156 lines
4.2 KiB
C++
156 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Logging/LogMacros.h"
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#include "RequiredProgramMainCPPInclude.h"
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#include "UnrealMultiUserServerRun.h"
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#include "RequiredProgramMainCPPInclude.h"
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DEFINE_LOG_CATEGORY_STATIC(LogMultiUserServer, Log, All)
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IMPLEMENT_APPLICATION(UnrealMultiUserServer, "UnrealMultiUserServer");
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#if PLATFORM_MAC // On Mac, to get a properly logging console that play nice, we need to build a mac application (.app) rather than a console application.
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class CommandLineArguments
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{
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public:
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CommandLineArguments() : ArgC(0), ArgV(nullptr) {}
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CommandLineArguments(int InArgC, char* InUtf8ArgV[]) { Init(InArgC, InUtf8ArgV); }
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void Init(int InArgC, char* InUtf8ArgV[])
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{
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ArgC = InArgC;
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ArgV = new TCHAR*[ArgC];
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for (int32 a = 0; a < ArgC; a++)
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{
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FUTF8ToTCHAR ConvertFromUtf8(InUtf8ArgV[a]);
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ArgV[a] = new TCHAR[ConvertFromUtf8.Length() + 1];
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FCString::Strncpy(ArgV[a], ConvertFromUtf8.Get(), ConvertFromUtf8.Length() + 1);
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}
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}
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~CommandLineArguments()
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{
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for (int32 a = 0; a < ArgC; a++)
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{
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delete[] ArgV[a];
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}
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delete[] ArgV;
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}
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int ArgC;
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TCHAR** ArgV;
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};
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#import <Foundation/NSAppleEventDescriptor.h>
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#import <Carbon/Carbon.h>
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#include "Mac/CocoaThread.h"
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static CommandLineArguments GSavedCommandLine;
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@interface UEAppDelegate : NSObject <NSApplicationDelegate>
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@end
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@implementation UEAppDelegate
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//handler for the quit apple event used by the Dock menu
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- (void)handleQuitEvent:(NSAppleEventDescriptor*)Event withReplyEvent:(NSAppleEventDescriptor*)ReplyEvent
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{
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[NSApp terminate:self];
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}
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- (void)runGameThread:(id)Arg
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{
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FPlatformMisc::SetGracefulTerminationHandler();
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FPlatformMisc::SetCrashHandler(nullptr);
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RunUnrealMultiUserServer(GSavedCommandLine.ArgC, GSavedCommandLine.ArgV);
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}
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- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)Sender
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{
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return true;
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}
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)Sender
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{
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if(!IsEngineExitRequested() || ([NSThread gameThread] && [NSThread gameThread] != [NSThread mainThread]))
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{
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FString Reason;
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NSAppleEventDescriptor* AppleEventDesc = [[NSAppleEventManager sharedAppleEventManager] currentAppleEvent];
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NSAppleEventDescriptor* WhyDesc = [AppleEventDesc attributeDescriptorForKeyword:kEventParamReason];
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OSType Why = [WhyDesc typeCodeValue];
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if (Why == kAEShutDown)
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{
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Reason = TEXT("System Shutting Down");
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}
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else if (Why == kAERestart)
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{
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Reason = TEXT("System Restarting");
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}
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else if (Why == kAEReallyLogOut)
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{
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Reason = TEXT("User Logging Out");
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}
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else
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{
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Reason = TEXT("User Quitting (CMD-Q/Quit Menu)");
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}
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UE_LOG(LogMultiUserServer, Warning, TEXT("*** INTERRUPTED *** : SHUTTING DOWN"));
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UE_LOG(LogMultiUserServer, Warning, TEXT("*** INTERRUPTED *** : %s"), *Reason);
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RequestEngineExit(*FString::Printf(TEXT("UnrealMultiUserServer Requesting Exit: %s"), *Reason));
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return NSTerminateLater;
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}
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else
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{
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return NSTerminateNow;
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}
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}
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- (void)applicationDidFinishLaunching:(NSNotification *)Notification
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{
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//install the custom quit event handler
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NSAppleEventManager* appleEventManager = [NSAppleEventManager sharedAppleEventManager];
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[appleEventManager setEventHandler:self andSelector:@selector(handleQuitEvent:withReplyEvent:) forEventClass:kCoreEventClass andEventID:kAEQuitApplication];
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// Add a menu bar to the application.
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id menubar = [[NSMenu new] autorelease];
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id appMenuItem = [[NSMenuItem new] autorelease];
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[menubar addItem:appMenuItem];
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[NSApp setMainMenu:menubar];
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// Populate the menu bar.
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id appMenu = [[NSMenu new] autorelease];
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id quitMenuItem = [[[NSMenuItem alloc] initWithTitle:NSLOCTEXT("UMUS_Quit", "QuitApp", "Quit").ToString().GetNSString() action:@selector(terminate:) keyEquivalent:@"q"] autorelease];
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[appMenu addItem:quitMenuItem];
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[appMenuItem setSubmenu:appMenu];
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RunGameThread(self, @selector(runGameThread:));
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}
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@end
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int main(int argc, char *argv[])
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{
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// Record the command line.
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GSavedCommandLine.Init(argc, argv);
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// Launch the application.
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SCOPED_AUTORELEASE_POOL;
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[NSApplication sharedApplication];
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[NSApp setDelegate:[UEAppDelegate new]];
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[NSApp run];
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return 0;
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}
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#else // Windows/Linux
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INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
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{
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return RunUnrealMultiUserServer(ArgC, ArgV);
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}
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#endif
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