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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/External/LC_ClientUserCommandThread.cpp

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Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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// Copyright 2011-2019 Molecular Matters GmbH, all rights reserved.
#include "LC_ClientUserCommandThread.h"
#include "LC_CommandMap.h"
#include "LC_DuplexPipeClient.h"
#include "LC_ClientCommandActions.h"
#include "LC_Event.h"
#include "LC_Process.h"
#include "LC_CriticalSection.h"
#include "LC_StringUtil.h"
#include "LC_Executable.h"
#include "LC_MemoryStream.h"
#include "LC_Logging.h"
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
#include <deque>
#include <unordered_set>
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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namespace
{
template <typename T>
class ProxyCommand : public ClientUserCommandThread::BaseCommand
{
public:
ProxyCommand(bool expectResponse, size_t payloadSize)
: BaseCommand(expectResponse)
, m_command()
, m_payload(payloadSize)
{
}
virtual void Execute(DuplexPipe* pipe) override
{
pipe->SendCommandAndWaitForAck(m_command, m_payload.GetData(), m_payload.GetSize());
}
T m_command;
memoryStream::Writer m_payload;
LC_DISABLE_COPY(ProxyCommand);
LC_DISABLE_MOVE(ProxyCommand);
LC_DISABLE_ASSIGNMENT(ProxyCommand);
LC_DISABLE_MOVE_ASSIGNMENT(ProxyCommand);
};
// gathers module data for the given module, its import modules, the import's import modules, and so forth
static std::vector<commands::ModuleData> GatherImportModuleData(HMODULE mainModule)
{
std::vector<commands::ModuleData> moduleDatas;
moduleDatas.reserve(1024u);
std::unordered_set<std::wstring> loadedModules;
loadedModules.reserve(1024u);
std::vector<HMODULE> modules;
modules.reserve(1024u);
modules.push_back(mainModule);
while (!modules.empty())
{
const HMODULE module = modules.back();
modules.pop_back();
// get the absolute path of the module.
// this automatically takes care of API sets used by Windows 7 and later. in a nutshell, these API sets
// allow redirection of an API DLL to an underlying OS DLL, e.g. api-ms-win-core-apiquery-l1-1-0.dll redirects
// to ntdll.dll.
wchar_t fullPath[MAX_PATH];
::GetModuleFileNameW(module, fullPath, MAX_PATH);
// did we load the imports of this module already?
auto findIt = loadedModules.find(fullPath);
if (findIt == loadedModules.end())
{
loadedModules.insert(fullPath);
// add data for this module
{
commands::ModuleData moduleData = {};
moduleData.base = module;
wcscpy_s(moduleData.path, fullPath);
moduleDatas.emplace_back(moduleData);
}
executable::Image* image = executable::OpenImage(fullPath, file::OpenMode::READ_ONLY);
if (image)
{
executable::ImageSectionDB* imageSections = executable::GatherImageSectionDB(image);
if (imageSections)
{
executable::ImportModuleDB* importModules = executable::GatherImportModuleDB(image, imageSections);
if (importModules)
{
for (size_t i = 0; i < importModules->modules.size(); ++i)
{
const char* importModulePath = importModules->modules[i].path;
// only add the import module if it is loaded into the process
HMODULE importModule = ::GetModuleHandleA(importModulePath);
if (importModule)
{
modules.push_back(importModule);
}
else
{
LC_ERROR_USER("Cannot enable module %s because it is not loaded by this process.", importModulePath);
}
}
executable::DestroyImportModuleDB(importModules);
}
executable::DestroyImageSectionDB(imageSections);
}
executable::CloseImage(image);
}
}
}
return moduleDatas;
}
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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}
ClientUserCommandThread::BaseCommand::BaseCommand(bool expectResponse)
: m_expectResponse(expectResponse)
{
}
ClientUserCommandThread::BaseCommand::~BaseCommand(void)
{
}
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
bool ClientUserCommandThread::BaseCommand::ExpectsResponse(void) const
{
return m_expectResponse;
}
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
ClientUserCommandThread::ClientUserCommandThread(DuplexPipeClient* pipeClient, DuplexPipeClient* exceptionPipeClient)
: m_thread(INVALID_HANDLE_VALUE)
, m_processGroupName()
, m_pipe(pipeClient)
, m_exceptionPipe(exceptionPipeClient)
, m_userCommandQueue()
, m_userCommandQueueCS()
, m_userCommandQueueSema(0, 65535u)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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{
}
ClientUserCommandThread::~ClientUserCommandThread(void)
{
}
unsigned int ClientUserCommandThread::Start(const std::wstring& processGroupName, Event* waitForStartEvent, CriticalSection* pipeAccessCS)
{
m_processGroupName = processGroupName;
// spawn a thread that does the work
m_thread = thread::Create("Live coding user commands", 128u * 1024u, &ClientUserCommandThread::ThreadFunction, this, waitForStartEvent, pipeAccessCS);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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return thread::GetId(m_thread);
}
void ClientUserCommandThread::Join(void)
{
if (m_thread != INVALID_HANDLE_VALUE)
{
thread::Join(m_thread);
thread::Close(m_thread);
}
}
void* ClientUserCommandThread::EnableModule(const wchar_t* nameOfExeOrDll)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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{
return EnableModules(&nameOfExeOrDll, 1u);
}
void* ClientUserCommandThread::EnableModules(const wchar_t* namesOfExeOrDll[], unsigned int count)
{
std::vector<Windows::HMODULE> loadedModules;
loadedModules.reserve(count);
for (unsigned int i = 0u; i < count; ++i)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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{
Windows::HMODULE module = ::GetModuleHandleW(namesOfExeOrDll[i]);
if (module)
{
loadedModules.push_back(module);
}
else
{
LC_ERROR_USER("Cannot enable module %S because it is not loaded by this process.", namesOfExeOrDll[i]);
}
}
const size_t loadedModuleCount = loadedModules.size();
if (loadedModuleCount == 0u)
{
// nothing to load
return nullptr;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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}
ProxyCommand<commands::EnableModules>* proxy = new ProxyCommand<commands::EnableModules>(true, sizeof(commands::ModuleData) * loadedModuleCount);
proxy->m_command.processId = process::GetId();
proxy->m_command.moduleCount = static_cast<unsigned int>(loadedModuleCount);
proxy->m_command.token = new Event(nullptr, Event::Type::AUTO_RESET);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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for (size_t i = 0u; i < loadedModuleCount; ++i)
{
Windows::HMODULE module = loadedModules[i];
commands::ModuleData moduleData = {};
moduleData.base = module;
::GetModuleFileNameW(module, moduleData.path, MAX_PATH);
proxy->m_payload.Write(moduleData);
}
PushUserCommand(proxy);
return proxy->m_command.token;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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}
void* ClientUserCommandThread::EnableAllModules(const wchar_t* nameOfExeOrDll)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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{
HMODULE module = ::GetModuleHandleW(nameOfExeOrDll);
if (!module)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
LC_ERROR_USER("Cannot enable module %S because it is not loaded by this process.", nameOfExeOrDll);
return nullptr;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
const std::vector<commands::ModuleData>& allModuleData = GatherImportModuleData(module);
const size_t moduleCount = allModuleData.size();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
ProxyCommand<commands::EnableModules>* proxy = new ProxyCommand<commands::EnableModules>(true, sizeof(commands::ModuleData) * moduleCount);
proxy->m_command.processId = process::GetId();
proxy->m_command.moduleCount = static_cast<unsigned int>(moduleCount);
proxy->m_command.token = new Event(nullptr, Event::Type::AUTO_RESET);
for (size_t i = 0u; i < moduleCount; ++i)
{
const commands::ModuleData& moduleData = allModuleData[i];
proxy->m_payload.Write(moduleData);
}
PushUserCommand(proxy);
return proxy->m_command.token;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void* ClientUserCommandThread::DisableModule(const wchar_t* nameOfExeOrDll)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
return DisableModules(&nameOfExeOrDll, 1u);
}
void* ClientUserCommandThread::DisableModules(const wchar_t* namesOfExeOrDll[], unsigned int count)
{
std::vector<Windows::HMODULE> loadedModules;
loadedModules.reserve(count);
for (unsigned int i = 0u; i < count; ++i)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
Windows::HMODULE module = ::GetModuleHandleW(namesOfExeOrDll[i]);
if (module)
{
loadedModules.push_back(module);
}
else
{
LC_ERROR_USER("Cannot disable module %S because it is not loaded by this process.", namesOfExeOrDll[i]);
}
}
const size_t loadedModuleCount = loadedModules.size();
if (loadedModuleCount == 0u)
{
// nothing to unload
return nullptr;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
ProxyCommand<commands::DisableModules>* proxy = new ProxyCommand<commands::DisableModules>(true, sizeof(commands::ModuleData) * loadedModuleCount);
proxy->m_command.processId = process::GetId();
proxy->m_command.moduleCount = static_cast<unsigned int>(loadedModuleCount);
proxy->m_command.token = new Event(nullptr, Event::Type::AUTO_RESET);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
for (size_t i = 0u; i < loadedModuleCount; ++i)
{
HMODULE module = loadedModules[i];
commands::ModuleData moduleData = {};
moduleData.base = module;
::GetModuleFileNameW(module, moduleData.path, MAX_PATH);
proxy->m_payload.Write(moduleData);
}
PushUserCommand(proxy);
return proxy->m_command.token;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void* ClientUserCommandThread::DisableAllModules(const wchar_t* nameOfExeOrDll)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
HMODULE module = ::GetModuleHandleW(nameOfExeOrDll);
if (!module)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
LC_ERROR_USER("Cannot disable module %S because it is not loaded by this process.", nameOfExeOrDll);
return nullptr;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
const std::vector<commands::ModuleData>& allModuleData = GatherImportModuleData(module);
const size_t moduleCount = allModuleData.size();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
ProxyCommand<commands::DisableModules>* proxy = new ProxyCommand<commands::DisableModules>(true, sizeof(commands::ModuleData) * moduleCount);
proxy->m_command.processId = process::GetId();
proxy->m_command.moduleCount = static_cast<unsigned int>(moduleCount);
proxy->m_command.token = new Event(nullptr, Event::Type::AUTO_RESET);
for (size_t i = 0u; i < moduleCount; ++i)
{
const commands::ModuleData& moduleData = allModuleData[i];
proxy->m_payload.Write(moduleData);
}
PushUserCommand(proxy);
return proxy->m_command.token;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void ClientUserCommandThread::WaitForToken(void* token)
{
Event* event = static_cast<Event*>(token);
if (m_thread != INVALID_HANDLE_VALUE)
{
// thread was successfully initialized, wait until the command has been executed in the queue
event->Wait();
}
delete event;
}
void ClientUserCommandThread::TriggerRecompile(void)
{
ProxyCommand<commands::TriggerRecompile>* proxy = new ProxyCommand<commands::TriggerRecompile>(false, 0u);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
PushUserCommand(proxy);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void ClientUserCommandThread::LogMessage(const wchar_t* message)
{
const size_t lengthWithoutNull = wcslen(message);
const size_t payloadSize = sizeof(wchar_t) * (lengthWithoutNull + 1u);
ProxyCommand<commands::LogMessage>* proxy = new ProxyCommand<commands::LogMessage>(false, payloadSize);
proxy->m_payload.Write(message, payloadSize);
PushUserCommand(proxy);
}
void ClientUserCommandThread::BuildPatch(const wchar_t* moduleNames[], const wchar_t* objPaths[], const wchar_t* amalgamatedObjPaths[], unsigned int count)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
const size_t perFileSize = sizeof(wchar_t) * MAX_PATH * 3u;
ProxyCommand<commands::BuildPatch>* proxy = new ProxyCommand<commands::BuildPatch>(false, perFileSize*count);
proxy->m_command.fileCount = count;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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for (unsigned int i = 0u; i < count; ++i)
{
commands::BuildPatch::PatchData patchData = {};
wcscpy_s(patchData.moduleName, moduleNames[i]);
wcscpy_s(patchData.objPath, objPaths[i]);
// the amalgamated object paths are optional
if (amalgamatedObjPaths && amalgamatedObjPaths[i])
{
wcscpy_s(patchData.amalgamatedObjPath, amalgamatedObjPaths[i]);
}
proxy->m_payload.Write(patchData);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
PushUserCommand(proxy);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void ClientUserCommandThread::ApplySettingBool(const char* settingName, int value)
{
ProxyCommand<commands::ApplySettingBool>* proxy = new ProxyCommand<commands::ApplySettingBool>(false, 0u);
strcpy_s(proxy->m_command.settingName, settingName);
proxy->m_command.settingValue = value;
PushUserCommand(proxy);
}
void ClientUserCommandThread::ApplySettingInt(const char* settingName, int value)
{
ProxyCommand<commands::ApplySettingInt>* proxy = new ProxyCommand<commands::ApplySettingInt>(false, 0u);
strcpy_s(proxy->m_command.settingName, settingName);
proxy->m_command.settingValue = value;
PushUserCommand(proxy);
}
void ClientUserCommandThread::ApplySettingString(const char* settingName, const wchar_t* value)
{
ProxyCommand<commands::ApplySettingString>* proxy = new ProxyCommand<commands::ApplySettingString>(false, 0u);
strcpy_s(proxy->m_command.settingName, settingName);
wcscpy_s(proxy->m_command.settingValue, value);
PushUserCommand(proxy);
}
// BEGIN EPIC MOD - Adding ShowConsole command
void ClientUserCommandThread::ShowConsole()
{
ProxyCommand<commands::ShowConsole>* proxy = new ProxyCommand<commands::ShowConsole>(false, 0u);
PushUserCommand(proxy);
}
// END EPIC MOD
// BEGIN EPIC MOD - Adding SetVisible command
void ClientUserCommandThread::SetVisible(bool visible)
{
ProxyCommand<commands::SetVisible>* proxy = new ProxyCommand<commands::SetVisible>(false, 0u);
proxy->m_command.visible = visible;
PushUserCommand(proxy);
}
// END EPIC MOD
// BEGIN EPIC MOD - Adding SetActive command
void ClientUserCommandThread::SetActive(bool active)
{
ProxyCommand<commands::SetActive>* proxy = new ProxyCommand<commands::SetActive>(false, 0u);
proxy->m_command.active = active;
PushUserCommand(proxy);
}
// END EPIC MOD
// BEGIN EPIC MOD - Adding SetBuildArguments command
void ClientUserCommandThread::SetBuildArguments(const wchar_t* arguments)
{
ProxyCommand<commands::SetBuildArguments>* proxy = new ProxyCommand<commands::SetBuildArguments>(false, 0u);
proxy->m_command.processId = process::GetId();
wcscpy_s(proxy->m_command.arguments, arguments);
PushUserCommand(proxy);
}
// END EPIC MOD
// BEGIN EPIC MOD - Adding support for lazy-loading modules
void ClientUserCommandThread::EnableLazyLoadedModule(const wchar_t* fileName, Windows::HMODULE moduleBase)
{
ProxyCommand<commands::EnableLazyLoadedModule>* proxy = new ProxyCommand<commands::EnableLazyLoadedModule>(false, 0u);
proxy->m_command.processId = process::GetId();
wcscpy_s(proxy->m_command.fileName, fileName);
proxy->m_command.moduleBase = moduleBase;
PushUserCommand(proxy);
}
// END EPIC MOD
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
void ClientUserCommandThread::InstallExceptionHandler(void)
{
// BEGIN EPIC MOD - Using internal CrashReporter
// exceptionHandler::Register(this);
// END EPIC MOD
}
ClientUserCommandThread::ExceptionResult ClientUserCommandThread::HandleException(EXCEPTION_RECORD* exception, CONTEXT* context, unsigned int threadId)
{
commands::HandleException serverCommand;
serverCommand.processId = process::GetId();
serverCommand.threadId = threadId;
serverCommand.exception = *exception;
serverCommand.context = *context;
serverCommand.clientContextPtr = context;
m_exceptionPipe->SendCommandAndWaitForAck(serverCommand, nullptr, 0u);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
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ExceptionResult result = {};
CommandMap commandMap;
commandMap.RegisterAction<actions::HandleExceptionFinished>();
commandMap.HandleCommands(m_exceptionPipe, &result);
return result;
}
void ClientUserCommandThread::End(void)
{
// signal to the thread that a new item is in the queue to make it break out of its main loop
PushUserCommand(nullptr);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
void ClientUserCommandThread::PushUserCommand(BaseCommand* command)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
{
CriticalSection::ScopedLock lock(&m_userCommandQueueCS);
m_userCommandQueue.push_front(command);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
// signal to the thread that a new item is in the queue
m_userCommandQueueSema.Signal();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
ClientUserCommandThread::BaseCommand* ClientUserCommandThread::PopUserCommand(void)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
m_userCommandQueueSema.Wait();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
CriticalSection::ScopedLock lock(&m_userCommandQueueCS);
BaseCommand* command = m_userCommandQueue.back();
m_userCommandQueue.pop_back();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
return command;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
// BEGIN EPIC MOD - Temporarily release lock to prevent hangs
class LeaveableScopedLock
{
public:
explicit LeaveableScopedLock(CriticalSection* cs)
: m_cs(cs)
, m_hasLock(true)
{
cs->Enter();
}
void Enter()
{
if (!m_hasLock)
{
m_cs->Enter();
m_hasLock = true;
}
}
void Leave()
{
if (m_hasLock)
{
m_cs->Leave();
m_hasLock = false;
}
}
~LeaveableScopedLock(void)
{
Leave();
}
private:
CriticalSection* m_cs;
bool m_hasLock;
};
// END EPIC MOD
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
unsigned int ClientUserCommandThread::ThreadFunction(Event* waitForStartEvent, CriticalSection* pipeAccessCS)
{
// wait until we get the signal that the thread can start
waitForStartEvent->Wait();
CommandMap moduleCommandMap;
moduleCommandMap.RegisterAction<actions::EnableModulesFinished>();
moduleCommandMap.RegisterAction<actions::DisableModulesFinished>();
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
// those commands are needed when loading compiled patches into spawned executables
moduleCommandMap.RegisterAction<actions::LoadPatch>();
moduleCommandMap.RegisterAction<actions::UnloadPatch>();
moduleCommandMap.RegisterAction<actions::EnterSyncPoint>();
moduleCommandMap.RegisterAction<actions::LeaveSyncPoint>();
moduleCommandMap.RegisterAction<actions::CallEntryPoint>();
moduleCommandMap.RegisterAction<actions::CallHooks>();
for (;;)
{
// wait until a command becomes available in the queue
BaseCommand* command = PopUserCommand();
if (command == nullptr)
{
// BEGIN EPIC MOD - Using internal CrashReporter
// // no new item available, bail out
// exceptionHandler::Unregister();
// END EPIC MOD - Using internal CrashReporter
return 2u;
}
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
if (!m_pipe->IsValid())
{
// BEGIN EPIC MOD - Using internal CrashReporter
// // pipe was closed or is broken, bail out
// exceptionHandler::Unregister();
// END EPIC MOD - Using internal CrashReporter
return 1u;
}
// lock critical section for accessing the pipe.
// we need to make sure that other threads talking through the pipe don't use it at the same time.
{
CriticalSection::ScopedLock pipeLock(pipeAccessCS);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
command->Execute(m_pipe);
if (command->ExpectsResponse())
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
{
moduleCommandMap.HandleCommands(m_pipe, nullptr);
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
}
delete command;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) [CL 5325555 by ben marsh in Dev-Build branch]
2019-03-06 18:16:41 -05:00
}
return 0u;
}