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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
435 lines
16 KiB
C++
435 lines
16 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenUtils.h"
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#include "Engine/Blueprint.h"
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#include "HAL/FileManager.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/App.h"
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#include "Engine/UserDefinedEnum.h"
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#include "Engine/UserDefinedStruct.h"
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#include "BlueprintNativeCodeGenManifest.h"
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#include "Kismet2/KismetReinstanceUtilities.h"
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#include "KismetCompilerModule.h"
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#include "ModuleDescriptor.h"
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#include "PluginDescriptor.h"
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#include "GameProjectUtils.h"
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#include "Misc/ScopeExit.h"
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#include "FindInBlueprintManager.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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DEFINE_LOG_CATEGORY(LogBlueprintCodeGen)
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/*******************************************************************************
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* BlueprintNativeCodeGenUtilsImpl
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******************************************************************************/
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namespace BlueprintNativeCodeGenUtilsImpl
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{
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static FString CoreModuleName = TEXT("Core");
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static FString EngineModuleName = TEXT("Engine");
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static FString EngineHeaderFile = TEXT("Engine.h");
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/**
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* Deletes the files/directories in the supplied array.
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*
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* @param TargetPaths The set of directory and file paths that you want deleted.
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* @return True if all the files/directories were successfully deleted, other wise false.
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*/
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static bool WipeTargetPaths(const FBlueprintNativeCodeGenPaths& TargetPaths);
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/**
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* Creates and fills out a new .uplugin file for the converted assets.
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*
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* @param PluginName The name of the plugin you're generating.
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* @param TargetPaths Defines the file path/name for the plugin file.
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* @return True if the file was successfully saved, otherwise false.
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*/
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static bool GeneratePluginDescFile(const FString& PluginName, const FBlueprintNativeCodeGenPaths& TargetPaths);
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/**
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* Creates a module implementation and header file for the converted assets'
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* module (provides a IMPLEMENT_MODULE() declaration, which is required for
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* the module to function).
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*
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* @param TargetPaths Defines the file path/name for the target files.
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* @return True if the files were successfully generated, otherwise false.
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*/
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static bool GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths);
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/**
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* Creates and fills out a new .Build.cs file for the plugin's runtime module.
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*
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* @param Manifest Defines where the module file should be saved, what it should be named, etc..
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* @return True if the file was successfully saved, otherwise false.
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*/
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static bool GenerateModuleBuildFile(const FBlueprintNativeCodeGenManifest& Manifest);
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/**
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* Determines what the expected native class will be for an asset that was
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* or will be converted.
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*
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* @param ConversionRecord Identifies the asset's original type (which is used to infer the replacement type from).
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* @return Either a class, enum, or struct class (depending on the asset's type).
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*/
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static UClass* ResolveReplacementType(const FConvertedAssetRecord& ConversionRecord);
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static FString NativizedDependenciesFileName() { return TEXT("NativizedAssets_Dependencies"); }
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static bool GenerateNativizedDependenciesSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths);
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenUtilsImpl::WipeTargetPaths(const FBlueprintNativeCodeGenPaths& TargetPaths)
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{
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IFileManager& FileManager = IFileManager::Get();
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bool bSuccess = true;
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bSuccess &= FileManager.Delete(*TargetPaths.PluginFilePath());
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bSuccess &= FileManager.DeleteDirectory(*TargetPaths.PluginSourceDir(), /*RequireExists =*/false, /*Tree =*/true);
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bSuccess &= FileManager.Delete(*TargetPaths.ManifestFilePath());
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile(const FString& PluginName, const FBlueprintNativeCodeGenPaths& TargetPaths)
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{
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FPluginDescriptor PluginDesc;
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PluginDesc.FriendlyName = PluginName;
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PluginDesc.CreatedBy = TEXT("Epic Games, Inc.");
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PluginDesc.CreatedByURL = TEXT("http://epicgames.com");
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PluginDesc.Description = TEXT("A programatically generated plugin which contains source files produced from Blueprint assets. The aim of this is to help performance by eliminating script overhead for the converted assets (using the source files in place of thier coresponding assets).");
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PluginDesc.DocsURL = TEXT("@TODO");
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PluginDesc.SupportURL = TEXT("https://answers.unrealengine.com/");
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PluginDesc.Category = TEXT("Intermediate");
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PluginDesc.bEnabledByDefault = true;
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PluginDesc.bCanContainContent = false;
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PluginDesc.bIsBetaVersion = true; // @TODO: change once we're confident in the feature
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FModuleDescriptor RuntimeModuleDesc;
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RuntimeModuleDesc.Name = *TargetPaths.RuntimeModuleName();
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RuntimeModuleDesc.Type = EHostType::Runtime;
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// load at startup (during engine init), after game modules have been loaded
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RuntimeModuleDesc.LoadingPhase = ELoadingPhase::Default;
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PluginDesc.Modules.Add(RuntimeModuleDesc);
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FText ErrorMessage;
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bool bSuccess = PluginDesc.Save(TargetPaths.PluginFilePath(), false, ErrorMessage);
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if (!bSuccess)
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate the plugin description file: %s"), *ErrorMessage.ToString());
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}
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths)
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{
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FText FailureReason;
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TArray<FString> PchIncludes;
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PchIncludes.Add(EngineHeaderFile);
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PchIncludes.Add(TEXT("GeneratedCodeHelpers.h"));
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PchIncludes.Add(NativizedDependenciesFileName() + TEXT(".h"));
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TArray<FString> FilesToIncludeInModuleHeader;
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GConfig->GetArray(TEXT("BlueprintNativizationSettings"), TEXT("FilesToIncludeInModuleHeader"), FilesToIncludeInModuleHeader, GEditorIni);
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PchIncludes.Append(FilesToIncludeInModuleHeader);
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bool bSuccess = GameProjectUtils::GeneratePluginModuleHeaderFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::HFile), PchIncludes, FailureReason);
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if (bSuccess)
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{
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const FString NoStartupCode = TEXT("");
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bSuccess &= GameProjectUtils::GeneratePluginModuleCPPFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::CppFile),
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TargetPaths.RuntimeModuleName(), NoStartupCode, FailureReason);
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}
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if (!bSuccess)
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module source files: %s"), *FailureReason.ToString());
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}
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenUtilsImpl::GenerateNativizedDependenciesSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths)
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{
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FText FailureReason;
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bool bSuccess = true;
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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{
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const FString HeaderFilePath = FPaths::Combine(*TargetPaths.RuntimeSourceDir(FBlueprintNativeCodeGenPaths::HFile), *NativizedDependenciesFileName()) + TEXT(".h");
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const FString HeaderFileContent = CodeGenBackend.DependenciesGlobalMapHeaderCode();
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bSuccess &= GameProjectUtils::WriteOutputFile(HeaderFilePath, HeaderFileContent, FailureReason);
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}
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{
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const FString SourceFilePath = FPaths::Combine(*TargetPaths.RuntimeSourceDir(FBlueprintNativeCodeGenPaths::CppFile), *NativizedDependenciesFileName()) + TEXT(".cpp");
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const FString SourceFileContent = CodeGenBackend.DependenciesGlobalMapBodyCode();
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bSuccess &= GameProjectUtils::WriteOutputFile(SourceFilePath, SourceFileContent, FailureReason);
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}
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if (!bSuccess)
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate NativizedDependencies source files: %s"), *FailureReason.ToString());
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}
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile(const FBlueprintNativeCodeGenManifest& Manifest)
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{
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FModuleManager& ModuleManager = FModuleManager::Get();
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TArray<FString> PublicDependencies;
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// for IModuleInterface
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PublicDependencies.Add(CoreModuleName);
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// for Engine.h
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PublicDependencies.Add(EngineModuleName);
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if (GameProjectUtils::ProjectHasCodeFiles())
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{
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const FString GameModuleName = FApp::GetGameName();
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if (ModuleManager.ModuleExists(*GameModuleName))
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{
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PublicDependencies.Add(GameModuleName);
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}
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}
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TArray<FString> AdditionalPublicDependencyModuleNames;
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GConfig->GetArray(TEXT("BlueprintNativizationSettings"), TEXT("AdditionalPublicDependencyModuleNames"), AdditionalPublicDependencyModuleNames, GEditorIni);
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PublicDependencies.Append(AdditionalPublicDependencyModuleNames);
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TArray<FString> PrivateDependencies;
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const TArray<UPackage*>& ModulePackages = Manifest.GetModuleDependencies();
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PrivateDependencies.Reserve(ModulePackages.Num());
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for (UPackage* ModulePkg : ModulePackages)
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{
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const FString PkgModuleName = FPackageName::GetLongPackageAssetName(ModulePkg->GetName());
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if (ModuleManager.ModuleExists(*PkgModuleName))
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{
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if (!PublicDependencies.Contains(PkgModuleName))
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{
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PrivateDependencies.Add(PkgModuleName);
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}
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}
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else
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{
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UE_LOG(LogBlueprintCodeGen, Warning, TEXT("Failed to find module for package: %s"), *PkgModuleName);
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}
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}
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FBlueprintNativeCodeGenPaths TargetPaths = Manifest.GetTargetPaths();
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FText ErrorMessage;
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bool bSuccess = GameProjectUtils::GenerateGameModuleBuildFile(TargetPaths.RuntimeBuildFile(), TargetPaths.RuntimeModuleName(),
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PublicDependencies, PrivateDependencies, ErrorMessage);
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if (!bSuccess)
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module build file: %s"), *ErrorMessage.ToString());
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}
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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static UClass* BlueprintNativeCodeGenUtilsImpl::ResolveReplacementType(const FConvertedAssetRecord& ConversionRecord)
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{
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const UClass* AssetType = ConversionRecord.AssetType;
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check(AssetType != nullptr);
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if (AssetType->IsChildOf<UUserDefinedEnum>())
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{
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return UEnum::StaticClass();
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}
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else if (AssetType->IsChildOf<UUserDefinedStruct>())
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{
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return UScriptStruct::StaticClass();
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}
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else if (AssetType->IsChildOf<UBlueprint>())
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{
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return UDynamicClass::StaticClass();
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}
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else
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Unsupported asset type (%s); cannot determine replacement type."), *AssetType->GetName());
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}
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return nullptr;
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenUtils
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******************************************************************************/
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenUtils::FinalizePlugin(const FBlueprintNativeCodeGenManifest& Manifest)
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{
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bool bSuccess = true;
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FBlueprintNativeCodeGenPaths TargetPaths = Manifest.GetTargetPaths();
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bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile(Manifest);
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bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(TargetPaths);
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bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateNativizedDependenciesSourceFiles(TargetPaths);
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bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile(TargetPaths.RuntimeModuleName(), TargetPaths);
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return bSuccess;
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenUtils::GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource, TSharedPtr<FNativizationSummary> NativizationSummary)
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{
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auto UDEnum = Cast<UUserDefinedEnum>(Obj);
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auto UDStruct = Cast<UUserDefinedStruct>(Obj);
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auto BPGC = Cast<UClass>(Obj);
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auto InBlueprintObj = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : Cast<UBlueprint>(Obj);
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OutHeaderSource->Empty();
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OutCppSource->Empty();
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if (InBlueprintObj)
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{
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if (EBlueprintStatus::BS_Error == InBlueprintObj->Status)
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{
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UE_LOG(LogBlueprintCodeGen, Error, TEXT("Cannot convert \"%s\". It has errors."), *InBlueprintObj->GetPathName());
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return;
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}
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check(InBlueprintObj->GetOutermost() != GetTransientPackage());
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if (!ensureMsgf(InBlueprintObj->GeneratedClass, TEXT("Invalid generated class for %s"), *InBlueprintObj->GetName()))
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{
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return;
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}
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check(OutHeaderSource.IsValid());
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check(OutCppSource.IsValid());
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FDisableGatheringDataOnScope DisableFib;
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const FString TempPackageName = FString::Printf(TEXT("/Temp/__TEMP_BP__%s"), *InBlueprintObj->GetOutermost()->GetPathName());
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UPackage* TempPackage = CreatePackage(nullptr, *TempPackageName);
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check(TempPackage);
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ON_SCOPE_EXIT
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{
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TempPackage->RemoveFromRoot();
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TempPackage->MarkPendingKill();
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};
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UBlueprint* DuplicateBP = nullptr;
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{
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FBlueprintDuplicationScopeFlags BPDuplicationFlags(FBlueprintDuplicationScopeFlags::NoExtraCompilation
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| FBlueprintDuplicationScopeFlags::TheSameTimelineGuid
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| FBlueprintDuplicationScopeFlags::ValidatePinsUsingSourceClass
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| FBlueprintDuplicationScopeFlags::TheSameNodeGuid);
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DuplicateBP = DuplicateObject<UBlueprint>(InBlueprintObj, TempPackage, *InBlueprintObj->GetName());
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}
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ensure((nullptr != DuplicateBP->GeneratedClass) && (InBlueprintObj->GeneratedClass != DuplicateBP->GeneratedClass));
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ON_SCOPE_EXIT
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{
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DuplicateBP->RemoveFromRoot();
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DuplicateBP->MarkPendingKill();
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};
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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CodeGenBackend.GetOriginalClassMap().Add(*DuplicateBP->GeneratedClass, *InBlueprintObj->GeneratedClass);
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CodeGenBackend.NativizationSummary() = NativizationSummary;
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{
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TSharedPtr<FBlueprintCompileReinstancer> Reinstancer = FBlueprintCompileReinstancer::Create(DuplicateBP->GeneratedClass);
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IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
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TGuardValue<bool> GuardTemplateNameFlag(GCompilingBlueprint, true);
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FCompilerResultsLog Results;
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FKismetCompilerOptions CompileOptions;
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CompileOptions.CompileType = EKismetCompileType::Cpp;
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CompileOptions.OutCppSourceCode = OutCppSource;
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CompileOptions.OutHeaderSourceCode = OutHeaderSource;
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Compiler.CompileBlueprint(DuplicateBP, CompileOptions, Results);
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Compiler.RemoveBlueprintGeneratedClasses(DuplicateBP);
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}
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if (EBlueprintType::BPTYPE_Interface == DuplicateBP->BlueprintType && OutCppSource.IsValid())
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{
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OutCppSource->Empty(); // ugly temp hack
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}
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}
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else if ((UDEnum || UDStruct) && OutHeaderSource.IsValid())
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{
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IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
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if (UDEnum)
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{
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*OutHeaderSource = Compiler.GenerateCppCodeForEnum(UDEnum);
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}
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else if (UDStruct)
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{
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*OutHeaderSource = Compiler.GenerateCppCodeForStruct(UDStruct);
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}
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}
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else
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{
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ensure(false);
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}
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}
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/*******************************************************************************
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* FScopedFeedbackContext
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******************************************************************************/
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::FScopedFeedbackContext()
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: OldContext(GWarn)
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, ErrorCount(0)
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, WarningCount(0)
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{
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TreatWarningsAsErrors = GWarn->TreatWarningsAsErrors;
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GWarn = this;
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::~FScopedFeedbackContext()
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{
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GWarn = OldContext;
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::HasErrors()
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{
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return (ErrorCount > 0) || (TreatWarningsAsErrors && (WarningCount > 0));
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category)
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{
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switch (Verbosity)
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{
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case ELogVerbosity::Warning:
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{
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++WarningCount;
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}
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break;
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case ELogVerbosity::Error:
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case ELogVerbosity::Fatal:
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{
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++ErrorCount;
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}
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break;
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default:
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break;
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}
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OldContext->Serialize(V, Verbosity, Category);
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Flush()
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{
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WarningCount = ErrorCount = 0;
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OldContext->Flush();
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}
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