// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. #if !ENABLE_OLD_GAMEPLAY_DEBUGGER #include "GameplayDebuggerPrivatePCH.h" #include "GameplayDebugger.h" #include "ISettingsModule.h" #include "GameplayDebuggerAddonManager.h" #include "GameplayDebuggerPlayerManager.h" #include "GameplayDebuggerConfig.h" #include "GameplayDebuggerExtension_Spectator.h" #include "GameplayDebuggerExtension_HUD.h" class FGameplayDebuggerModule : public IGameplayDebugger { public: virtual void StartupModule() override; virtual void ShutdownModule() override; virtual void RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx) override; virtual void UnregisterCategory(FName CategoryName) override; virtual void NotifyCategoriesChanged() override; virtual void RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate) override; virtual void UnregisterExtension(FName ExtensionName) override; virtual void NotifyExtensionsChanged() override; AGameplayDebuggerPlayerManager& GetPlayerManager(UWorld* World); void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS); FGameplayDebuggerAddonManager AddonManager; TMap, TWeakObjectPtr> PlayerManagers; }; IMPLEMENT_MODULE(FGameplayDebuggerModule, GameplayDebugger) void FGameplayDebuggerModule::StartupModule() { // This code will execute after your module is loaded into memory (but after global variables are initialized, of course.) FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized); UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject(); if (SettingsCDO) { ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings"); if (SettingsModule) { SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger", NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"), NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."), SettingsCDO); } if (SettingsCDO->bEnableExtension_GameHUD) { AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance)); } if (SettingsCDO->bEnableExtension_Spectator) { AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance)); } AddonManager.NotifyExtensionsChanged(); } } void FGameplayDebuggerModule::ShutdownModule() { // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, // we call this function before unloading the module. FWorldDelegates::OnPostWorldInitialization.RemoveAll(this); ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings"); if (SettingsModule) { SettingsModule->UnregisterSettings("Project", "Engine", "GameplayDebugger"); } } void FGameplayDebuggerModule::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx) { AddonManager.RegisterCategory(CategoryName, MakeInstanceDelegate, CategoryState, SlotIdx); } void FGameplayDebuggerModule::UnregisterCategory(FName CategoryName) { AddonManager.UnregisterCategory(CategoryName); } void FGameplayDebuggerModule::NotifyCategoriesChanged() { AddonManager.NotifyCategoriesChanged(); } void FGameplayDebuggerModule::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate) { AddonManager.RegisterExtension(ExtensionName, MakeInstanceDelegate); } void FGameplayDebuggerModule::UnregisterExtension(FName ExtensionName) { AddonManager.UnregisterExtension(ExtensionName); } void FGameplayDebuggerModule::NotifyExtensionsChanged() { AddonManager.NotifyExtensionsChanged(); } FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent() { FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked("GameplayDebugger"); return Module.AddonManager; } AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World) { FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked("GameplayDebugger"); return Module.GetPlayerManager(World); } AGameplayDebuggerPlayerManager& FGameplayDebuggerModule::GetPlayerManager(UWorld* World) { const int32 PurgeInvalidWorldsSize = 5; if (PlayerManagers.Num() > PurgeInvalidWorldsSize) { for (TMap, TWeakObjectPtr >::TIterator It(PlayerManagers); It; ++It) { if (!It.Key().IsValid()) { It.RemoveCurrent(); } else if (!It.Value().IsValid()) { It.RemoveCurrent(); } } } TWeakObjectPtr Manager = PlayerManagers.FindRef(World); AGameplayDebuggerPlayerManager* ManagerOb = Manager.Get(); if (ManagerOb == nullptr) { ManagerOb = World->SpawnActor(); PlayerManagers.Add(World, ManagerOb); } check(ManagerOb); return *ManagerOb; } void FGameplayDebuggerModule::OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS) { // make sure that world has valid player manager, create when it doesn't if (World && World->IsGameWorld()) { GetPlayerManager(World); } } #else // !ENABLE_OLD_GAMEPLAY_DEBUGGER #include "GameplayDebuggerPrivatePCH.h" #include "GameplayDebuggerAddonManager.h" #include "GameplayDebuggerPlayerManager.h" FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent() { static FGameplayDebuggerAddonManager DummyManager; return DummyManager; } AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World) { static AGameplayDebuggerPlayerManager DummyManager; return DummyManager; } #endif // !ENABLE_OLD_GAMEPLAY_DEBUGGER