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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

44 lines
1.2 KiB
C++

// Copyright 2011-2019 Molecular Matters GmbH, all rights reserved.
#pragma once
#include "CoreTypes.h"
#include "LC_Executable.h"
#include "LC_Process.h"
class ExecutablePatcher
{
public:
#if LC_64_BIT
static const size_t INJECTED_CODE_SIZE = 3u;
#else
static const size_t INJECTED_CODE_SIZE = 5u;
#endif
// reads the original entry point code from the executable
ExecutablePatcher(executable::Image* image, executable::ImageSectionDB* imageSections);
// uses the given entry point code
explicit ExecutablePatcher(const uint8_t* entryPointCode);
// disables the entry point directly in the image file, and returns the RVA of the entry point
uint32_t DisableEntryPointInImage(executable::Image* image, executable::ImageSectionDB* imageSections);
// disables the entry point in memory
void DisableEntryPoint(process::Handle processHandle, void* moduleBase, uint32_t entryPointRva);
// restores the entry point of a loaded image that previously had its entry point disabled
void RestoreEntryPoint(process::Handle processHandle, void* moduleBase, uint32_t entryPointRva);
inline const uint8_t* GetEntryPointCode(void) const
{
return m_originalCode;
}
private:
uint8_t m_originalCode[INJECTED_CODE_SIZE] = {};
};