Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReloadClassReinstancer.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

147 lines
4.9 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#if WITH_ENGINE
#include "Kismet2/KismetReinstanceUtilities.h"
#endif
class UBlueprint;
#if WITH_ENGINE
/**
* Helper class used for re-instancing native and blueprint classes after hot-reload
*/
class FHotReloadClassReinstancer : public FBlueprintCompileReinstancer
{
/** Holds a property and its offset in the serialized properties data array */
struct FCDOProperty
{
FCDOProperty()
: Property(nullptr)
, SubobjectName(NAME_None)
, SerializedValueOffset(0)
, SerializedValueSize(0)
{}
UProperty* Property;
FName SubobjectName;
int64 SerializedValueOffset;
int64 SerializedValueSize;
};
/** Contains all serialized CDO property data and the map of all serialized properties */
struct FCDOPropertyData
{
TArray<uint8> Bytes;
TMap<FName, FCDOProperty> Properties;
};
/** Hot-reloaded version of the old class */
UClass* NewClass;
/** Serialized properties of the original CDO (before hot-reload) */
FCDOPropertyData OriginalCDOProperties;
/** Serialized properties of the new CDO (after hot-reload) */
FCDOPropertyData ReconstructedCDOProperties;
/** True if the provided native class needs re-instancing */
bool bNeedsReinstancing;
/** Necessary for delta serialization */
UObject* CopyOfPreviousCDO;
/**
* Sets the re-instancer up for new class re-instancing
*
* @param InNewClass Class that has changed after hot-reload
* @param InOldClass Class before it was hot-reloaded
*/
void SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass);
/**
* Sets the re-instancer up for old class re-instancing. Always re-creates the CDO.
*
* @param InOldClass Class that has NOT changed after hot-reload
*/
void RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass);
/**
* Creates a mem-comparable array of data containing CDO property values.
*
* @param InObject CDO
* @param OutData Data containing all of the CDO property values
*/
void SerializeCDOProperties(UObject* InObject, FCDOPropertyData& OutData);
/**
* Re-creates class default object.
*
* @param InClass Class that has NOT changed after hot-reload.
* @param InOuter Outer for the new CDO.
* @param InName Name of the new CDO.
* @param InFlags Flags of the new CDO.
*/
void ReconstructClassDefaultObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags);
/** Updates property values on instances of the hot-reloaded class */
void UpdateDefaultProperties();
/** Returns true if the properties of the CDO have changed during hot-reload */
FORCEINLINE bool DefaultPropertiesHaveChanged() const
{
return OriginalCDOProperties.Bytes.Num() != ReconstructedCDOProperties.Bytes.Num() ||
FMemory::Memcmp(OriginalCDOProperties.Bytes.GetData(), ReconstructedCDOProperties.Bytes.GetData(), OriginalCDOProperties.Bytes.Num());
}
public:
/** Sets the re-instancer up to re-instance native classes */
FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& OldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly);
/** Destructor */
virtual ~FHotReloadClassReinstancer();
/** If true, the class needs re-instancing */
FORCEINLINE bool ClassNeedsReinstancing() const
{
return bNeedsReinstancing;
}
/** Reinstances all objects of the hot-reloaded class and update their properties to match the new CDO */
void ReinstanceObjectsAndUpdateDefaults();
/** Creates the reinstancer as a sharable object */
static TSharedPtr<FHotReloadClassReinstancer> Create(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& OldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
{
return MakeShareable(new FHotReloadClassReinstancer(InNewClass, InOldClass, OldToNewClassesMap, OutReconstructedCDOsMap, InBPSetToRecompile, InBPSetToRecompileBytecodeOnly));
}
// FSerializableObject interface
virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
// End of FSerializableObject interface
virtual bool IsClassObjectReplaced() const override { return true; }
virtual void EnlistDependentBlueprintToRecompile(UBlueprint* BP, bool bBytecodeOnly) override;
virtual void BlueprintWasRecompiled(UBlueprint* BP, bool bBytecodeOnly) override;
protected:
// FBlueprintCompileReinstancer interface
virtual bool ShouldPreserveRootComponentOfReinstancedActor() const override { return false; }
// End of FBlueprintCompileReinstancer interface
private:
/** Reference to reconstructed CDOs map in this hot-reload session. */
TMap<UObject*, UObject*>& ReconstructedCDOsMap;
TSet<UBlueprint*>& BPSetToRecompile;
TSet<UBlueprint*>& BPSetToRecompileBytecodeOnly;
const TMap<UClass*, UClass*>& OldToNewClassesMap;
};
#endif // WITH_ENGINE