Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReloadClassReinstancer.cpp
Stefan Boberg 8607ecb30d Copying //UE4/Dev-Core to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 6815521 by Stefan Boberg in Main branch]
2019-06-03 15:32:00 -04:00

581 lines
19 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "HotReloadClassReinstancer.h"
#include "Serialization/MemoryWriter.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "UObject/Package.h"
#include "Serialization/ArchiveReplaceObjectRef.h"
#if WITH_ENGINE
#include "Engine/Blueprint.h"
#include "Engine/BlueprintGeneratedClass.h"
#endif
#if WITH_ENGINE
void FHotReloadClassReinstancer::SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InNewClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bNeedsReinstancing = true;
NewClass = InNewClass;
// Collect the original CDO property values
SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
// Collect the property values of the new CDO
SerializeCDOProperties(InNewClass->GetDefaultObject(), ReconstructedCDOProperties);
SaveClassFieldMapping(InOldClass);
ObjectsThatShouldUseOldStuff.Add(InOldClass); //CDO of REINST_ class can be used as archetype
TArray<UClass*> ChildrenOfClass;
GetDerivedClasses(InOldClass, ChildrenOfClass);
for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
{
UClass* ChildClass = *ClassIt;
UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
{
// If this is a direct child, change the parent and relink so the property chain is valid for reinstancing
if (!ChildBP->HasAnyFlags(RF_NeedLoad))
{
if (ChildClass->GetSuperClass() == InOldClass)
{
ReparentChild(ChildBP);
}
Children.AddUnique(ChildBP);
if (ChildBP->ParentClass == InOldClass)
{
ChildBP->ParentClass = NewClass;
}
}
else
{
// If this is a child that caused the load of their parent, relink to the REINST class so that we can still serialize in the CDO, but do not add to later processing
ReparentChild(ChildClass);
}
}
}
// Finally, remove the old class from Root so that it can get GC'd and mark it as CLASS_NewerVersionExists
InOldClass->RemoveFromRoot();
InOldClass->ClassFlags |= CLASS_NewerVersionExists;
}
void FHotReloadClassReinstancer::SerializeCDOProperties(UObject* InObject, FHotReloadClassReinstancer::FCDOPropertyData& OutData)
{
// Creates a mem-comparable CDO data
class FCDOWriter : public FMemoryWriter
{
/** Objects already visited by this archive */
TSet<UObject*>& VisitedObjects;
/** Output property data */
FCDOPropertyData& PropertyData;
/** Current subobject being serialized */
FName SubobjectName;
public:
/** Serializes all script properties of the provided DefaultObject */
FCDOWriter(FCDOPropertyData& InOutData, TSet<UObject*>& InVisitedObjects, FName InSubobjectName)
: FMemoryWriter(InOutData.Bytes, /* bIsPersistent = */ false, /* bSetOffset = */ true)
, VisitedObjects(InVisitedObjects)
, PropertyData(InOutData)
, SubobjectName(InSubobjectName)
{
// Disable delta serialization, we want to serialize everything
ArNoDelta = true;
}
virtual void Serialize(void* Data, int64 Num) override
{
// Collect serialized properties so we can later update their values on instances if they change
UProperty* SerializedProperty = GetSerializedProperty();
if (SerializedProperty != nullptr)
{
FCDOProperty& PropertyInfo = PropertyData.Properties.FindOrAdd(SerializedProperty->GetFName());
if (PropertyInfo.Property == nullptr)
{
PropertyInfo.Property = SerializedProperty;
PropertyInfo.SubobjectName = SubobjectName;
PropertyInfo.SerializedValueOffset = Tell();
PropertyInfo.SerializedValueSize = Num;
}
else
{
PropertyInfo.SerializedValueSize += Num;
}
}
FMemoryWriter::Serialize(Data, Num);
}
/** Serializes an object. Only name and class for normal references, deep serialization for DSOs */
virtual FArchive& operator<<(class UObject*& InObj) override
{
FArchive& Ar = *this;
if (InObj)
{
FName ClassName = InObj->GetClass()->GetFName();
FName ObjectName = InObj->GetFName();
Ar << ClassName;
Ar << ObjectName;
if (!VisitedObjects.Contains(InObj))
{
VisitedObjects.Add(InObj);
if (Ar.GetSerializedProperty() && Ar.GetSerializedProperty()->ContainsInstancedObjectProperty())
{
// Serialize all DSO properties too
FCDOWriter DefaultSubobjectWriter(PropertyData, VisitedObjects, InObj->GetFName());
InObj->SerializeScriptProperties(DefaultSubobjectWriter);
Seek(PropertyData.Bytes.Num());
}
}
}
else
{
FName UnusedName = NAME_None;
Ar << UnusedName;
Ar << UnusedName;
}
return *this;
}
/** Serializes an FName as its index and number */
virtual FArchive& operator<<(FName& InName) override
{
FArchive& Ar = *this;
NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
int32 Number = InName.GetNumber();
Ar << ComparisonIndex;
Ar << DisplayIndex;
Ar << Number;
return Ar;
}
virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
{
FArchive& Ar = *this;
FUniqueObjectGuid UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FSoftObjectPtr& Value) override
{
FArchive& Ar = *this;
FSoftObjectPath UniqueID = Value.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FSoftObjectPath& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
FArchive& operator<<(FWeakObjectPtr& WeakObjectPtr) override
{
return FArchiveUObject::SerializeWeakObjectPtr(*this, WeakObjectPtr);
}
/** Archive name, for debugging */
virtual FString GetArchiveName() const override { return TEXT("FCDOWriter"); }
};
TSet<UObject*> VisitedObjects;
VisitedObjects.Add(InObject);
FCDOWriter Ar(OutData, VisitedObjects, NAME_None);
InObject->SerializeScriptProperties(Ar);
}
void FHotReloadClassReinstancer::ReconstructClassDefaultObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags)
{
// Get the parent CDO
UClass* ParentClass = InClass->GetSuperClass();
UObject* ParentDefaultObject = NULL;
if (ParentClass != NULL)
{
ParentDefaultObject = ParentClass->GetDefaultObject(); // Force the default object to be constructed if it isn't already
}
// Re-create
InClass->ClassDefaultObject = StaticAllocateObject(InClass, InOuter, InName, InFlags, EInternalObjectFlags::None, false);
check(InClass->ClassDefaultObject);
const bool bShouldInitializeProperties = false;
const bool bCopyTransientsFromClassDefaults = false;
(*InClass->ClassConstructor)(FObjectInitializer(InClass->ClassDefaultObject, ParentDefaultObject, bCopyTransientsFromClassDefaults, bShouldInitializeProperties));
}
void FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InOldClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bNeedsReinstancing = false;
NewClass = InOldClass; // The class doesn't change in this case
// Collect the original property values
SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
// Remember all the basic info about the object before we rename it
EObjectFlags CDOFlags = OriginalCDO->GetFlags();
UObject* CDOOuter = OriginalCDO->GetOuter();
FName CDOName = OriginalCDO->GetFName();
// Rename original CDO, so we can store this one as OverridenArchetypeForCDO
// and create new one with the same name and outer.
OriginalCDO->Rename(
*MakeUniqueObjectName(
GetTransientPackage(),
OriginalCDO->GetClass(),
*FString::Printf(TEXT("BPGC_ARCH_FOR_CDO_%s"), *InOldClass->GetName())
).ToString(),
GetTransientPackage(),
REN_DoNotDirty | REN_DontCreateRedirectors | REN_NonTransactional | REN_SkipGeneratedClasses | REN_ForceNoResetLoaders);
// Re-create the CDO, re-running its constructor
ReconstructClassDefaultObject(InOldClass, CDOOuter, CDOName, CDOFlags);
ReconstructedCDOsMap.Add(OriginalCDO, InOldClass->GetDefaultObject());
// Collect the property values after re-constructing the CDO
SerializeCDOProperties(InOldClass->GetDefaultObject(), ReconstructedCDOProperties);
// We only want to re-instance the old class if its CDO's values have changed or any of its DSOs' property values have changed
if (DefaultPropertiesHaveChanged())
{
bNeedsReinstancing = true;
SaveClassFieldMapping(InOldClass);
TArray<UClass*> ChildrenOfClass;
GetDerivedClasses(InOldClass, ChildrenOfClass);
for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
{
UClass* ChildClass = *ClassIt;
UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
{
if (!ChildBP->HasAnyFlags(RF_NeedLoad))
{
Children.AddUnique(ChildBP);
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(ChildBP->GeneratedClass);
UObject* CurrentCDO = BPGC ? BPGC->GetDefaultObject(false) : nullptr;
if (CurrentCDO && (OriginalCDO == CurrentCDO->GetArchetype()))
{
BPGC->OverridenArchetypeForCDO = OriginalCDO;
}
}
}
}
}
}
FHotReloadClassReinstancer::FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& InOldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
: NewClass(nullptr)
, bNeedsReinstancing(false)
, CopyOfPreviousCDO(nullptr)
, ReconstructedCDOsMap(OutReconstructedCDOsMap)
, BPSetToRecompile(InBPSetToRecompile)
, BPSetToRecompileBytecodeOnly(InBPSetToRecompileBytecodeOnly)
, OldToNewClassesMap(InOldToNewClassesMap)
{
ensure(InOldClass);
ensure(!HotReloadedOldClass && !HotReloadedNewClass);
HotReloadedOldClass = InOldClass;
HotReloadedNewClass = InNewClass ? InNewClass : InOldClass;
for (const TPair<UClass*, UClass*>& OldToNewClass : OldToNewClassesMap)
{
ObjectsThatShouldUseOldStuff.Add(OldToNewClass.Key);
}
// If InNewClass is NULL, then the old class has not changed after hot-reload.
// However, we still need to check for changes to its constructor code (CDO values).
if (InNewClass)
{
SetupNewClassReinstancing(InNewClass, InOldClass);
TMap<UObject*, UObject*> ClassRedirects;
ClassRedirects.Add(InOldClass, InNewClass);
for (TObjectIterator<UBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
{
FArchiveReplaceObjectRef<UObject> ReplaceObjectArch(*BlueprintIt, ClassRedirects, false, true, true);
if (ReplaceObjectArch.GetCount())
{
EnlistDependentBlueprintToRecompile(*BlueprintIt, false);
}
}
}
else
{
RecreateCDOAndSetupOldClassReinstancing(InOldClass);
}
}
FHotReloadClassReinstancer::~FHotReloadClassReinstancer()
{
// Make sure the base class does not remove the DuplicatedClass from root, we not always want it.
// For example when we're just reconstructing CDOs. Other cases are handled by HotReloadClassReinstancer.
DuplicatedClass = nullptr;
ensure(HotReloadedOldClass);
HotReloadedOldClass = nullptr;
HotReloadedNewClass = nullptr;
}
/** Helper for finding subobject in an array. Usually there's not that many subobjects on a class to justify a TMap */
FORCEINLINE static UObject* FindDefaultSubobject(TArray<UObject*>& InDefaultSubobjects, FName SubobjectName)
{
for (UObject* Subobject : InDefaultSubobjects)
{
if (Subobject->GetFName() == SubobjectName)
{
return Subobject;
}
}
return nullptr;
}
void FHotReloadClassReinstancer::UpdateDefaultProperties()
{
struct FPropertyToUpdate
{
UProperty* Property;
FName SubobjectName;
uint8* OldSerializedValuePtr;
uint8* NewValuePtr;
int64 OldSerializedSize;
};
/** Memory writer archive that supports UObject values the same way as FCDOWriter. */
class FPropertyValueMemoryWriter : public FMemoryWriter
{
public:
FPropertyValueMemoryWriter(TArray<uint8>& OutData)
: FMemoryWriter(OutData)
{}
virtual FArchive& operator<<(class UObject*& InObj) override
{
FArchive& Ar = *this;
if (InObj)
{
FName ClassName = InObj->GetClass()->GetFName();
FName ObjectName = InObj->GetFName();
Ar << ClassName;
Ar << ObjectName;
}
else
{
FName UnusedName = NAME_None;
Ar << UnusedName;
Ar << UnusedName;
}
return *this;
}
virtual FArchive& operator<<(FName& InName) override
{
FArchive& Ar = *this;
NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
int32 Number = InName.GetNumber();
Ar << ComparisonIndex;
Ar << DisplayIndex;
Ar << Number;
return Ar;
}
virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
{
FArchive& Ar = *this;
FUniqueObjectGuid UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FSoftObjectPtr& Value) override
{
FArchive& Ar = *this;
FSoftObjectPath UniqueID = Value.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FSoftObjectPath& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
FArchive& operator<<(FWeakObjectPtr& WeakObjectPtr) override
{
return FArchiveUObject::SerializeWeakObjectPtr(*this, WeakObjectPtr);
}
};
// Collect default subobjects to update their properties too
const int32 DefaultSubobjectArrayCapacity = 16;
TArray<UObject*> DefaultSubobjectArray;
DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
NewClass->GetDefaultObject()->CollectDefaultSubobjects(DefaultSubobjectArray);
TArray<FPropertyToUpdate> PropertiesToUpdate;
// Collect all properties that have actually changed
for (const TPair<FName, FCDOProperty>& Pair : ReconstructedCDOProperties.Properties)
{
FCDOProperty* OldPropertyInfo = OriginalCDOProperties.Properties.Find(Pair.Key);
if (OldPropertyInfo)
{
const FCDOProperty& NewPropertyInfo = Pair.Value;
uint8* OldSerializedValuePtr = OriginalCDOProperties.Bytes.GetData() + OldPropertyInfo->SerializedValueOffset;
uint8* NewSerializedValuePtr = ReconstructedCDOProperties.Bytes.GetData() + NewPropertyInfo.SerializedValueOffset;
if (OldPropertyInfo->SerializedValueSize != NewPropertyInfo.SerializedValueSize ||
FMemory::Memcmp(OldSerializedValuePtr, NewSerializedValuePtr, OldPropertyInfo->SerializedValueSize) != 0)
{
// Property value has changed so add it to the list of properties that need updating on instances
FPropertyToUpdate PropertyToUpdate;
PropertyToUpdate.Property = NewPropertyInfo.Property;
PropertyToUpdate.NewValuePtr = nullptr;
PropertyToUpdate.SubobjectName = NewPropertyInfo.SubobjectName;
if (NewPropertyInfo.Property->GetOuter() == NewClass)
{
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(NewClass->GetDefaultObject());
}
else if (NewPropertyInfo.SubobjectName != NAME_None)
{
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, NewPropertyInfo.SubobjectName);
if (DefaultSubobjectPtr && NewPropertyInfo.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
{
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
}
}
if (PropertyToUpdate.NewValuePtr)
{
PropertyToUpdate.OldSerializedValuePtr = OldSerializedValuePtr;
PropertyToUpdate.OldSerializedSize = OldPropertyInfo->SerializedValueSize;
PropertiesToUpdate.Add(PropertyToUpdate);
}
}
}
}
if (PropertiesToUpdate.Num())
{
TArray<uint8> CurrentValueSerializedData;
// Update properties on all existing instances of the class
const UPackage* TransientPackage = GetTransientPackage();
for (FObjectIterator It(NewClass); It; ++It)
{
UObject* ObjectPtr = *It;
if (ObjectPtr->IsPendingKill() || ObjectPtr->GetOutermost() == TransientPackage)
{
continue;
}
DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
ObjectPtr->CollectDefaultSubobjects(DefaultSubobjectArray);
for (auto& PropertyToUpdate : PropertiesToUpdate)
{
uint8* InstanceValuePtr = nullptr;
if (PropertyToUpdate.SubobjectName == NAME_None)
{
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(ObjectPtr);
}
else
{
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, PropertyToUpdate.SubobjectName);
if (DefaultSubobjectPtr && PropertyToUpdate.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
{
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
}
}
if (InstanceValuePtr)
{
// Serialize current value to a byte array as we don't have the previous CDO to compare against, we only have its serialized property data
CurrentValueSerializedData.Empty(CurrentValueSerializedData.Num() + CurrentValueSerializedData.GetSlack());
FPropertyValueMemoryWriter CurrentValueWriter(CurrentValueSerializedData);
PropertyToUpdate.Property->SerializeItem(FStructuredArchiveFromArchive(CurrentValueWriter).GetSlot(), InstanceValuePtr);
// Update only when the current value on the instance is identical to the original CDO
if (CurrentValueSerializedData.Num() == PropertyToUpdate.OldSerializedSize &&
FMemory::Memcmp(CurrentValueSerializedData.GetData(), PropertyToUpdate.OldSerializedValuePtr, CurrentValueSerializedData.Num()) == 0)
{
// Update with the new value
PropertyToUpdate.Property->CopyCompleteValue(InstanceValuePtr, PropertyToUpdate.NewValuePtr);
}
}
}
}
}
}
void FHotReloadClassReinstancer::ReinstanceObjectsAndUpdateDefaults()
{
ReinstanceObjects(true);
UpdateDefaultProperties();
}
void FHotReloadClassReinstancer::AddReferencedObjects(FReferenceCollector& Collector)
{
FBlueprintCompileReinstancer::AddReferencedObjects(Collector);
Collector.AllowEliminatingReferences(false);
Collector.AddReferencedObject(CopyOfPreviousCDO);
Collector.AllowEliminatingReferences(true);
}
void FHotReloadClassReinstancer::EnlistDependentBlueprintToRecompile(UBlueprint* BP, bool bBytecodeOnly)
{
if (IsValid(BP))
{
if (bBytecodeOnly)
{
if (!BPSetToRecompile.Contains(BP) && !BPSetToRecompileBytecodeOnly.Contains(BP))
{
BPSetToRecompileBytecodeOnly.Add(BP);
}
}
else
{
if (!BPSetToRecompile.Contains(BP))
{
if (BPSetToRecompileBytecodeOnly.Contains(BP))
{
BPSetToRecompileBytecodeOnly.Remove(BP);
}
BPSetToRecompile.Add(BP);
}
}
}
}
void FHotReloadClassReinstancer::BlueprintWasRecompiled(UBlueprint* BP, bool bBytecodeOnly)
{
BPSetToRecompile.Remove(BP);
BPSetToRecompileBytecodeOnly.Remove(BP);
FBlueprintCompileReinstancer::BlueprintWasRecompiled(BP, bBytecodeOnly);
}
#endif