2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-06-25 16:56:38 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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2015-06-25 16:56:38 -04:00
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#if WITH_CEF3
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "AllowWindowsPlatformAtomics.h"
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2015-06-25 16:56:38 -04:00
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#endif
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#pragma push_macro("OVERRIDE")
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#undef OVERRIDE // cef headers provide their own OVERRIDE macro
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2016-11-27 17:51:22 -05:00
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THIRD_PARTY_INCLUDES_START
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2015-06-25 16:56:38 -04:00
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#include "include/cef_app.h"
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#include "include/cef_v8.h"
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2016-11-27 17:51:22 -05:00
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THIRD_PARTY_INCLUDES_END
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2015-06-25 16:56:38 -04:00
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#pragma pop_macro("OVERRIDE")
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#if PLATFORM_WINDOWS
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "HideWindowsPlatformAtomics.h"
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2015-06-25 16:56:38 -04:00
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#include "HideWindowsPlatformTypes.h"
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#endif
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#include "UnrealCEFSubProcessCallbackRegistry.h"
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class FUnrealCEFSubProcessRemoteScripting
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{
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public:
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FUnrealCEFSubProcessRemoteScripting()
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{}
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CefRefPtr<CefV8Value> CefToV8(CefRefPtr<CefDictionaryValue> Dictionary);
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CefRefPtr<CefV8Value> CefToV8(CefRefPtr<CefListValue> List);
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void CefToV8Arglist(CefRefPtr<CefListValue> List, CefV8ValueList& Values);
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// Works for CefListValue and CefDictionaryValues
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template<typename ContainerType, typename KeyType>
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CefRefPtr<CefV8Value> CefToV8(CefRefPtr<ContainerType> Container, KeyType Key)
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{
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switch(Container->GetType(Key))
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{
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case VTYPE_NULL:
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return CefV8Value::CreateNull();
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case VTYPE_BOOL:
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return CefV8Value::CreateBool(Container->GetBool(Key));
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case VTYPE_INT:
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return CefV8Value::CreateInt(Container->GetInt(Key));
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case VTYPE_DOUBLE:
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return CefV8Value::CreateDouble(Container->GetDouble(Key));
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case VTYPE_STRING:
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return CefV8Value::CreateString(Container->GetString(Key));
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case VTYPE_DICTIONARY:
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return CefToV8(Container->GetDictionary(Key));
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case VTYPE_LIST:
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return CefToV8(Container->GetList(Key));
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default:
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return nullptr;
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}
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}
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template<typename ContainerType, typename KeyType>
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bool V8ToCef(CefRefPtr<ContainerType> Container, CefRefPtr<CefV8Value> Parent, KeyType Key, CefRefPtr<CefV8Value> Value)
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{
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if(Value->IsNull())
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{
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return Container->SetNull(Key);
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}
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else if(Value->IsUndefined())
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{
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return Container->SetNull(Key); // TODO distinguish between NULL and undef?
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}
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else if(Value->IsBool())
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{
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return Container->SetBool(Key, Value->GetBoolValue());
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}
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else if(Value->IsDouble())
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{
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return Container->SetDouble(Key, Value->GetDoubleValue());
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}
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else if(Value->IsInt())
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{
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return Container->SetInt(Key, Value->GetIntValue());
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}
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else if(Value->IsString())
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{
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return Container->SetString(Key, Value->GetStringValue());
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}
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else if(Value->IsUInt())
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{
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return Container->SetDouble(Key, Value->GetUIntValue());
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}
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else if(Value->IsDate())
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{
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return Container->SetNull(Key); // TODO
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}
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else if(Value->IsFunction())
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{
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return Container->SetDictionary(Key, V8FunctionToCef(Parent, Value));
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}
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else if(Value->IsArray())
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{
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return Container->SetList(Key, V8ArrayToCef(Value));
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}
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else if(Value->IsObject())
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{
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return Container->SetDictionary(Key, V8ObjectToCef(Value));
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}
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else
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{
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return Container->SetNull(Key);
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}
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}
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CefRefPtr<CefListValue> V8ArrayToCef(const CefV8ValueList& Values);
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CefRefPtr<CefListValue> V8ArrayToCef(CefRefPtr<CefV8Value> Value);
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CefRefPtr<CefDictionaryValue> V8ObjectToCef(CefRefPtr<CefV8Value> Value);
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CefRefPtr<CefDictionaryValue> V8FunctionToCef(CefRefPtr<CefV8Value> Object, CefRefPtr<CefV8Value> Function);
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bool OnProcessMessageReceived(CefRefPtr<CefBrowser> Browser, CefProcessId SourceProcess, CefRefPtr<CefProcessMessage> Message);
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void OnContextCreated(CefRefPtr<CefBrowser> Browser, CefRefPtr<CefFrame> Frame, CefRefPtr<CefV8Context> Context);
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void OnContextReleased(CefRefPtr<CefBrowser> Browser, CefRefPtr<CefFrame> Frame, CefRefPtr<CefV8Context> Context);
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void InitPermanentBindings(int32 BrowserID, CefRefPtr<CefDictionaryValue> Values);
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private:
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// Scripting integration message handlers:
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bool HandleExecuteJSFunctionMessage(CefRefPtr<CefListValue> MessageArguments);
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bool HandleSetValueMessage(CefRefPtr<CefBrowser> Browser, CefRefPtr<CefListValue> MessageArguments);
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bool HandleDeleteValueMessage(CefRefPtr<CefBrowser> Browser, CefRefPtr<CefListValue> MessageArguments);
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/** Deletes information about a UObject on the client side.
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*/
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bool HandleUnRegisterUObjectMessage(CefRefPtr<CefListValue> MessageArguments);
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CefRefPtr<CefV8Value> CefToPlainV8Object(CefRefPtr<CefDictionaryValue> Dictionary);
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CefRefPtr<CefV8Value> CreateUObjectProxy(FGuid ObjectId, CefRefPtr<CefListValue> Methods);
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// Stores information about functions that can be called from the remote process.
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FUnrealCEFSubProcessCallbackRegistry CallbackRegistry;
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TMap<int32,CefRefPtr<CefDictionaryValue>> PermanentBindings;
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class ScopedV8Context
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{
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public:
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ScopedV8Context(CefRefPtr<CefV8Context> InContext)
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: Context(InContext)
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{
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Context->Enter();
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}
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~ScopedV8Context()
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{
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Context->Exit();
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}
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private:
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CefRefPtr<CefV8Context> Context;
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};
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friend class FUnrealCEFSubProcessRemoteObject;
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};
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#endif
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