObject:[NSString stringWithCString:TCHAR_TO_ANSI(*LaunchURL) encoding:NSASCIIStringEncoding] forKey:@"PreviousLaunchURL"];
[defaults synchronize];
NSLog(@"Data saved\n");
FString Error;
FPlatformProcess::LaunchURL(*LaunchURL, NULL, &Error);
// Exiting the process prevents a sockets conflict with the game.
// Here's the supported sequence of events:
// 1) Launch ULD manually to kick things off
// 2) UFE wants to launch the game and sends the LaunchRequest.
// 3a) If ULD is running, it launches the game and shuts down
// 3b) If the game is running, it launches ULD with special arguments and shuts down.
// ULD detects that it needs to do an immediate launch, and after a few second delay to let the game shut down,
// it relaunches the game.
// 4) rinse and repeat.
//
// It's worth mentioning that exit(0) is not considered an appropriate way for shutting down a consumer app. But in this case, it works fine.
exit(0);
}