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Ben Marsh e1fe0cc030 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

[CL 5304722 by Ben Marsh in 4.22 branch]
2019-03-05 15:54:02 -05:00

64 lines
1.3 KiB
C++

// Copyright 2011-2019 Molecular Matters GmbH, all rights reserved.
#include "LC_SyncPoint.h"
#include "LC_CriticalSection.h"
#include "LC_Semaphore.h"
namespace
{
static CriticalSection g_syncPointCS;
static Semaphore g_enterUserSyncPoint(0u, 1u);
static Semaphore g_leaveUserSyncPoint(0u, 1u);
static Semaphore g_dllSyncPoint(0u, 1u);
static volatile bool g_isSyncPointUsed = false;
}
// export the main synchronization point as C function
void __cdecl LppSyncPoint(void)
{
// mark the sync point as being used as soon as we enter this function the first time
g_syncPointCS.Enter();
{
g_isSyncPointUsed = true;
}
g_syncPointCS.Leave();
if (g_dllSyncPoint.TryWait())
{
// DLL code is currently inside sync point. tell DLL code that we are here, and wait for it to leave.
g_enterUserSyncPoint.Signal();
g_leaveUserSyncPoint.Wait();
}
}
void syncPoint::Enter(void)
{
// if the sync point is not used by the user, do nothing
if (!g_isSyncPointUsed)
{
return;
}
// tell user code that we're inside the sync point now, and in turn wait until it has reached its sync point
g_dllSyncPoint.Signal();
g_enterUserSyncPoint.Wait();
}
void syncPoint::Leave(void)
{
// if the sync point is not used by the user, do nothing
if (!g_isSyncPointUsed)
{
return;
}
// tell user code that we're finished
g_leaveUserSyncPoint.Signal();
}