// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ParserHelper.h" #include "BaseParser.h" #include "Misc/CompilationResult.h" #include "Scope.h" class UClass; enum class EGeneratedCodeVersion : uint8; class FFeedbackContext; class UPackage; struct FManifestModule; class IScriptGeneratorPluginInterface; class FStringOutputDevice; class UProperty; class FUnrealSourceFile; class UFunction; class UEnum; class UScriptStruct; class UDelegateFunction; class UStruct; class FClass; class FClasses; class FScope; class FHeaderProvider; extern double GPluginOverheadTime; extern double GHeaderCodeGenTime; /*----------------------------------------------------------------------------- Constants & types. -----------------------------------------------------------------------------*/ enum {MAX_NEST_LEVELS = 16}; /* Code nesting types. */ enum class ENestType { GlobalScope, Class, FunctionDeclaration, Interface, NativeInterface }; /** Types of statements to allow within a particular nesting block. */ enum class ENestAllowFlags { None = 0, Function = 1, // Allow Event declarations at this level. VarDecl = 2, // Allow variable declarations at this level. Class = 4, // Allow class definition heading. Return = 8, // Allow 'return' within a function. TypeDecl = 16, // Allow declarations which do not affect memory layout, such as structs, enums, and consts, but not implicit delegates ImplicitDelegateDecl = 32, // Allow implicit delegates (i.e. those not decorated with UDELEGATE) to be declared }; ENUM_CLASS_FLAGS(ENestAllowFlags) namespace EDelegateSpecifierAction { enum Type { DontParse, Parse }; } /** The category of variable declaration being parsed */ namespace EVariableCategory { enum Type { RegularParameter, ReplicatedParameter, Return, Member }; } /** Information for a particular nesting level. */ class FNestInfo { /** Link to the stack node. */ FScope* Scope; public: /** * Gets nesting scope. */ FScope* GetScope() const { return Scope; } /** * Sets nesting scope. */ void SetScope(FScope* InScope) { this->Scope = InScope; } /** Statement that caused the nesting. */ ENestType NestType; /** Types of statements to allow at this nesting level. */ ENestAllowFlags Allow; }; struct FIndexRange { int32 StartIndex; int32 Count; }; struct ClassDefinitionRange { ClassDefinitionRange(const TCHAR* InStart, const TCHAR* InEnd) : Start(InStart) , End(InEnd) , bHasGeneratedBody(false) { } ClassDefinitionRange() : Start(nullptr) , End(nullptr) , bHasGeneratedBody(false) { } void Validate() { if (End <= Start) { FError::Throwf(TEXT("The class definition range is invalid. Most probably caused by previous parsing error.")); } } const TCHAR* Start; const TCHAR* End; bool bHasGeneratedBody; }; extern TMap ClassDefinitionRanges; ///////////////////////////////////////////////////// // FHeaderParser // // Header parser class. Extracts metadata from annotated C++ headers and gathers enough // information to autogenerate additional headers and other boilerplate code. // class FHeaderParser : public FBaseParser, public FContextSupplier { public: // Default version of generated code. Defaults to oldest possible, unless specified otherwise in config. static EGeneratedCodeVersion DefaultGeneratedCodeVersion; // Compute the function parameter size and save the return offset static void ComputeFunctionParametersSize(UClass* InClass); // Parse all headers for classes that are inside LimitOuter. static ECompilationResult::Type ParseAllHeadersInside( FClasses& ModuleClasses, FFeedbackContext* Warn, UPackage* LimitOuter, const FManifestModule& Module, TArray& ScriptPlugins ); // Performs a preliminary parse of the text in the specified buffer, pulling out: // Class name and parent class name // Is it an interface // The list of other classes/interfaces it is dependent on // // It also splits the buffer up into: // ScriptText (text outside of #if CPP and #if DEFAULTS blocks) static void SimplifiedClassParse(const TCHAR* Filename, const TCHAR* Buffer, TArray& OutParsedClassArray, TArray& DependentOn, FStringOutputDevice& ScriptText); /** * Returns True if the given class name includes a valid Unreal prefix and matches up with the given original class Name. * * @param InNameToCheck - Name w/ potential prefix to check * @param OriginalClassName - Name of class w/ no prefix to check against */ static bool ClassNameHasValidPrefix(const FString InNameToCheck, const FString OriginalClassName); /** * Tries to convert the header file name to a class name (with 'U' prefix) * * @param HeaderFilename Filename. * @param OutClass The resulting class name (if successfull) * @return true if the filename was a header filename (.h), false otherwise (in which case OutClassName is unmodified). */ static bool DependentClassNameFromHeader(const TCHAR* HeaderFilename, FString& OutClassName); /** * Transforms CPP-formated string containing default value, to inner formated string * If it cannot be transformed empty string is returned. * * @param Property The property that owns the default value. * @param CppForm A CPP-formated string. * @param out InnerForm Inner formated string * @return true on success, false otherwise. */ static bool DefaultValueStringCppFormatToInnerFormat(const UProperty* Property, const FString& CppForm, FString &InnerForm); /** * Parse Class's annotated headers and optionally its child classes. Marks the class as CLASS_Parsed. * * @param AllClasses the class tree containing all classes in the current package * @param HeaderParser the header parser * @param SourceFile Source file info. * * @return Result enumeration. */ static ECompilationResult::Type ParseHeaders(FClasses& AllClasses, FHeaderParser& HeaderParser, FUnrealSourceFile* SourceFile); protected: friend struct FScriptLocation; // For compiling messages and errors. FFeedbackContext* Warn; // Filename currently being parsed FString Filename; // Was the first include in the file a validly formed auto-generated header include? bool bSpottedAutogeneratedHeaderInclude; // Current nest level, starts at 0. int32 NestLevel; // Top nesting level. FNestInfo* TopNest; /** * Gets current nesting scope. */ FScope* GetCurrentScope() const { return TopNest->GetScope(); } /** * Gets current file scope. */ FFileScope* GetCurrentFileScope() const { int32 Index = 0; if (!TopNest) { check(!NestLevel); return nullptr; } while (TopNest[Index].NestType != ENestType::GlobalScope) { --Index; } return (FFileScope*)TopNest[Index].GetScope(); } /** * Gets current source file. */ FUnrealSourceFile* GetCurrentSourceFile() const { return CurrentSourceFile; } void SetCurrentSourceFile(FUnrealSourceFile* UnrealSourceFile) { CurrentSourceFile = UnrealSourceFile; } /** * Gets current class scope. */ FStructScope* GetCurrentClassScope() const { check(TopNest->NestType == ENestType::Class || TopNest->NestType == ENestType::Interface || TopNest->NestType == ENestType::NativeInterface); return (FStructScope*)TopNest->GetScope(); } /** * Tells if parser is currently in a class. */ bool IsInAClass() const { int32 Index = 0; while (TopNest[Index].NestType != ENestType::GlobalScope) { if (TopNest[Index].NestType == ENestType::Class || TopNest->NestType == ENestType::Interface || TopNest->NestType == ENestType::NativeInterface) { return true; } --Index; } return false; } /** * Gets current class. */ UClass* GetCurrentClass() const { return (UClass*)GetCurrentClassScope()->GetStruct(); } /** * Gets current class's metadata. */ FClassMetaData* GetCurrentClassData() { return GScriptHelper.FindClassData(GetCurrentClass()); } // Information about all nesting levels. FNestInfo Nest[MAX_NEST_LEVELS]; // enum for complier directives used to build up the directive stack struct ECompilerDirective { enum Type { // this directive is insignificant and does not change the code generation at all Insignificant = 0, // this indicates we are in a WITH_EDITOR #if-Block WithEditor = 1<<0, // this indicates we are in a WITH_EDITORONLY_DATA #if-Block WithEditorOnlyData = 1<<1, }; }; /** * Compiler directive nest in which the parser currently is * NOTE: compiler directives are combined when more are added onto the stack, so * checking the only the top of stack is enough to determine in which #if-Block(s) the current code * is. * * ex. Stack.Num() == 1 while entering #if WITH_EDITOR: * CompilerDirectiveStack[1] == CompilerDirectiveStack[0] | ECompilerDirective::WithEditor == * CompilerDirecitveStack[1] == CompilerDirectiveStack.Num()-1 | ECompilerDirective::WithEditor * * ex. Stack.Num() == 2 while entering #if WITH_EDITOR: * CompilerDirectiveStack[3] == CompilerDirectiveStack[0] | CompilerDirectiveStack[1] | CompilerDirectiveStack[2] | ECompilerDirective::WithEditor == * CompilerDirecitveStack[3] == CompilerDirectiveStack.Num()-1 | ECompilerDirective::WithEditor */ TArray CompilerDirectiveStack; // Pushes the Directive specified to the CompilerDirectiveStack according to the rules described above void FORCEINLINE PushCompilerDirective(ECompilerDirective::Type Directive) { CompilerDirectiveStack.Push(CompilerDirectiveStack.Num()>0 ? (CompilerDirectiveStack[CompilerDirectiveStack.Num()-1] | Directive) : Directive); } /** * The starting class flags (i.e. the class flags that were set before the * CLASS_RecompilerClear mask was applied) for the class currently being compiled */ uint32 PreviousClassFlags; // For new-style classes, used to keep track of an unmatched {} pair bool bEncounteredNewStyleClass_UnmatchedBrackets; // Indicates that UCLASS/USTRUCT/UINTERFACE has already been parsed in this .h file.. bool bHaveSeenUClass; // Indicates that a GENERATED_UCLASS_BODY or GENERATED_BODY has been found in the UClass. bool bClassHasGeneratedBody; // Indicates that a GENERATED_UINTERFACE_BODY has been found in the UClass. bool bClassHasGeneratedUInterfaceBody; // Indicates that a GENERATED_IINTERFACE_BODY has been found in the UClass. bool bClassHasGeneratedIInterfaceBody; // public, private, etc at the current parse spot EAccessSpecifier CurrentAccessSpecifier; //////////////////////////////////////////////////// // Special parsed struct names that do not require a prefix static TArray StructsWithNoPrefix; // Special parsed struct names that have a 'T' prefix static TArray StructsWithTPrefix; // Mapping from 'human-readable' macro substring to # of parameters for delegate declarations // Index 0 is 1 parameter, Index 1 is 2, etc... static TArray DelegateParameterCountStrings; // Types that have been renamed, treat the old deprecated name as the new name for code generation static TMap TypeRedirectMap; // List of all used identifiers for net service function declarations (every function must be unique) TMap UsedRPCIds; // List of all net service functions with undeclared response functions TMap RPCsNeedingHookup; // Constructor. explicit FHeaderParser(FFeedbackContext* InWarn, const FManifestModule& InModule); virtual ~FHeaderParser() { if ( FScriptLocation::Compiler == this ) { FScriptLocation::Compiler = NULL; } } // Returns true if the token is a dynamic delegate declaration bool IsValidDelegateDeclaration(const FToken& Token) const; // Returns true if the current token is a bitfield type bool IsBitfieldProperty(); // Parse the parameter list of a function or delegate declaration void ParseParameterList(FClasses& AllClasses, UFunction* Function, bool bExpectCommaBeforeName = false, TMap* MetaData = NULL); // Modify token to fix redirected types if needed void RedirectTypeIdentifier(FToken& Token) const; public: // Throws if a specifier value wasn't provided static void RequireSpecifierValue(const FPropertySpecifier& Specifier, bool bRequireExactlyOne = false); static FString RequireExactlyOneSpecifierValue(const FPropertySpecifier& Specifier); /** * Find a field in the specified context. Starts with the specified scope, then iterates * through the Outer chain until the field is found. * * @param InScope scope to start searching for the field in * @param InIdentifier name of the field we're searching for * @param bIncludeParents whether to allow searching in the scope of a parent struct * @param FieldClass class of the field to search for. used to e.g. search for functions only * @param Thing hint text that will be used in the error message if an error is encountered * * @return a pointer to a UField with a name matching InIdentifier, or NULL if it wasn't found */ static UField* FindField( UStruct* InScope, const TCHAR* InIdentifier, bool bIncludeParents=true, UClass* FieldClass=UField::StaticClass(), const TCHAR* Thing=nullptr ); protected: /** * Parse rest of the module's source files. * * @param AllClasses The class tree containing all classes in the current package. * @param ModulePackage Current package. * @param HeaderParser The header parser. * * @return Result enumeration. */ static ECompilationResult::Type ParseRestOfModulesSourceFiles(FClasses& AllClasses, UPackage* ModulePackage, FHeaderParser& HeaderParser); //@TODO: Remove this method static void ParseClassName(const TCHAR* Temp, FString& ClassName); /** * @param Input An input string, expected to be a script comment. * @return The input string, reformatted in such a way as to be appropriate for use as a tooltip. */ static FString FormatCommentForToolTip(const FString& Input); /** * Begins the process of exporting C++ class declarations for native classes in the specified package * * @param CurrentPackage The package being compiled. * @param AllClasses The class tree for CurrentPackage. * @param Module Currently exported module. */ static void ExportNativeHeaders( UPackage* CurrentPackage, FClasses& AllClasses, bool bAllowSaveExportedHeaders, const FManifestModule& Module ); // FContextSupplier interface. virtual FString GetContext() override; // End of FContextSupplier interface. // High-level compiling functions. /** * Parses given source file. * * @param AllClasses The class tree for current package. * @param SourceFile Source file to parse. * * @returns Compilation result enum. */ ECompilationResult::Type ParseHeader(FClasses& AllClasses, FUnrealSourceFile* SourceFile); void CompileDirective(FClasses& AllClasses); void FinalizeScriptExposedFunctions(UClass* Class); UEnum* CompileEnum(); UScriptStruct* CompileStructDeclaration(FClasses& AllClasses); bool CompileDeclaration(FClasses& AllClasses, TArray& DelegatesToFixup, FToken& Token); /** Skip C++ (noexport) declaration. */ bool SkipDeclaration(FToken& Token); /** Similar to MatchSymbol() but will return to the exact location as on entry if the symbol was not found. */ bool SafeMatchSymbol(const TCHAR* Match); void HandleOneInheritedClass(FClasses& AllClasses, UClass* Class, FString InterfaceName); FClass* ParseClassNameDeclaration(FClasses& AllClasses, FString& DeclaredClassName, FString& RequiredAPIMacroIfPresent); /** The property style of a variable declaration being parsed */ struct EPropertyDeclarationStyle { enum Type { None, UPROPERTY }; }; /** * Resets current class data back to its defaults. */ void ResetClassData(); /** * Create new function object based on given info structure. */ UFunction* CreateFunction(const FFuncInfo &FuncInfo) const; /** * Create new delegate function object based on given info structure. */ template UDelegateFunction* CreateDelegateFunction(const FFuncInfo &FuncInfo) const; UClass* CompileClassDeclaration(FClasses& AllClasses); UDelegateFunction* CompileDelegateDeclaration(FClasses& AllClasses, const TCHAR* DelegateIdentifier, EDelegateSpecifierAction::Type SpecifierAction = EDelegateSpecifierAction::DontParse); void CompileFunctionDeclaration(FClasses& AllClasses); void CompileVariableDeclaration (FClasses& AllClasses, UStruct* Struct); void CompileInterfaceDeclaration(FClasses& AllClasses); FClass* ParseInterfaceNameDeclaration(FClasses& AllClasses, FString& DeclaredInterfaceName, FString& RequiredAPIMacroIfPresent); bool TryParseIInterfaceClass(FClasses& AllClasses); bool CompileStatement(FClasses& AllClasses, TArray& DelegatesToFixup); // Checks to see if a particular kind of command is allowed on this nesting level. bool IsAllowedInThisNesting(ENestAllowFlags AllowFlags); // Make sure that a particular kind of command is allowed on this nesting level. // If it's not, issues a compiler error referring to the token and the current // nesting level. void CheckAllow(const TCHAR* Thing, ENestAllowFlags AllowFlags); UStruct* GetSuperScope( UStruct* CurrentScope, const FName& SearchName ); void SkipStatements( int32 SubCount, const TCHAR* ErrorTag ); /** * Parses a variable or return value declaration and determines the variable type and property flags. * * @param AllClasses the class tree for CurrentPackage * @param Scope struct to create the property in * @param VarProperty will be filled in with type and property flag data for the property declaration that was parsed * @param Disallow contains a mask of variable modifiers that are disallowed in this context * @param OuterPropertyType only specified when compiling the inner properties for arrays or maps. corresponds to the FToken for the outer property declaration. * @param PropertyDeclarationStyle if the variable is defined with a UPROPERTY * @param VariableCategory what kind of variable is being parsed * @param ParsedVarIndexRange The source text [Start, End) index range for the parsed type. */ void GetVarType( FClasses& AllClasses, FScope* Scope, FPropertyBase& VarProperty, EPropertyFlags Disallow, const FToken* OuterPropertyType, EPropertyDeclarationStyle::Type PropertyDeclarationStyle, EVariableCategory::Type VariableCategory, FIndexRange* ParsedVarIndexRange = nullptr); /** * Parses a variable name declaration and creates a new UProperty object. * * @param Scope struct to create the property in * @param VarProperty type and propertyflag info for the new property (inout) * @param VariableCategory what kind of variable is being created * * @return a pointer to the new UProperty if successful, or NULL if there was no property to parse */ UProperty* GetVarNameAndDim( UStruct* Struct, FToken& VarProperty, EVariableCategory::Type VariableCategory); /** * Returns whether the specified class can be referenced from the class currently being compiled. * * @param Scope The scope we are currently parsing. * @param CheckClass The class we want to reference. * * @return true if the specified class is an intrinsic type or if the class has successfully been parsed */ bool AllowReferenceToClass(UStruct* Scope, UClass* CheckClass) const; /** * @return true if Scope has UProperty objects in its list of fields */ static bool HasMemberProperties( const UStruct* Scope ); /** * Parses optional metadata text. * * @param MetaData the metadata map to store parsed metadata in * @param FieldName the field being parsed (used for logging) * * @return true if metadata was specified */ void ParseFieldMetaData(TMap& MetaData, const TCHAR* FieldName); /** * Formats the current comment, if any, and adds it to the metadata as a tooltip. * * @param MetaData the metadata map to store the tooltip in */ void AddFormattedPrevCommentAsTooltipMetaData(TMap& MetaData); /** * Tries to parse the token as an access protection specifier (public:, protected:, or private:) * * @return EAccessSpecifier this is, or zero if it is none */ EAccessSpecifier ParseAccessProtectionSpecifier(FToken& Token); const TCHAR* NestTypeName( ENestType NestType ); FClass* GetQualifiedClass(const FClasses& AllClasses, const TCHAR* Thing); /** * Increase the nesting level, setting the new top nesting level to * the one specified. If pushing a function or state and it overrides a similar * thing declared on a lower nesting level, verifies that the override is legal. * * @param NestType the new nesting type * @param InNode @todo */ void PushNest(ENestType NestType, UStruct* InNode, FUnrealSourceFile* SourceFile = nullptr); void PopNest(ENestType NestType, const TCHAR* Descr); /** * Tasks that need to be done after popping function declaration * from parsing stack. * * @param AllClasses The class tree for current package. * @param PoppedFunction Function that have just been popped. */ void PostPopFunctionDeclaration(FClasses& AllClasses, UFunction* PoppedFunction); /** * Tasks that need to be done after popping interface definition * from parsing stack. * * @param AllClasses The class tree for current package. * @param CurrentInterface Interface that have just been popped. */ void PostPopNestInterface(FClasses& AllClasses, UClass* CurrentInterface); /** * Tasks that need to be done after popping class definition * from parsing stack. * * @param CurrentClass Class that have just been popped. */ void PostPopNestClass(UClass* CurrentClass); /** * Binds all delegate properties declared in ValidationScope the delegate functions specified in the variable declaration, verifying that the function is a valid delegate * within the current scope. This must be done once the entire class has been parsed because instance delegate properties must be declared before the delegate declaration itself. * * @todo: this function will no longer be required once the post-parse fixup phase is added (TTPRO #13256) * * @param AllClasses the class tree for CurrentPackage * @param Struct the struct to validate delegate properties for * @param Scope the current scope * @param DelegateCache cached map of delegates that have already been found; used for faster lookup. */ void FixupDelegateProperties(FClasses& AllClasses, UStruct* ValidationScope, FScope& Scope, TMap& DelegateCache); // Retry functions. void InitScriptLocation( FScriptLocation& Retry ); void ReturnToLocation( const FScriptLocation& Retry, bool Binary=1, bool Text=1 ); /** * If the property has already been seen during compilation, then return add. If not, * then return replace so that INI files don't mess with header exporting * * @param PropertyName the string token for the property * * @return FNAME_Replace_Not_Safe_For_Threading or FNAME_Add */ EFindName GetFindFlagForPropertyName(const TCHAR* PropertyName); static void ValidatePropertyIsDeprecatedIfNecessary(FPropertyBase& VarProperty, const FToken* OuterPropertyType); private: // Source file currently parsed by UHT. FUnrealSourceFile* CurrentSourceFile; // Module currently parsed by UHT. const FManifestModule* CurrentlyParsedModule; // True if the module currently being parsed is part of the engine, as opposed to being part of a game bool bIsCurrentModulePartOfEngine; /** * Tries to match constructor parameter list. Assumes that constructor * name is already matched. * * If fails it reverts all parsing done. * * @param Token Token to start parsing from. * * @returns True if matched. False otherwise. */ bool TryToMatchConstructorParameterList(FToken Token); // Parses possible version declaration in generated code, e.g. GENERATED_BODY(). void CompileVersionDeclaration(UStruct* Struct); // Verifies that all specified class's UProperties with function associations have valid targets void VerifyPropertyMarkups( UClass* TargetClass ); // Verifies the target function meets the criteria for a blueprint property getter void VerifyBlueprintPropertyGetter(UProperty* Property, UFunction* TargetFunction); // Verifies the target function meets the criteria for a blueprint property setter void VerifyBlueprintPropertySetter(UProperty* Property, UFunction* TargetFunction); // Verifies the target function meets the criteria for a replication notify callback void VerifyRepNotifyCallback(UProperty* Property, UFunction* TargetFunction); }; ///////////////////////////////////////////////////// // FHeaderPreParser class FHeaderPreParser : public FBaseParser { public: FHeaderPreParser() { } void ParseClassDeclaration( const TCHAR* Filename, const TCHAR* InputText, int32 InLineNumber, const TCHAR* StartingMatchID, FName& out_StrippedClassName, FString& out_ClassName, FString& out_BaseClassName, TArray& out_ClassNames, const TArray& ParsedClassArray ); };