2020-12-15 09:27:44 -04:00
|
|
|
// Copyright 2011-2020 Molecular Matters GmbH, all rights reserved.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// BEGIN 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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
#include "CoreTypes.h"
|
2020-12-15 09:27:44 -04:00
|
|
|
// END EPIC MOD
|
|
|
|
|
#include "LC_ThreadTypes.h"
|
|
|
|
|
// BEGIN 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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
#include "Windows/WindowsHWrapper.h"
|
2020-12-15 09:27:44 -04:00
|
|
|
// 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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
|
|
|
|
|
namespace Thread
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
{
|
2020-12-15 09:27:44 -04:00
|
|
|
// Current/calling thread.
|
|
|
|
|
namespace Current
|
|
|
|
|
{
|
|
|
|
|
// Sets the name of the calling thread.
|
|
|
|
|
void SetName(const char* name);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Sleeps the calling thread for the given number of seconds.
|
|
|
|
|
void SleepSeconds(unsigned int seconds);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Sleeps the calling thread for the given number of milliseconds.
|
|
|
|
|
void SleepMilliSeconds(unsigned int milliSeconds);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Yields the calling thread.
|
|
|
|
|
void Yield(void);
|
|
|
|
|
|
|
|
|
|
// Returns the thread Id of the calling thread.
|
|
|
|
|
Id GetId(void);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Creates a raw thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
Handle Create(unsigned int stackSize, Function function, void* context);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Creates a thread from a given function and provided arguments.
|
2019-05-24 11:51:54 -04:00
|
|
|
template <typename F, typename... Args>
|
2020-12-15 09:27:44 -04:00
|
|
|
inline Handle CreateFromFunction(const char* threadName, unsigned int stackSize, F ptrToFunction, Args&&... args);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Creates a thread from a given member function, instance and provided arguments.
|
2019-05-24 11:51:54 -04:00
|
|
|
template <class C, typename F, typename... Args>
|
2020-12-15 09:27:44 -04:00
|
|
|
inline Handle CreateFromMemberFunction(const char* threadName, unsigned int stackSize, C* instance, F ptrToMemberFunction, Args&&... args);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Joins the given thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void Join(Handle handle);
|
2020-12-15 09:27:44 -04:00
|
|
|
|
|
|
|
|
// Terminates the given thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void Terminate(Handle handle);
|
|
|
|
|
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Opens a thread with the given Id for full access.
|
|
|
|
|
Handle Open(Id threadId);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Closes a created or opened thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void Close(Handle& handle);
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
|
|
|
|
|
// Suspends a thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void Suspend(Handle handle);
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Resumes a suspended thread.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void Resume(Handle handle);
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Sets a thread's priority.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
void SetPriority(Handle handle, int priority);
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Returns a thread's priority.
|
|
|
|
|
int GetPriority(Handle handle);
|
|
|
|
|
|
|
|
|
|
// Sets a thread's context. Only call on suspended threads.
|
|
|
|
|
void SetContext(Handle handle, const Context* context);
|
|
|
|
|
|
|
|
|
|
// Returns a thread's context. Only call on suspended threads.
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
Context GetContext(Handle handle);
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Reads a thread context's instruction pointer.
|
|
|
|
|
const void* ReadInstructionPointer(const Context* context);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Writes a thread context's instruction pointer.
|
|
|
|
|
void WriteInstructionPointer(Context* context, const void* ip);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
// Returns the thread Id of the given thread.
|
|
|
|
|
Id GetId(Handle handle);
|
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-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00
|
|
|
}
|
2019-05-24 11:51:54 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
template <typename F, typename... Args>
|
2020-12-15 09:27:44 -04:00
|
|
|
inline Thread::Handle Thread::CreateFromFunction(const char* threadName, unsigned int stackSize, F ptrToFunction, Args&&... args)
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
|
|
|
|
// a helper lambda that calls the given functions with the provided arguments.
|
|
|
|
|
// because this lambda needs to capture, it cannot be converted to a function pointer implicitly,
|
|
|
|
|
// and therefore cannot be used as a thread function directly.
|
|
|
|
|
// however, we can solve this by another indirection.
|
2020-12-15 09:27:44 -04:00
|
|
|
auto captureLambda = [threadName, ptrToFunction, args...]() -> Thread::ReturnValue
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
2020-12-15 09:27:44 -04:00
|
|
|
Thread::Current::SetName(threadName);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
|
|
|
|
return (*ptrToFunction)(args...);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// helper to make the following easier to read
|
|
|
|
|
typedef decltype(captureLambda) CaptureLambdaType;
|
|
|
|
|
|
|
|
|
|
// the lambda with captures will be called in the thread about to be created, hence it
|
|
|
|
|
// must be allocated on the heap.
|
|
|
|
|
CaptureLambdaType* lambdaOnHeap = new CaptureLambdaType(captureLambda);
|
|
|
|
|
|
|
|
|
|
// here's the trick: we generate another capture-less lambda that has the same signature as a thread function,
|
|
|
|
|
// and internally cast the given object to its original type, calling the lambda with captures from within
|
|
|
|
|
// this capture-less lambda.
|
2020-01-29 14:48:18 -05:00
|
|
|
auto capturelessLambda = [](void* lambdaContext) -> unsigned int
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
2020-01-29 14:48:18 -05:00
|
|
|
CaptureLambdaType* lambdaOnHeap = static_cast<CaptureLambdaType*>(lambdaContext);
|
2020-12-15 09:27:44 -04:00
|
|
|
const Thread::ReturnValue result = (*lambdaOnHeap)();
|
2019-05-24 11:51:54 -04:00
|
|
|
delete lambdaOnHeap;
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
return +result;
|
2019-05-24 11:51:54 -04:00
|
|
|
};
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
Thread::Function threadFunction = capturelessLambda;
|
|
|
|
|
Thread::Handle handle = Thread::Create(stackSize, threadFunction, lambdaOnHeap);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
|
|
|
|
return handle;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
template <class C, typename F, typename... Args>
|
2020-12-15 09:27:44 -04:00
|
|
|
inline Thread::Handle Thread::CreateFromMemberFunction(const char* threadName, unsigned int stackSize, C* instance, F ptrToMemberFunction, Args&&... args)
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
|
|
|
|
// a helper lambda that calls the given functions with the provided arguments.
|
|
|
|
|
// because this lambda needs to capture, it cannot be converted to a function pointer implicitly,
|
|
|
|
|
// and therefore cannot be used as a thread function directly.
|
|
|
|
|
// however, we can solve this by another indirection.
|
2020-12-15 09:27:44 -04:00
|
|
|
auto captureLambda = [threadName, ptrToMemberFunction, instance, args...]() -> Thread::ReturnValue
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
2020-12-15 09:27:44 -04:00
|
|
|
Thread::Current::SetName(threadName);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
|
|
|
|
return (instance->*ptrToMemberFunction)(args...);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// helper to make the following easier to read
|
|
|
|
|
typedef decltype(captureLambda) CaptureLambdaType;
|
|
|
|
|
|
|
|
|
|
// the lambda with captures will be called in the thread about to be created, hence it
|
|
|
|
|
// must be allocated on the heap.
|
|
|
|
|
CaptureLambdaType* lambdaOnHeap = new CaptureLambdaType(captureLambda);
|
|
|
|
|
|
|
|
|
|
// here's the trick: we generate another capture-less lambda that has the same signature as a thread function,
|
|
|
|
|
// and internally cast the given object to its original type, calling the lambda with captures from within
|
|
|
|
|
// this capture-less lambda.
|
2020-01-29 14:48:18 -05:00
|
|
|
auto capturelessLambda = [](void* lambdaContext) -> unsigned int
|
2019-05-24 11:51:54 -04:00
|
|
|
{
|
2020-01-29 14:48:18 -05:00
|
|
|
CaptureLambdaType* lambdaOnHeap = static_cast<CaptureLambdaType*>(lambdaContext);
|
2020-12-15 09:27:44 -04:00
|
|
|
const Thread::ReturnValue result = (*lambdaOnHeap)();
|
2019-05-24 11:51:54 -04:00
|
|
|
delete lambdaOnHeap;
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
return +result;
|
2019-05-24 11:51:54 -04:00
|
|
|
};
|
|
|
|
|
|
2020-12-15 09:27:44 -04:00
|
|
|
Thread::Function threadFunction = capturelessLambda;
|
|
|
|
|
Thread::Handle handle = Thread::Create(stackSize, threadFunction, lambdaOnHeap);
|
2019-05-24 11:51:54 -04:00
|
|
|
|
|
|
|
|
return handle;
|
|
|
|
|
}
|