习惯上,分析一个程序的源码,需要从其入口开始,即启动后执行的第一个函数开始。
虚幻引擎是用C++写的,对于每一个C++程序,都有一个入口函数 main,虚幻引擎想也不可能例外。
经过一番探索,发现,虚幻引擎编辑器软件启动的源码目录在
https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Source/Runtime/Launch/
进入/Private目录,可见里面封装了各个操作系统下的启动代码,Launch.cpp显然就是总的平台无关的启动依赖文件了。
我们只分析下Windows下的启动情况就好了:
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Launch/Private/Windows/LaunchWindows.cpp
在这个文件里我们看到了熟悉的Win32应用程序的main函数
int32 WINAPI WinMain( _In_ HINSTANCE hInInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ char*, _In_ int32 nCmdShow )
{
// Setup common Windows settings
SetupWindowsEnvironment();
int32 ErrorLevel = 0;
hInstance = hInInstance;
const TCHAR* CmdLine = ::GetCommandLineW();
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Named mutex we use to figure out whether we are the first instance of the game running. This is needed to e.g.
// make sure there is no contention when trying to save the shader cache.
GIsFirstInstance = MakeNamedMutex( CmdLine );
if ( FParse::Param( CmdLine,TEXT("crashreports") ) )
{
GAlwaysReportCrash = true;
}
#endif
// Using the -noinnerexception parameter will disable the exception handler within native C++, which is call from managed code,
// which is called from this function.
// The default case is to have three wrapped exception handlers
// Native: WinMain() -> Native: GuardedMainWrapper().
// The inner exception handler in GuardedMainWrapper() catches crashes/asserts in native C++ code and is the only way to get the
// correct callstack when running a 64-bit executable. However, XAudio2 sometimes (?) don't like this and it may result in no sound.
#ifdef _WIN64
if ( FParse::Param(CmdLine,TEXT("noinnerexception")) || FApp::IsBenchmarking() )
{
GEnableInnerException = false;
}
#endif
#if WINVER > 0x502 // Windows Error Reporting is not supported on Windows XP
if (FParse::Param(CmdLine, TEXT("useautoreporter")))
#endif
{
GUseCrashReportClient = false;
}
#if UE_BUILD_DEBUG
if( true && !GAlwaysReportCrash )
#else
if( FPlatformMisc::IsDebuggerPresent() && !GAlwaysReportCrash )
#endif
{
// Don't use exception handling when a debugger is attached to exactly trap the crash. This does NOT check
// whether we are the first instance or not!
ErrorLevel = GuardedMain( CmdLine, hInInstance, hPrevInstance, nCmdShow );
}
else
{
// Use structured exception handling to trap any crashes, walk the the stack and display a crash dialog box.
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
GIsGuarded = 1;
// Run the guarded code.
ErrorLevel = GuardedMainWrapper( CmdLine, hInInstance, hPrevInstance, nCmdShow );
GIsGuarded = 0;
}
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except( GEnableInnerException ? EXCEPTION_EXECUTE_HANDLER : ReportCrash( GetExceptionInformation( ) ) )
{
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Release the mutex in the error case to ensure subsequent runs don't find it.
ReleaseNamedMutex();
#endif
// Crashed.
ErrorLevel = 1;
GError->HandleError();
LaunchStaticShutdownAfterError();
FPlatformMallocCrash::Get().PrintPoolsUsage();
FPlatformMisc::RequestExit( true );
}
#endif
}
// Final shut down.
FEngineLoop::AppExit();
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Release the named mutex again now that we are done.
ReleaseNamedMutex();
#endif
// pause if we should
if (GShouldPauseBeforeExit)
{
Sleep(INFINITE);
}
return ErrorLevel;
}
这个函数基本上管理了一个Win32界面的生存周期。而引擎的生存周期则内部跳转给了GuardedMain函数。去看看
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Launch/Private/Launch.cpp
几个主要函数为
int32 EnginePreInit( const TCHAR* CmdLine );
int32 EngineInit();
void EngineTick( void );
void EngineExit( void );
这显然就是游戏引擎完整的生命周期了,包括 预初始化、初始化、时钟循环、退出4个阶段,但是实现主要是通过GEngineLoop类来实现的。
界面的启动和引擎的启动就先看到这里了,下一节再看引擎的生命周期到底干了些什么。