Files
UnrealEngine/Engine/Source/Runtime/CEF3Utils/Private/CEF3Utils.cpp
2025-05-18 13:04:45 +08:00

190 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CEF3Utils.h"
#include "Containers/UnrealString.h"
#include "Logging/LogMacros.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
#include "HAL/PlatformProcess.h"
#include "HAL/FileManager.h"
#include "Misc/OutputDeviceFile.h"
#include "CEF3UtilsLog.h"
#if WITH_CEF3
# include "include/cef_version.h"
# if CEF3_USE_EXPERIMENTAL_VERSION
# define CEF_VERSION_DIR TEXT("/") TEXT(CEF_VERSION)
# else
# define CEF_VERSION_DIR TEXT("")
# endif
# if PLATFORM_MAC
# include "include/wrapper/cef_library_loader.h"
# define CEF3_BIN_DIR TEXT("Binaries/ThirdParty/CEF3/Mac")
# define CEF3_FRAMEWORK_DIR CEF3_BIN_DIR CEF_VERSION_DIR TEXT("/Chromium Embedded Framework.framework")
# define CEF3_FRAMEWORK_EXE CEF3_FRAMEWORK_DIR TEXT("/Chromium Embedded Framework")
# define CEF3_BUNDLE_DIR TEXT("../Frameworks/Chromium Embedded Framework.framework")
# define CEF3_BUNDLE_EXE CEF3_BUNDLE_DIR TEXT("/Chromium Embedded Framework")
# endif // PLATFORM_MAC
#endif // WITH_CEF3
DEFINE_LOG_CATEGORY(LogCEF3Utils);
IMPLEMENT_MODULE(FDefaultModuleImpl, CEF3Utils);
#if WITH_CEF3
namespace CEF3Utils
{
#if PLATFORM_WINDOWS
void* CEF3DLLHandle = nullptr;
void* ElfHandle = nullptr;
void* D3DHandle = nullptr;
void* GLESHandle = nullptr;
void* EGLHandle = nullptr;
FString DllPath;
#elif PLATFORM_MAC
// Dynamically load the CEF framework library.
CefScopedLibraryLoader *CEFLibraryLoader = nullptr;
FString FrameworkPath;
#endif
void* LoadDllCEF(const FString& Path)
{
if (Path.IsEmpty())
{
return nullptr;
}
void* Handle = FPlatformProcess::GetDllHandle(*Path);
if (!Handle)
{
int32 ErrorNum = FPlatformMisc::GetLastError();
TCHAR ErrorMsg[1024];
FPlatformMisc::GetSystemErrorMessage(ErrorMsg, 1024, ErrorNum);
UE_LOG(LogCEF3Utils, Error, TEXT("Failed to get CEF3 DLL handle for %s: %s (%d)"), *Path, ErrorMsg, ErrorNum);
}
return Handle;
}
bool LoadCEF3Modules(bool bIsMainApp)
{
#if PLATFORM_WINDOWS
#if PLATFORM_64BITS
#if PLATFORM_CPU_ARM_FAMILY && !defined(_M_ARM64EC)
DllPath = FPaths::Combine(*FPaths::EngineDir(), TEXT("Binaries/ThirdParty/CEF3/WinArm64"), CEF_VERSION_DIR);
#else
DllPath = FPaths::Combine(*FPaths::EngineDir(), TEXT("Binaries/ThirdParty/CEF3/Win64"), CEF_VERSION_DIR);
#endif
#else
DllPath = FPaths::Combine(*FPaths::EngineDir(), TEXT("Binaries/ThirdParty/CEF3/Win32"), CEF_VERSION_DIR);
#endif
FPlatformProcess::PushDllDirectory(*DllPath);
CEF3DLLHandle = LoadDllCEF(FPaths::Combine(*DllPath, TEXT("libcef.dll")));
if (CEF3DLLHandle)
{
ElfHandle = LoadDllCEF(FPaths::Combine(*DllPath, TEXT("chrome_elf.dll")));
D3DHandle = LoadDllCEF(FPaths::Combine(*DllPath, TEXT("d3dcompiler_47.dll")));
GLESHandle = LoadDllCEF(FPaths::Combine(*DllPath, TEXT("libGLESv2.dll")));
EGLHandle = LoadDllCEF(FPaths::Combine(*DllPath, TEXT("libEGL.dll")));
}
FPlatformProcess::PopDllDirectory(*DllPath);
DllPath = FPaths::ConvertRelativePathToFull(DllPath);
return CEF3DLLHandle != nullptr;
#elif PLATFORM_MAC
// Dynamically load the CEF framework library.
CEFLibraryLoader = new CefScopedLibraryLoader();
// look for proper framework bundle, and failing that, fall back to old location
FrameworkPath = FPaths::Combine(FPaths::GetPath(FPlatformProcess::ExecutablePath()), CEF3_BUNDLE_EXE);
if (!FPaths::FileExists(FrameworkPath))
{
FrameworkPath = (FPaths::Combine(*FPaths::EngineDir(), CEF3_FRAMEWORK_EXE));
}
FrameworkPath = FPaths::ConvertRelativePathToFull(FrameworkPath);
bool bLoaderInitialized = false;
if (bIsMainApp)
{
// first look in standard Frameworks dir, then loom in old UE path
bLoaderInitialized = CEFLibraryLoader->LoadInMain(TCHAR_TO_ANSI(*FrameworkPath));
if (!bLoaderInitialized)
{
UE_LOG(LogCEF3Utils, Error, TEXT("Chromium loader initialization failed"));
}
}
else
{
bLoaderInitialized = CEFLibraryLoader->LoadInHelper(TCHAR_TO_ANSI(*FrameworkPath));
if (!bLoaderInitialized)
{
UE_LOG(LogCEF3Utils, Error, TEXT("Chromium helper loader initialization failed"));
}
}
return bLoaderInitialized;
#elif PLATFORM_LINUX
return true;
#else
// unsupported platform for libcef
return false;
#endif
}
void UnloadCEF3Modules()
{
#if PLATFORM_WINDOWS
FPlatformProcess::FreeDllHandle(CEF3DLLHandle);
CEF3DLLHandle = nullptr;
FPlatformProcess::FreeDllHandle(ElfHandle);
ElfHandle = nullptr;
FPlatformProcess::FreeDllHandle(D3DHandle);
D3DHandle = nullptr;
FPlatformProcess::FreeDllHandle(GLESHandle);
GLESHandle = nullptr;
FPlatformProcess::FreeDllHandle(EGLHandle);
EGLHandle = nullptr;
#elif PLATFORM_MAC
delete CEFLibraryLoader;
CEFLibraryLoader = nullptr;
#endif
}
#if PLATFORM_WINDOWS
CEF3UTILS_API void* GetCEF3ModuleHandle()
{
return CEF3DLLHandle;
}
#endif
FString GetCEF3ModulePath()
{
#if PLATFORM_WINDOWS
return DllPath;
#elif PLATFORM_MAC
return FrameworkPath;
#elif PLATFORM_LINUX
return FString();
#else
#endif
}
void BackupCEF3Logfile(const FString& LogFilePath)
{
const FString Cef3LogFile = FPaths::Combine(*LogFilePath,TEXT("cef3.log"));
IFileManager& FileManager = IFileManager::Get();
if (FileManager.FileSize(*Cef3LogFile) > 0) // file exists and is not empty
{
FString Name, Extension;
FString(Cef3LogFile).Split(TEXT("."), &Name, &Extension, ESearchCase::CaseSensitive, ESearchDir::FromEnd);
FDateTime OriginalTime = FileManager.GetTimeStamp(*Cef3LogFile);
FString BackupFilename = FString::Printf(TEXT("%s%s%s.%s"), *Name, BACKUP_LOG_FILENAME_POSTFIX, *OriginalTime.ToString(), *Extension);
// do not retry resulting in an error if log still in use
if (!FileManager.Move(*BackupFilename, *Cef3LogFile, false, false, false, true))
{
UE_LOG(LogCEF3Utils, Warning, TEXT("Failed to backup cef3.log"));
}
}
}
};
#endif //WITH_CEF3