[Unreal] Fix for Shipping Builds (#112)
* Changes to allow plugin to work in Shipping Builds * Add files via upload SourceTree is case-insensitive on Windows, fixin * Remove duplicated directory * Platform whitelist, mac support, compilation fix. * Finalization steps * Mac fix * Tabs/Spaces consistency. * Updated build.py https://github.com/discordapp/discord-rpc/issues/89 * .gitignore (headers) * Renamed folder to lowercase * Removed duplicates * Revert to lowercase
This commit is contained in:
parent
bd294d51a8
commit
94ee4e64d9
14 changed files with 229 additions and 173 deletions
8
build.py
8
build.py
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@ -101,18 +101,18 @@ def unreal(ctx):
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click.echo('--- Copying libs and header into unreal example')
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UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'plugins', 'discordrpc')
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UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
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BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
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UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Binaries', 'ThirdParty', 'discordrpcLibrary', 'Win64')
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UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
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mkdir_p(UNREAL_DLL_PATH)
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shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.dll'), UNREAL_DLL_PATH)
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UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'discordrpcLibrary', 'Include')
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UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
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mkdir_p(UNREAL_INCLUDE_PATH)
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shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord-rpc.h'), UNREAL_INCLUDE_PATH)
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UNREAL_LIB_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'discordrpcLibrary', 'x64', 'Release')
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UNREAL_LIB_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
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mkdir_p(UNREAL_LIB_PATH)
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shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.lib'), UNREAL_LIB_PATH)
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3
examples/unrealstatus/.gitignore
vendored
3
examples/unrealstatus/.gitignore
vendored
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@ -73,3 +73,6 @@ Intermediate/
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# Cache files for the editor to use
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DerivedDataCache/
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# Library headers must be copied automatically by the build script (build.py unreal)
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Plugins/DiscordRpc/Source/ThirdParty/DiscordRpcLibrary/Include
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@ -15,9 +15,15 @@
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"Installed": false,
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"Modules": [
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{
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"Name": "discordrpc",
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"Type": "Developer",
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"LoadingPhase": "Default"
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"Name": "DiscordRpc",
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"Type": "Runtime",
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"LoadingPhase": "PreDefault",
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"WhitelistPlatforms" :
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[
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"Win64",
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"Linux",
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"Mac"
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]
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}
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]
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}
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@ -0,0 +1,57 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class DiscordRpc : ModuleRules
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{
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#if WITH_FORWARDED_MODULE_RULES_CTOR
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public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
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#else
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public DiscordRpc(TargetInfo Target)
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#endif
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{
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Definitions.Add("DISCORD_DYNAMIC_LIB=1");
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PublicIncludePaths.AddRange(
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new string[] {
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"DiscordRpc/Public"
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"DiscordRpc/Private"
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"DiscordRpcLibrary"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"Projects"
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "Source", "ThirdParty", "DiscordRpcLibrary"));
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PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
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}
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}
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@ -0,0 +1,71 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "DiscordRpcPrivatePCH.h"
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#include "IPluginManager.h"
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#include "ModuleManager.h"
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#define LOCTEXT_NAMESPACE "FDiscordRpcModule"
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void FDiscordRpcModule::StartupModule()
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{
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#if !PLATFORM_LINUX
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#if defined(DISCORD_DYNAMIC_LIB)
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// Get the base directory of this plugin
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FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
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const FString SDKDir = FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
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#if PLATFORM_WINDOWS
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const FString LibName = TEXT("discord-rpc");
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const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
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if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
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FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
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FreeDependency(DiscordRpcLibraryHandle);
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}
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#elif PLATFORM_MAC
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const FString LibName = TEXT("libdiscord-rpc");
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const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
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if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
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FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
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FreeDependency(DiscordRpcLibraryHandle);
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}
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#endif
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#endif
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#endif
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}
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void FDiscordRpcModule::ShutdownModule()
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{
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// Free the dll handle
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#if !PLATFORM_LINUX
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#if defined(DISCORD_DYNAMIC_LIB)
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FreeDependency(DiscordRpcLibraryHandle);
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#endif
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#endif
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}
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bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name, void*& Handle)
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{
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FString Lib = Name + TEXT(".") + FPlatformProcess::GetModuleExtension();
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FString Path = Dir.IsEmpty() ? *Lib : FPaths::Combine(*Dir, *Lib);
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Handle = FPlatformProcess::GetDllHandle(*Path);
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if (Handle == nullptr)
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{
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return false;
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}
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return true;
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}
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void FDiscordRpcModule::FreeDependency(void*& Handle)
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{
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if (Handle != nullptr)
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{
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FPlatformProcess::FreeDllHandle(Handle);
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Handle = nullptr;
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}
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FDiscordRpcModule, DiscordRpc)
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@ -1,7 +1,5 @@
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#include "DiscordRpcPrivatePCH.h"
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#include "DiscordRpcBlueprint.h"
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#include "discord-rpc.h"
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DEFINE_LOG_CATEGORY(Discord)
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@ -0,0 +1,2 @@
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#include "Core.h"
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#include "DiscordRpc.h"
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@ -0,0 +1,20 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleManager.h"
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class FDiscordRpcModule : public IModuleInterface {
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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/** Handle to the test dll we will load */
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void* DiscordRpcLibraryHandle;
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/** StartupModule is covered with defines, these functions are the place to put breakpoints */
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static bool LoadDependency(const FString& Dir, const FString& Name, void*& Handle);
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static void FreeDependency(void*& Handle);
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};
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@ -1,5 +1,3 @@
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#pragma once
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#include "CoreMinimal.h"
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@ -0,0 +1,59 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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using System.IO;
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using UnrealBuildTool;
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public class DiscordRpcLibrary : ModuleRules
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{
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#if WITH_FORWARDED_MODULE_RULES_CTOR
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public DiscordRpcLibrary(ReadOnlyTargetRules Target) : base(Target)
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#else
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public DiscordRpcLibrary(TargetInfo Target)
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#endif
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{
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Type = ModuleType.External;
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Definitions.Add("DISCORD_DYNAMIC_LIB=1");
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string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "ThirdParty", "DiscordRpcLibrary"));
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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string lib = Path.Combine(BaseDirectory, "Win64");
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// Include headers
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PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
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// Add the import library
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PublicLibraryPaths.Add(lib);
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PublicAdditionalLibraries.Add(Path.Combine(lib, "discord-rpc.lib"));
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// Dynamic
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RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "discord-rpc.dll")));
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PublicDelayLoadDLLs.Add("discord-rpc.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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string lib = Path.Combine(BaseDirectory, "Linux", "x86_64-unknown-linux-gnu");
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// Include headers
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PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
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// Add the import library
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PublicLibraryPaths.Add(lib);
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PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.so"));
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RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.so")));
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string lib = Path.Combine(BaseDirectory, "Mac");
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// Include headers
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PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
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// Add the import library
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PublicLibraryPaths.Add(lib);
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PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.dylib"));
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RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.dylib")));
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}
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}
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}
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@ -1,27 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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using System.IO;
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using UnrealBuildTool;
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public class discordrpcLibrary : ModuleRules
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{
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public discordrpcLibrary(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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// Add the import library
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PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Include"));
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PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release"));
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PublicAdditionalLibraries.Add("discord-rpc.lib");
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// Delay-load the DLL, so we can load it from the right place first
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PublicDelayLoadDLLs.Add("discord-rpc.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libdiscord-rpc.dylib"));
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}
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}
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}
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@ -1,50 +0,0 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "discordrpc.h"
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#include "Core.h"
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#include "IPluginManager.h"
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#include "ModuleManager.h"
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#define LOCTEXT_NAMESPACE "FdiscordrpcModule"
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void FdiscordrpcModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified
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// in the .uplugin file per-module
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// Get the base directory of this plugin
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FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
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// Add on the relative location of the third party dll and load it
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FString LibraryPath;
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#if PLATFORM_WINDOWS
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LibraryPath = FPaths::Combine(
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*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
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#elif PLATFORM_MAC
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LibraryPath = FPaths::Combine(
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*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
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#endif // PLATFORM_WINDOWS
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DiscordLibraryHandle =
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!LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
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if (!DiscordLibraryHandle) {
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FMessageDialog::Open(
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EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
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}
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}
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void FdiscordrpcModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that
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// support dynamic reloading,
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// we call this function before unloading the module.
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// Free the dll handle
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FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
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DiscordLibraryHandle = nullptr;
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FdiscordrpcModule, discordrpc)
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@ -1,16 +0,0 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleManager.h"
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class FdiscordrpcModule : public IModuleInterface {
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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/** Handle to the test dll we will load */
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void* DiscordLibraryHandle;
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};
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@ -1,65 +0,0 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class discordrpc : ModuleRules
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{
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public discordrpc(ReadOnlyTargetRules Target) : base(Target)
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{
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Definitions.Add("DISCORD_DYNAMIC_LIB=1");
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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"discordrpc/Public"
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"discordrpc/Private",
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"../../../../../include"
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// ... add other private include paths required here ...
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}
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);
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PublicLibraryPaths.AddRange(
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new string[] {
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System.IO.Path.Combine(ModuleDirectory, "../../Binaries/ThirdParty/discordrpcLibrary/", Target.Platform.ToString()),
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"Core",
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"discordrpcLibrary",
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"Projects"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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||||
}
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}
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Loading…
Reference in a new issue