Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.cpp
ben marsh 2560cf153a Live Coding: Fix failure to build patch when triggering Live Coding via the editor compile button with startup set to Manual. Was not registering the modules with the sidecar process before triggering the compile.
#rb none
#jira UE-77596
#rnx

#ROBOMERGE-SOURCE: CL 7712963 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v385-7708028)

[CL 7712964 by ben marsh in Main branch]
2019-08-03 16:27:12 -04:00

450 lines
12 KiB
C++

// Copyright 1998-2019 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 "LiveCodingSettings.h"
#include "ISettingsModule.h"
#include "ISettingsSection.h"
#include "Windows/WindowsHWrapper.h"
IMPLEMENT_MODULE(FLiveCodingModule, LiveCoding)
#define LOCTEXT_NAMESPACE "LiveCodingModule"
bool GIsCompileActive = false;
FString GLiveCodingConsolePath;
FString GLiveCodingConsoleArguments;
#if IS_MONOLITHIC
extern const TCHAR* GLiveCodingEngineDir;
extern const TCHAR* GLiveCodingProject;
#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()))
{
}
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>()
);
}
Startup(hInstance);
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()
{
Shutdown();
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
{
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_BEHAVIOUR_INSTANT_TERMINATION, 0);
}
if (Settings->bEnabled != bEnabledLastTick && Settings->Startup != ELiveCodingStartupMode::Manual)
{
EnableForSession(Settings->bEnabled);
bEnabledLastTick = Settings->bEnabled;
}
if (bUpdateModulesInTick)
{
UpdateModules();
bUpdateModulesInTick = false;
}
}
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 ProcessGroup = FString::Printf(TEXT("UE4_%s_0x%08x"), FApp::GetProjectName(), GetTypeHash(FPaths::ProjectDir()));
LppRegisterProcessGroup(TCHAR_TO_ANSI(*ProcessGroup));
// Build the command line
FString Arguments;
Arguments += FString::Printf(TEXT("%s"), FPlatformMisc::GetUBTPlatform());
Arguments += FString::Printf(TEXT(" %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
Arguments += FString::Printf(TEXT(" -TargetType=%s"), FPlatformMisc::GetUBTTarget());
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, 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
{
LppEnableLazyLoadedModule(*FullFilePath);
}
ConfiguredModules.Add(ModuleName);
}
}
}
if (EnableModules.Num() > 0)
{
TArray<const TCHAR*> EnableModuleFileNames;
for (const FString& EnableModule : EnableModules)
{
EnableModuleFileNames.Add(*EnableModule);
}
LppEnableModules(EnableModuleFileNames.GetData(), EnableModuleFileNames.Num());
}
#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
{
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;
}
}
}
#undef LOCTEXT_NAMESPACE