Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReloadClassReinstancer.cpp
Jaroslaw Palczynski 2c16d2b417 FStringAssetReference fixes.
All changes regarding e-mail discussion titled "Asset registry shenanigans".

Changes:
1. Engine now actively is getting rid of short asset paths in FStringAssetReference during saving (for all packages) and loading (only for older packages).
2. Deprecated direct access to FStringAssetReference.AssetLongPathname and exposed it via ToString and SetPath -- SetPath is making sure the path is in correct format. If the path can't be found on disk, the path is cleared.
3. Also access to FStringAssetReference.AssetLongPathnam via Blueprints is guarded using custom Make node function that uses SetPath instead of simple assign.
4. StringAssetReferenceMap will now contain only paths to packages (not objects) and ini references
5. GetDependencies now has additional parameter that lets you chose if it should resolve ini references or not. It was left not as default to keep old behaviour.

[CL 2630589 by Jaroslaw Palczynski in Main branch]
2015-07-23 10:49:29 -04:00

554 lines
18 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "HotReloadPrivatePCH.h"
#include "HotReloadClassReinstancer.h"
#if WITH_ENGINE
#include "Engine/BlueprintGeneratedClass.h"
void FHotReloadClassReinstancer::SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InNewClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bSkipGarbageCollection = 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, UObject* DefaultObject, TSet<UObject*>& InVisitedObjects, FName InSubobjectName = NAME_None)
: FMemoryWriter(InOutData.Bytes, /* bIsPersistent = */ false, /* bSetOffset = */ true)
, VisitedObjects(InVisitedObjects)
, PropertyData(InOutData)
, SubobjectName(InSubobjectName)
{
// Disable delta serialization, we want to serialize everything
ArNoDelta = true;
DefaultObject->SerializeScriptProperties(*this);
}
virtual void Serialize(void* Data, int64 Num) override
{
// Collect serialized properties so we can later update their values on instances if they change
auto 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;
PropertyData.Properties.Add(SerializedProperty->GetFName(), PropertyInfo);
}
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, InObj, VisitedObjects, InObj->GetFName());
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;
auto UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
{
FArchive& Ar = *this;
auto UniqueID = AssetPtr.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FStringAssetReference& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
/** Archive name, for debugging */
virtual FString GetArchiveName() const override { return TEXT("FCDOWriter"); }
};
TSet<UObject*> VisitedObjects;
VisitedObjects.Add(InObject);
FCDOWriter Ar(OutData, InObject, VisitedObjects);
}
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, false);
check(InClass->ClassDefaultObject);
const bool bShouldInitilizeProperties = false;
const bool bCopyTransientsFromClassDefaults = false;
(*InClass->ClassConstructor)(FObjectInitializer(InClass->ClassDefaultObject, ParentDefaultObject, bCopyTransientsFromClassDefaults, bShouldInitilizeProperties));
}
void FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InOldClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bSkipGarbageCollection = 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);
auto BPGC = Cast<UBlueprintGeneratedClass>(ChildBP->GeneratedClass);
auto CurrentCDO = BPGC ? BPGC->GetDefaultObject(false) : nullptr;
if (CurrentCDO && (OriginalCDO == CurrentCDO->GetArchetype()))
{
BPGC->OverridenArchetypeForCDO = OriginalCDO;
}
}
}
}
}
}
FHotReloadClassReinstancer::FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
: NewClass(nullptr)
, bNeedsReinstancing(false)
, CopyOfPreviousCDO(nullptr)
, ReconstructedCDOsMap(OutReconstructedCDOsMap)
, BPSetToRecompile(InBPSetToRecompile)
, BPSetToRecompileBytecodeOnly(InBPSetToRecompileBytecodeOnly)
{
ensure(InOldClass);
ensure(!HotReloadedOldClass && !HotReloadedNewClass);
HotReloadedOldClass = InOldClass;
HotReloadedNewClass = InNewClass ? InNewClass : InOldClass;
// 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, true);
}
}
}
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 (auto 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;
auto UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
{
FArchive& Ar = *this;
auto UniqueID = AssetPtr.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FStringAssetReference& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
};
// 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 (auto& Pair : ReconstructedCDOProperties.Properties)
{
auto OldPropertyInfo = OriginalCDOProperties.Properties.Find(Pair.Key);
if (OldPropertyInfo)
{
auto& 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
for (FObjectIterator It(NewClass); It; ++It)
{
UObject* ObjectPtr = *It;
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(CurrentValueWriter, 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.AddReferencedObject(CopyOfPreviousCDO);
}
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