86 lines
2.9 KiB
C++
86 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnrealLaunchDaemonApp.h"
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#include "IMessageContext.h"
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#include "LaunchDaemonMessageHandler.h"
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#include "LaunchDaemonMessages.h"
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#include "MessageEndpoint.h"
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#include "MessageEndpointBuilder.h"
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#import <TargetConditionals.h>
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void FLaunchDaemonMessageHandler::Init()
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{
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MessageEndpoint = FMessageEndpoint::Builder("FLaunchDaemonMessageHandler")
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.Handling<FIOSLaunchDaemonPing>(this, &FLaunchDaemonMessageHandler::HandlePingMessage)
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.Handling<FIOSLaunchDaemonLaunchApp>(this, &FLaunchDaemonMessageHandler::HandleLaunchRequest);
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint->Subscribe<FIOSLaunchDaemonPing>();
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}
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}
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void FLaunchDaemonMessageHandler::Shutdown()
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{
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint.Reset();
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}
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}
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void FLaunchDaemonMessageHandler::HandlePingMessage(const FIOSLaunchDaemonPing& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
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{
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if (MessageEndpoint.IsValid())
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{
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FMessageAddress MessageSender = Context->GetSender();
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MessageEndpoint->Send(FMessageEndpoint::MakeMessage<FIOSLaunchDaemonPong>(FString(FPlatformProperties::PlatformName()) + (TARGET_IPHONE_SIMULATOR ? FString(TEXT("Simulator:")) : FString(TEXT("@"))) + FString(FPlatformProcess::ComputerName())
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, FPlatformProcess::ComputerName()
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, "ULD_Ready"
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, UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone? "Phone" : "Tablet"
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, false
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, false
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, false
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), MessageSender);
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}
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}
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void FLaunchDaemonMessageHandler::HandleLaunchRequest(const FIOSLaunchDaemonLaunchApp& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
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{
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FString Error;
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// Leaving in extra variable in case text debugging needs to be injected.
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FString LaunchURL = FString(Message.AppID + TEXT("://") + Message.Parameters);
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Launch(LaunchURL);
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}
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void FLaunchDaemonMessageHandler::Launch(const FString& LaunchURL)
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{
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NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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[defaults setObject:[NSString stringWithCString:TCHAR_TO_ANSI(*LaunchURL) encoding:NSASCIIStringEncoding] forKey:@"PreviousLaunchURL"];
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[defaults synchronize];
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NSLog(@"Data saved\n");
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FString Error;
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FPlatformProcess::LaunchURL(*LaunchURL, NULL, &Error);
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// Exiting the process prevents a sockets conflict with the game.
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// Here's the supported sequence of events:
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// 1) Launch ULD manually to kick things off
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// 2) UFE wants to launch the game and sends the LaunchRequest.
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// 3a) If ULD is running, it launches the game and shuts down
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// 3b) If the game is running, it launches ULD with special arguments and shuts down.
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// ULD detects that it needs to do an immediate launch, and after a few second delay to let the game shut down,
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// it relaunches the game.
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// 4) rinse and repeat.
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//
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// 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.
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exit(0);
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}
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