// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintNativeCodeGenPCH.h" #include "BlueprintNativeCodeGenManifest.h" #include "NativeCodeGenCommandlineParams.h" #include "App.h" // for GetGameName() #include "Serialization/JsonReader.h" #include "Serialization/JsonSerializer.h" #include "JsonObjectConverter.h" #include "Serialization/JsonWriter.h" #include "IBlueprintCompilerCppBackendModule.h" // for GetBaseFilename() DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All); /******************************************************************************* * BlueprintNativeCodeGenManifestImpl ******************************************************************************/ namespace BlueprintNativeCodeGenManifestImpl { static const int64 CPF_NoFlags = 0x00; static const FString ManifestFileExt = TEXT(".bpgen.manifest"); static const FString CppFileExt = TEXT(".cpp"); static const FString HeaderFileExt = TEXT(".h"); static const FString HeaderSubDir = TEXT("Public"); static const FString CppSubDir = TEXT("Private"); static const FString ModuleBuildFileExt = TEXT(".Build.cs"); static const FString FallbackModuleName = TEXT("BpCodeGen"); /** */ static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest); static FString GetHeaderSaveDir(const FString& ModulePath); static FString GetCppSaveDir(const FString& ModulePath); static FString GetBaseFilename(const FAssetData& Asset); /** */ static FString GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset); static FString GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset); static FString GetComparibleDirPath(const FString& DirectoryPath); static bool GatherModuleDependencies(const UObject* AssetObj, TArray& DependenciesOut); } //------------------------------------------------------------------------------ static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest) { FString ManifestStr; if (FFileHelper::LoadFileToString(ManifestStr, *FilePath)) { TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr); TSharedPtr JsonObject; if (FJsonSerializer::Deserialize(JsonReader, JsonObject)) { return FJsonObjectConverter::JsonObjectToUStruct(JsonObject.ToSharedRef(), Manifest, /*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags); } } return false; } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GetHeaderSaveDir(const FString& ModulePath) { return FPaths::Combine(*ModulePath, *HeaderSubDir); } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GetCppSaveDir(const FString& ModulePath) { return FPaths::Combine(*ModulePath, *CppSubDir); } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset) { return IBlueprintCompilerCppBackendModule::GetBaseFilename(Asset.GetAsset()); } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset) { return FPaths::Combine(*GetHeaderSaveDir(ModulePath), *GetBaseFilename(Asset)) + HeaderFileExt; } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset) { return FPaths::Combine(*GetCppSaveDir(ModulePath), *GetBaseFilename(Asset)) + CppFileExt; } //------------------------------------------------------------------------------ static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath) { FString NormalizedPath = DirectoryPath; const FString PathDelim = TEXT("/"); if (!NormalizedPath.EndsWith(PathDelim)) { // to account for the case where the relative path would resolve to X: // (when we want "X:/")... ConvertRelativePathToFull() leaves the // trailing slash, and NormalizeDirectoryName() will remove it (if it is // not a drive letter) NormalizedPath += PathDelim; } if (FPaths::IsRelative(NormalizedPath)) { NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath); } FPaths::NormalizeDirectoryName(NormalizedPath); return NormalizedPath; } //------------------------------------------------------------------------------ static bool BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(const UObject* AssetObj, TArray& DependenciesOut) { UPackage* AssetPackage = AssetObj->GetOutermost(); const FLinkerLoad* PkgLinker = FLinkerLoad::FindExistingLinkerForPackage(AssetPackage); const bool bFoundLinker = (PkgLinker != nullptr); if (ensure(bFoundLinker)) { for (const FObjectImport& PkgImport : PkgLinker->ImportMap) { if (PkgImport.ClassName != NAME_Package) { continue; } UPackage* DependentPackage = FindObject(/*Outer =*/nullptr, *PkgImport.ObjectName.ToString(), /*ExactClass =*/true); if (DependentPackage == nullptr) { continue; } // we want only native packages, ones that are not editor-only if ((DependentPackage->PackageFlags & (PKG_CompiledIn | PKG_EditorOnly)) == PKG_CompiledIn) { DependenciesOut.AddUnique(DependentPackage);// PkgImport.ObjectName.ToString()); } } } return bFoundLinker; } /******************************************************************************* * FConvertedAssetRecord ******************************************************************************/ //------------------------------------------------------------------------------ FConvertedAssetRecord::FConvertedAssetRecord(const FAssetData& AssetInfo, const FString& TargetModulePath) : AssetPtr(AssetInfo.GetAsset()) , AssetType(AssetInfo.GetClass()) , AssetPath(AssetInfo.PackageName.ToString()) , GeneratedHeaderPath(BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(TargetModulePath, AssetInfo)) , GeneratedCppPath(BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(TargetModulePath, AssetInfo)) { } //------------------------------------------------------------------------------ bool FConvertedAssetRecord::IsValid() { // every conversion will have a header file (interfaces don't have implementation files) return AssetPtr.IsValid() && !GeneratedHeaderPath.IsEmpty() && (AssetType != nullptr) && !AssetPath.IsEmpty(); } /******************************************************************************* * FBlueprintNativeCodeGenManifest ******************************************************************************/ //------------------------------------------------------------------------------ FString FBlueprintNativeCodeGenManifest::GetDefaultFilename() { return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt; } FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString TargetPath) : ModulePath(TargetPath) { if (ModulePath.IsEmpty()) { ModulePath = FPaths::GameIntermediateDir(); } // do NOT load from an existing interface, as this is the default // constructor used by the USTRUCT() system } //------------------------------------------------------------------------------ FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams) { using namespace BlueprintNativeCodeGenManifestImpl; bool const bLoadExistingManifest = !CommandlineParams.bWipeRequested || CommandlineParams.ModuleOutputDir.IsEmpty(); ModuleName = CommandlineParams.ModuleName; ModulePath = CommandlineParams.ModuleOutputDir; if (FPaths::IsRelative(ModulePath)) { FPaths::MakePathRelativeTo(ModulePath, *FPaths::GameDir()); } if (!CommandlineParams.ManifestFilePath.IsEmpty()) { ManifestPath = CommandlineParams.ManifestFilePath; } else { if (!ensure(!ModuleName.IsEmpty())) { ModuleName = FallbackModuleName; } if (!ensure(!ModulePath.IsEmpty())) { ModulePath = FPaths::Combine(*FPaths::GameIntermediateDir(), *ModuleName); } ManifestPath = FPaths::Combine(*GetModuleDir(), *GetDefaultFilename()); } // incorporate an existing manifest (in case we're only re-converting a // handful of assets and adding them into an existing module) if (bLoadExistingManifest && LoadManifest(ManifestPath, this)) { // if they specified a separate module path, lets make sure we use that // over what was found in the existing manifest if (!CommandlineParams.ModuleOutputDir.IsEmpty()) { if (CommandlineParams.bWipeRequested) { ModulePath = CommandlineParams.ModuleOutputDir; } else { const FString ExpectedPath = GetComparibleDirPath(CommandlineParams.ModuleOutputDir); FString TargetPath = GetModuleDir(); TargetPath = GetComparibleDirPath(TargetPath); if ( !FPaths::IsSamePath(ExpectedPath, TargetPath) ) { UE_LOG(LogNativeCodeGenManifest, Error, TEXT("The existing manifest's module path does not match what was specified via the commandline.")); } } } const bool bNewModuleNameRequested = !CommandlineParams.ModuleName.IsEmpty() && (CommandlineParams.ModuleName != ModuleName); if (bNewModuleNameRequested && !CommandlineParams.bPreviewRequested) { // delete the old module file (if one exists) IFileManager::Get().Delete(*GetBuildFilePath()); } // if we were only interested in obtaining the module path if (CommandlineParams.bWipeRequested) { ModuleName = CommandlineParams.ModuleName; Clear(); } else { if (bNewModuleNameRequested) { UE_LOG(LogNativeCodeGenManifest, Warning, TEXT("The specified module name (%s) doesn't match the existing one (%s). Overridding with the new name."), *CommandlineParams.ModuleName, *ModuleName); ModuleName = CommandlineParams.ModuleName; } MapConvertedAssets(); } } } //------------------------------------------------------------------------------ FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetData& AssetInfo) { const FString AssetPath = AssetInfo.PackageName.ToString(); const FString TargetModulePath = GetModuleDir(); // load the asset (if it isn't already) const UObject* AssetObj = AssetInfo.GetAsset(); FConvertedAssetRecord* ConversionRecordPtr = FindConversionRecord(AssetPath); if (ConversionRecordPtr == nullptr) { ConversionRecordPtr = &ConvertedAssets[ ConvertedAssets.Add(FConvertedAssetRecord(AssetInfo, TargetModulePath)) ]; } else if ( !ensure((ConversionRecordPtr->AssetPath == AssetPath) && (ConversionRecordPtr->AssetType == AssetInfo.GetClass())) ) { UE_LOG(LogNativeCodeGenManifest, Warning, TEXT("The existing manifest entery for '%s' doesn't match what was expected (asset path and/or type). Updating it to match the asset."), *AssetPath); ConversionRecordPtr->AssetPath = AssetPath; ConversionRecordPtr->AssetType = AssetInfo.GetClass(); } FConvertedAssetRecord& ConversionRecord = *ConversionRecordPtr; if (!ConversionRecord.IsValid()) { // if this was a manifest entry that was loaded from an existing file, // then it wouldn't have the asset pointer (which is transient data) if (!ConversionRecord.AssetPtr.IsValid()) { ConversionRecord.AssetPtr = AssetObj; } if (ConversionRecord.GeneratedHeaderPath.IsEmpty()) { ConversionRecord.GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(TargetModulePath, AssetInfo); ConversionRecord.GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(TargetModulePath, AssetInfo); } ensure(ConversionRecord.IsValid()); } return ConversionRecord; } //------------------------------------------------------------------------------ FConvertedAssetRecord* FBlueprintNativeCodeGenManifest::FindConversionRecord(const FString& AssetPath, bool bSlowSearch) { FConvertedAssetRecord* FoundRecord = nullptr; if (int32* IndexPtr = RecordMap.Find(AssetPath)) { check(*IndexPtr < ConvertedAssets.Num()); FoundRecord = &ConvertedAssets[*IndexPtr]; ensure(FoundRecord->AssetPath == AssetPath); } else if (bSlowSearch) { for (FConvertedAssetRecord& ConversionRecord : ConvertedAssets) { if (ConversionRecord.AssetPath == AssetPath) { FoundRecord = &ConversionRecord; } } } return FoundRecord; } //------------------------------------------------------------------------------ bool FBlueprintNativeCodeGenManifest::LogDependencies(const FAssetData& AssetInfo) { // load the asset (if it isn't already) const UObject* AssetObj = AssetInfo.GetAsset(); return BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(AssetObj, ModuleDependencies); } //------------------------------------------------------------------------------ TArray FBlueprintNativeCodeGenManifest::GetTargetPaths() const { const FString TargetModulePath = GetModuleDir(); TArray DestPaths; DestPaths.Add(ManifestPath); DestPaths.Add(BlueprintNativeCodeGenManifestImpl::GetHeaderSaveDir(TargetModulePath)); DestPaths.Add(BlueprintNativeCodeGenManifestImpl::GetCppSaveDir(TargetModulePath)); DestPaths.Add(GetBuildFilePath()); return DestPaths; } //------------------------------------------------------------------------------ FString FBlueprintNativeCodeGenManifest::GetBuildFilePath() const { return FPaths::Combine(*GetModuleDir(), *ModuleName) + BlueprintNativeCodeGenManifestImpl::ModuleBuildFileExt; } //------------------------------------------------------------------------------ bool FBlueprintNativeCodeGenManifest::Save(bool bSort) const { if (bSort) { ConvertedAssets.Sort([](const FConvertedAssetRecord& Lhs, const FConvertedAssetRecord& Rhs)->bool { if (Lhs.AssetType == Rhs.AssetType) { return Lhs.AssetPath < Rhs.AssetPath; } return Lhs.AssetType->GetName() < Rhs.AssetType->GetName(); }); } TSharedRef JsonObject = MakeShareable(new FJsonObject()); if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject, /*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags)) { FString FileContents; TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents); if (FJsonSerializer::Serialize(JsonObject, JsonWriter)) { JsonWriter->Close(); return FFileHelper::SaveStringToFile(FileContents, *ManifestPath); } } return false; } //------------------------------------------------------------------------------ void FBlueprintNativeCodeGenManifest::Clear() { ConvertedAssets.Empty(); RecordMap.Empty(); } //------------------------------------------------------------------------------ FString FBlueprintNativeCodeGenManifest::GetModuleDir() const { FString TargetPath = ModulePath; if (FPaths::IsRelative(ModulePath)) { TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), ModulePath); TargetPath = FPaths::ConvertRelativePathToFull(TargetPath); } return TargetPath; } //------------------------------------------------------------------------------ void FBlueprintNativeCodeGenManifest::MapConvertedAssets() { RecordMap.Empty(ConvertedAssets.Num()); for (int32 RecordIndex = 0; RecordIndex < ConvertedAssets.Num(); ++RecordIndex) { const FConvertedAssetRecord& AssetRecord = ConvertedAssets[RecordIndex]; RecordMap.Add(AssetRecord.AssetPath, RecordIndex); } }