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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/External/LC_ClientCommandActions.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_ClientCommandActions.h"
#include "LC_ClientUserCommandThread.h"
#include "LC_DuplexPipe.h"
#include "LC_SyncPoint.h"
#include "LC_Executable.h"
#include "LC_Event.h"
#include "LC_Process.h"
#include "LC_Logging.h"
bool actions::RegisterProcessFinished::Execute(const CommandType* command, const DuplexPipe* pipe, void* context, const void*, size_t)
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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{
bool* successfullyRegisteredProcess = static_cast<bool*>(context);
*successfullyRegisteredProcess = command->success;
pipe->SendAck();
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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// don't continue execution
return false;
}
bool actions::EnableModulesFinished::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
Event* event = static_cast<Event*>(command->token);
event->Signal();
pipe->SendAck();
return false;
}
bool actions::DisableModulesFinished::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
Event* event = static_cast<Event*>(command->token);
event->Signal();
pipe->SendAck();
return false;
}
bool actions::EnterSyncPoint::Execute(const CommandType*, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
syncPoint::Enter();
pipe->SendAck();
return true;
}
bool actions::LeaveSyncPoint::Execute(const CommandType*, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
syncPoint::Leave();
pipe->SendAck();
return true;
}
bool actions::CallHooks::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void* payload, size_t)
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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{
switch (command->type)
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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{
case hook::Type::PREPATCH:
hook::CallHooksInRange<hook::PrepatchFunction>(command->rangeBegin, command->rangeEnd);
break;
case hook::Type::POSTPATCH:
hook::CallHooksInRange<hook::PostpatchFunction>(command->rangeBegin, command->rangeEnd);
break;
case hook::Type::COMPILE_START:
hook::CallHooksInRange<hook::CompileStartFunction>(command->rangeBegin, command->rangeEnd);
break;
case hook::Type::COMPILE_SUCCESS:
hook::CallHooksInRange<hook::CompileSuccessFunction>(command->rangeBegin, command->rangeEnd);
break;
case hook::Type::COMPILE_ERROR:
hook::CallHooksInRange<hook::CompileErrorFunction>(command->rangeBegin, command->rangeEnd);
break;
case hook::Type::COMPILE_ERROR_MESSAGE:
hook::CallHooksInRange<hook::CompileErrorMessageFunction>(command->rangeBegin, command->rangeEnd, static_cast<const wchar_t*>(payload));
break;
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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}
pipe->SendAck();
return true;
}
// BEGIN EPIC MOD - Support for UE4 debug visualizers
extern uint8** GNameBlocksDebug;
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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class FChunkedFixedUObjectArray;
extern FChunkedFixedUObjectArray*& GObjectArrayForDebugVisualizers;
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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// END EPIC MOD
bool actions::LoadPatch::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
// load library into this process
HMODULE module = ::LoadLibraryW(command->path);
// BEGIN EPIC MOD - Support for UE4 debug visualizers
if (module != 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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{
typedef void InitNatvisHelpersFunc(uint8** NameTable, FChunkedFixedUObjectArray* ObjectArray);
InitNatvisHelpersFunc* InitNatvisHelpers = (InitNatvisHelpersFunc*)(void*)GetProcAddress(module, "InitNatvisHelpers");
if (InitNatvisHelpers != nullptr)
{
(*InitNatvisHelpers)(GNameBlocksDebug, GObjectArrayForDebugVisualizers);
}
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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}
// END EPIC MOD
pipe->SendAck();
// send back command with module info
pipe->SendCommandAndWaitForAck(commands::LoadPatchInfo { module }, 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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return true;
}
bool actions::UnloadPatch::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
// unload library from this process
::FreeLibrary(command->module);
pipe->SendAck();
return true;
}
bool actions::CallEntryPoint::Execute(const CommandType* command, const DuplexPipe* pipe, void*, const void*, size_t)
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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{
executable::CallDllEntryPoint(command->moduleBase, command->entryPointRva);
pipe->SendAck();
return true;
}
bool actions::LogOutput::Execute(const CommandType*, const DuplexPipe* pipe, void*, const void* payload, size_t)
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
{
logging::LogNoFormat<logging::Channel::USER>(static_cast<const wchar_t*>(payload));
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
pipe->SendAck();
return true;
}
// BEGIN EPIC MOD - Notification that compilation has finished
extern bool GIsCompileActive;
// 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
bool actions::CompilationFinished::Execute(const CommandType*, const DuplexPipe* pipe, void*, const void*, size_t)
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
{
pipe->SendAck();
// BEGIN EPIC MOD - Notification that compilation has finished
GIsCompileActive = false;
// 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
// don't continue execution
return false;
}
bool actions::HandleExceptionFinished::Execute(const CommandType* command, const DuplexPipe* pipe, void* context, const void*, size_t)
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::ExceptionResult* resultContext = static_cast<ClientUserCommandThread::ExceptionResult*>(context);
resultContext->returnAddress = command->returnAddress;
resultContext->framePointer = command->framePointer;
resultContext->stackPointer = command->stackPointer;
resultContext->continueExecution = command->continueExecution;
pipe->SendAck();
// don't continue execution
return false;
}