Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.cpp
Marc Audy 01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00

673 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LiveCodingModule.h"
#include "Modules/ModuleManager.h"
#include "Features/IModularFeatures.h"
#include "HAL/IConsoleManager.h"
#include "Misc/CoreDelegates.h"
#include "LiveCodingLog.h"
#include "External/LC_EntryPoint.h"
#include "External/LC_API.h"
#include "Misc/App.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/MessageDialog.h"
#include "LiveCodingSettings.h"
#include "ISettingsModule.h"
#include "ISettingsSection.h"
#include "Windows/WindowsHWrapper.h"
#if WITH_EDITOR
#include "Kismet2/ReloadUtilities.h"
#else
#include "UObject/Reload.h"
#endif
#if WITH_ENGINE
#include "Engine/Engine.h"
#endif
IMPLEMENT_MODULE(FLiveCodingModule, LiveCoding)
#define LOCTEXT_NAMESPACE "LiveCodingModule"
bool GIsCompileActive = false;
bool GHasLoadedPatch = false;
FString GLiveCodingConsolePath;
FString GLiveCodingConsoleArguments;
FLiveCodingModule* GLiveCodingModule = nullptr;
#if IS_MONOLITHIC
extern const TCHAR* GLiveCodingEngineDir;
extern const TCHAR* GLiveCodingProject;
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wextern-initializer"
#endif
LPP_PRECOMPILE_HOOK(FLiveCodingModule::PreCompileHook);
LPP_POSTCOMPILE_HOOK(FLiveCodingModule::PostCompileHook);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#if !WITH_EDITOR
class FNullReload : public IReload
{
public:
FNullReload(FLiveCodingModule& InLiveCodingModule)
: LiveCodingModule(InLiveCodingModule)
{
BeginReload(EActiveReloadType::LiveCoding, *this);
}
~FNullReload()
{
EndReload();
}
virtual EActiveReloadType GetType() const
{
return EActiveReloadType::LiveCoding;
}
virtual const TCHAR* GetPrefix() const
{
return TEXT("LIVECODING");
}
virtual void NotifyFunctionRemap(FNativeFuncPtr NewFunctionPointer, FNativeFuncPtr OldFunctionPointer)
{
}
virtual void NotifyChange(UClass* New, UClass* Old) override
{
}
virtual void NotifyChange(UEnum* New, UEnum* Old) override
{
}
virtual void NotifyChange(UScriptStruct* New, UScriptStruct* Old) override
{
}
virtual bool GetEnableReinstancing(bool bHasChanged) const
{
if (bHasChanged && !bEnabledMessage)
{
bEnabledMessage = true;
static const TCHAR* Message = TEXT("Object structure changes detected. LiveCoding re-instancing isn't supported in builds without the editor");
UE_LOG(LogLiveCoding, Error, TEXT("%s"), Message);
#if WITH_ENGINE
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(uint64(uintptr_t(&LiveCodingModule)), 5.f, FColor::Red, Message);
}
#endif
}
return false;
}
virtual void Reinstance()
{
}
private:
FLiveCodingModule& LiveCodingModule;
mutable bool bEnabledMessage = false;
};
#endif
FLiveCodingModule::FLiveCodingModule()
: bEnabledLastTick(false)
, bEnabledForSession(false)
, bStarted(false)
, bUpdateModulesInTick(false)
, FullEnginePluginsDir(FPaths::ConvertRelativePathToFull(FPaths::EnginePluginsDir()))
, FullProjectDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()))
, FullProjectPluginsDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectPluginsDir()))
{
GLiveCodingModule = this;
}
FLiveCodingModule::~FLiveCodingModule()
{
GLiveCodingModule = nullptr;
}
void FLiveCodingModule::StartupModule()
{
Settings = GetMutableDefault<ULiveCodingSettings>();
IConsoleManager& ConsoleManager = IConsoleManager::Get();
EnableCommand = ConsoleManager.RegisterConsoleCommand(
TEXT("LiveCoding"),
TEXT("Enables live coding support"),
FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::EnableForSession, true),
ECVF_Cheat
);
CompileCommand = ConsoleManager.RegisterConsoleCommand(
TEXT("LiveCoding.Compile"),
TEXT("Initiates a live coding compile"),
FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::Compile),
ECVF_Cheat
);
#if IS_MONOLITHIC
FString DefaultEngineDir = GLiveCodingEngineDir;
#else
FString DefaultEngineDir = FPaths::EngineDir();
#endif
#if USE_DEBUG_LIVE_CODING_CONSOLE
static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole-Win64-Debug.exe");
#else
static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole.exe");
#endif
ConsolePathVariable = ConsoleManager.RegisterConsoleVariable(
TEXT("LiveCoding.ConsolePath"),
FPaths::ConvertRelativePathToFull(DefaultEngineDir / DefaultConsolePath),
TEXT("Path to the live coding console application"),
ECVF_Cheat
);
#if IS_MONOLITHIC
FString SourceProject = (GLiveCodingProject != nullptr)? GLiveCodingProject : TEXT("");
#else
FString SourceProject = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : TEXT("");
#endif
SourceProjectVariable = ConsoleManager.RegisterConsoleVariable(
TEXT("LiveCoding.SourceProject"),
FPaths::ConvertRelativePathToFull(SourceProject),
TEXT("Path to the project that this target was built from"),
ECVF_Cheat
);
EndFrameDelegateHandle = FCoreDelegates::OnEndFrame.AddRaw(this, &FLiveCodingModule::Tick);
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsSection = SettingsModule->RegisterSettings("Editor", "General", "Live Coding",
LOCTEXT("LiveCodingSettingsName", "Live Coding"),
LOCTEXT("LiveCodintSettingsDescription", "Settings for recompiling C++ code while the engine is running."),
GetMutableDefault<ULiveCodingSettings>()
);
}
LppStartup();
if (Settings->bEnabled && !FApp::IsUnattended())
{
if(Settings->Startup == ELiveCodingStartupMode::Automatic)
{
StartLiveCoding();
ShowConsole();
}
else if(Settings->Startup == ELiveCodingStartupMode::AutomaticButHidden)
{
GLiveCodingConsoleArguments = L"-Hidden";
StartLiveCoding();
}
}
if(FParse::Param(FCommandLine::Get(), TEXT("LiveCoding")))
{
StartLiveCoding();
}
bEnabledLastTick = Settings->bEnabled;
}
void FLiveCodingModule::ShutdownModule()
{
LppShutdown();
FCoreDelegates::OnEndFrame.Remove(EndFrameDelegateHandle);
IConsoleManager& ConsoleManager = IConsoleManager::Get();
ConsoleManager.UnregisterConsoleObject(SourceProjectVariable);
ConsoleManager.UnregisterConsoleObject(ConsolePathVariable);
ConsoleManager.UnregisterConsoleObject(CompileCommand);
ConsoleManager.UnregisterConsoleObject(EnableCommand);
}
void FLiveCodingModule::EnableByDefault(bool bEnable)
{
if(Settings->bEnabled != bEnable)
{
Settings->bEnabled = bEnable;
if(SettingsSection.IsValid())
{
SettingsSection->Save();
}
}
EnableForSession(bEnable);
}
bool FLiveCodingModule::IsEnabledByDefault() const
{
return Settings->bEnabled;
}
void FLiveCodingModule::EnableForSession(bool bEnable)
{
if (bEnable)
{
if(!bStarted)
{
StartLiveCoding();
ShowConsole();
}
else
{
bEnabledForSession = true;
ShowConsole();
}
}
else
{
if(bStarted)
{
UE_LOG(LogLiveCoding, Display, TEXT("Console will be hidden but remain running in the background. Restart to disable completely."));
LppSetActive(false);
LppSetVisible(false);
bEnabledForSession = false;
}
}
}
bool FLiveCodingModule::IsEnabledForSession() const
{
return bEnabledForSession;
}
bool FLiveCodingModule::CanEnableForSession() const
{
#if !IS_MONOLITHIC
FModuleManager& ModuleManager = FModuleManager::Get();
if(ModuleManager.HasAnyOverridenModuleFilename())
{
return false;
}
#endif
return true;
}
bool FLiveCodingModule::HasStarted() const
{
return bStarted;
}
void FLiveCodingModule::ShowConsole()
{
if (bStarted)
{
LppSetVisible(true);
LppSetActive(true);
LppShowConsole();
}
}
void FLiveCodingModule::Compile()
{
if(!GIsCompileActive)
{
EnableForSession(true);
if(bStarted)
{
UpdateModules(); // Need to do this immediately rather than waiting until next tick
LppTriggerRecompile();
GIsCompileActive = true;
}
}
}
bool FLiveCodingModule::IsCompiling() const
{
return GIsCompileActive;
}
void FLiveCodingModule::Tick()
{
if (LppWantsRestart())
{
LppRestart(lpp::LPP_RESTART_BEHAVIOR_REQUEST_EXIT, 0);
}
if (Settings->bEnabled != bEnabledLastTick && Settings->Startup != ELiveCodingStartupMode::Manual)
{
EnableForSession(Settings->bEnabled);
bEnabledLastTick = Settings->bEnabled;
if (IsEnabledByDefault() && !IsEnabledForSession())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NoEnableLiveCodingAfterHotReload", "Live Coding cannot be enabled while hot-reloaded modules are active. Please close the editor and build from your IDE before restarting."));
}
}
if (bUpdateModulesInTick)
{
UpdateModules();
bUpdateModulesInTick = false;
}
AttemptSyncLivePatching();
}
void FLiveCodingModule::AttemptSyncLivePatching()
{
while (LppPendingTokens.Num() > 0)
{
if (LppTryWaitForToken(LppPendingTokens[0]))
{
LppPendingTokens.RemoveAt(0);
}
else
{
return;
}
}
// Needs to happen after updating modules, since "Quick Restart" functionality may try to install patch immediately
extern void LppSyncPoint();
LppSyncPoint();
if (!GIsCompileActive && Reload.IsValid())
{
if (GHasLoadedPatch)
{
CheckForClassChanges();
OnPatchCompleteDelegate.Broadcast();
GHasLoadedPatch = false;
}
Reload.Reset();
}
}
void FLiveCodingModule::CheckForClassChanges()
{
#if WITH_COREUOBJECT && WITH_ENGINE
// During the module loading process, the list of changed classes will be recorded. Invoking this method will
// result in the RegisterForReinstancing method being invoked which in turn records the classes in the ClassesToReinstance
// member variable being populated.
ProcessNewlyLoadedUObjects();
#if WITH_EDITOR
Reload->Finalize();
#endif
#endif
}
ILiveCodingModule::FOnPatchCompleteDelegate& FLiveCodingModule::GetOnPatchCompleteDelegate()
{
return OnPatchCompleteDelegate;
}
bool FLiveCodingModule::StartLiveCoding()
{
if(!bStarted)
{
// Make sure there aren't any hot reload modules already active
if (!CanEnableForSession())
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Some modules have already been hot reloaded."));
return false;
}
// Setup the console path
GLiveCodingConsolePath = ConsolePathVariable->GetString();
if (!FPaths::FileExists(GLiveCodingConsolePath))
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Missing executable '%s'. Use the LiveCoding.ConsolePath console variable to modify."), *GLiveCodingConsolePath);
return false;
}
// Get the source project filename
FString SourceProject = SourceProjectVariable->GetString();
if (SourceProject.Len() > 0 && !FPaths::FileExists(SourceProject))
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Unable to find source project file '%s'."), *SourceProject);
return false;
}
UE_LOG(LogLiveCoding, Display, TEXT("Starting LiveCoding"));
// Enable external build system
LppUseExternalBuildSystem();
// Enable the server
FString ProjectPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()).ToLower();
FString ProcessGroup = FString::Printf(TEXT("UE_%s_0x%08x"), FApp::GetProjectName(), GetTypeHash(ProjectPath));
LppRegisterProcessGroup(TCHAR_TO_ANSI(*ProcessGroup));
// Build the command line
FString KnownTargetName = FPlatformMisc::GetUBTTargetName();
FString Arguments = FString::Printf(TEXT("%s %s %s"),
*KnownTargetName,
FPlatformMisc::GetUBTPlatform(),
LexToString(FApp::GetBuildConfiguration()));
UE_LOG(LogLiveCoding, Display, TEXT("LiveCodingConsole Arguments: %s"), *Arguments);
if(SourceProject.Len() > 0)
{
Arguments += FString::Printf(TEXT(" -Project=\"%s\""), *FPaths::ConvertRelativePathToFull(SourceProject));
}
LppSetBuildArguments(*Arguments);
// Create a mutex that allows UBT to detect that we shouldn't hot-reload into this executable. The handle to it will be released automatically when the process exits.
FString ExecutablePath = FPaths::ConvertRelativePathToFull(FPlatformProcess::ExecutablePath());
FString MutexName = TEXT("Global\\LiveCoding_");
for (int Idx = 0; Idx < ExecutablePath.Len(); Idx++)
{
TCHAR Character = ExecutablePath[Idx];
if (Character == '/' || Character == '\\' || Character == ':')
{
MutexName += '+';
}
else
{
MutexName += Character;
}
}
ensure(CreateMutex(NULL, Windows::FALSE, *MutexName));
// Configure all the current modules. For non-commandlets, schedule it to be done in the first Tick() so we can batch everything together.
if (IsRunningCommandlet())
{
UpdateModules();
}
else
{
bUpdateModulesInTick = true;
}
// Register a delegate to listen for new modules loaded from this point onwards
ModulesChangedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddRaw(this, &FLiveCodingModule::OnModulesChanged);
// Mark it as started
bStarted = true;
bEnabledForSession = true;
}
return true;
}
void FLiveCodingModule::UpdateModules()
{
if (bEnabledForSession)
{
#if IS_MONOLITHIC
wchar_t FullFilePath[WINDOWS_MAX_PATH];
verify(GetModuleFileName(hInstance, FullFilePath, UE_ARRAY_COUNT(FullFilePath)));
LppEnableModule(FullFilePath);
#else
TArray<FModuleStatus> ModuleStatuses;
FModuleManager::Get().QueryModules(ModuleStatuses);
TArray<FString> EnableModules;
for (const FModuleStatus& ModuleStatus : ModuleStatuses)
{
if (ModuleStatus.bIsLoaded)
{
FName ModuleName(*ModuleStatus.Name);
if (!ConfiguredModules.Contains(ModuleName))
{
FString FullFilePath = FPaths::ConvertRelativePathToFull(ModuleStatus.FilePath);
if (ShouldPreloadModule(ModuleName, FullFilePath))
{
EnableModules.Add(FullFilePath);
}
else
{
TRACE_CPUPROFILER_EVENT_SCOPE(LppEnableLazyLoadedModule);
void* LppEnableLazyLoadedModuleToken = LppEnableLazyLoadedModule(*FullFilePath);
LppPendingTokens.Add(LppEnableLazyLoadedModuleToken);
}
ConfiguredModules.Add(ModuleName);
}
}
}
if (EnableModules.Num() > 0)
{
TArray<const TCHAR*> EnableModuleFileNames;
for (const FString& EnableModule : EnableModules)
{
EnableModuleFileNames.Add(*EnableModule);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(LppEnableModules);
void* LppEnableModulesToken = LppEnableModules(EnableModuleFileNames.GetData(), EnableModuleFileNames.Num());
LppPendingTokens.Add(LppEnableModulesToken);
}
}
#endif
}
}
void FLiveCodingModule::OnModulesChanged(FName ModuleName, EModuleChangeReason Reason)
{
#if !IS_MONOLITHIC
if (Reason == EModuleChangeReason::ModuleLoaded)
{
// Assume that Tick() won't be called if we're running a commandlet
if (IsRunningCommandlet())
{
UpdateModules();
}
else
{
bUpdateModulesInTick = true;
}
}
#endif
}
bool FLiveCodingModule::ShouldPreloadModule(const FName& Name, const FString& FullFilePath) const
{
// For the hooks to work properly, we always have to load the live coding module
if (Name == TEXT(LIVE_CODING_MODULE_NAME))
{
return true;
}
if (Settings->PreloadNamedModules.Contains(Name))
{
return true;
}
if (FullFilePath.StartsWith(FullProjectDir))
{
if (Settings->bPreloadProjectModules == Settings->bPreloadProjectPluginModules)
{
return Settings->bPreloadProjectModules;
}
if(FullFilePath.StartsWith(FullProjectPluginsDir))
{
return Settings->bPreloadProjectPluginModules;
}
else
{
return Settings->bPreloadProjectModules;
}
}
else
{
if (FApp::IsEngineInstalled())
{
return false;
}
if (Settings->bPreloadEngineModules == Settings->bPreloadEnginePluginModules)
{
return Settings->bPreloadEngineModules;
}
if(FullFilePath.StartsWith(FullEnginePluginsDir))
{
return Settings->bPreloadEnginePluginModules;
}
else
{
return Settings->bPreloadEngineModules;
}
}
}
void FLiveCodingModule::PreCompileHook()
{
UE_LOG(LogLiveCoding, Display, TEXT("Starting Live Coding compile."));
GIsCompileActive = true;
BeginReload();
}
void FLiveCodingModule::PostCompileHook()
{
UE_LOG(LogLiveCoding, Display, TEXT("Live Coding compile done. See Live Coding console for more information."));
GIsCompileActive = false;
}
void FLiveCodingModule::BeginReload()
{
if (GLiveCodingModule != nullptr)
{
if (!GLiveCodingModule->Reload.IsValid())
{
#if WITH_EDITOR
bool bEnableReinstancing = true;
GConfig->GetBool(TEXT("LiveCoding"), TEXT("bEnableReinstancing"), bEnableReinstancing, GEngineIni);
GLiveCodingModule->Reload.Reset(new FReload(EActiveReloadType::LiveCoding, TEXT("LIVECODING"), *GLog));
GLiveCodingModule->Reload->SetEnableReinstancing(bEnableReinstancing);
#else
GLiveCodingModule->Reload.Reset(new FNullReload(*GLiveCodingModule));
#endif
}
}
}
// Invoked from LC_ClientCommandActions
void LiveCodingBeginPatch()
{
GHasLoadedPatch = true;
// If we are beginning a patch from a restart from the console, we need to create the reload object
FLiveCodingModule::BeginReload();
}
// Invoked from LC_ClientCommandActions
void LiveCodingEndCompile()
{
GIsCompileActive = false;
}
#undef LOCTEXT_NAMESPACE