Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReload.cpp
Ben Marsh 398d16ab8a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3491552)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3421703 on 2017/05/03 by Ben.Marsh

	Surround invalid character message in quotes, so it's clear when a space is listed.

	#jira UE-44606

Change 3422644 on 2017/05/04 by Steve.Robb

	Ranged-for support for TChunkedArray.

Change 3422754 on 2017/05/04 by Steve.Robb

	IAsyncReadFileHandle made non-copyable to prevent accidental wrong stat calculation.

Change 3422758 on 2017/05/04 by Steve.Robb

	Misc readability/standards improvements in stats code.

Change 3427955 on 2017/05/08 by Steve.Robb

	Version fix for IOS optimization pragmas, copied from equivalent Mac code.

Change 3428017 on 2017/05/08 by Steve.Robb

	Unused property types removed.

Change 3428641 on 2017/05/08 by Ben.Marsh

	UAT: Remove failed attempt to separate out BuildCookRun into separate commands, which have since rotted.

Change 3430407 on 2017/05/09 by Ben.Marsh

	UBT: Define UE_4_X_OR_LATER macros for every UE4 version greater than 4.17 (eg. UE_4_17_OR_LATER, etc...).

Change 3430682 on 2017/05/09 by Gil.Gribb

	UE4 - Added a fatal error for asking for very large alignments from MallocBinned2 and also return the true size of the memory block in GetAllocationSize().

Change 3430685 on 2017/05/09 by Gil.Gribb

	UE4 - Fixed a bug with the windows async IO stuff related to an unsafe pointer cast to LPDWORD from int64*.

Change 3430756 on 2017/05/09 by Ben.Marsh

	UBT: Switch some receipt stuff to use FileReference/DirectoryReference objects rather than raw paths.

Change 3431157 on 2017/05/09 by Ben.Marsh

	UBT: Store absolute paths when receipts are in memory; only insert pseudo-variables for $(EngineDir) and $(ProjectDir) when saved to disk.

Change 3432334 on 2017/05/10 by Graeme.Thornton

	Include project name in the UBT error message which appears when a plugin is missing

Change 3432481 on 2017/05/10 by Gil.Gribb

	UE4 - Fixed code to detect cycles in parallel tick sorting.

Change 3432485 on 2017/05/10 by Steve.Robb

	Simplified templating around bitfield offset calculation.

Change 3432608 on 2017/05/10 by Steve.Robb

	'bool == byte' static_assert restored after being removed in CL# 3432485.

Change 3432767 on 2017/05/10 by Ben.Marsh

	UBT: Fix exception when a missing plugin is encountered if the target does not have a project.

Change 3433031 on 2017/05/10 by Ben.Marsh

	UAT: Add classes to allow safer manipulation of paths within the staging directory (StagedFileReference, StagedDirectoryReference), and convert staging code over to using those and their regular filesystem counterparts (FileReference/DirectoryReference). Lots of cleanup and refactoring of staging code.

Change 3433049 on 2017/05/10 by Ben.Marsh

	Add more diagnostic information to asserts in TStaticIndirectArrayThreadSafeRead, to try and shed light on what sort of corrupted data is being passed in from the cooker.

	#jira UE-44336

Change 3433097 on 2017/05/10 by Steve.Robb

	Value initialization fix for MakeUnique<T[]>().

Change 3433972 on 2017/05/10 by Daniel.Lamb

	Stop unrealpak from crashing if generating a patch with more pak files then the original game.

Change 3434124 on 2017/05/10 by Ben.Marsh

	UAT: Remove hacky bUseWebSocketNetDriver option.

Change 3434824 on 2017/05/11 by Gil.Gribb

	UE4 - Printed an error instead of asserting when there are missing native classes.

Change 3434916 on 2017/05/11 by Ben.Marsh

	UAT: Separate the list of files to be staged into a separate class.

Change 3435427 on 2017/05/11 by Gil.Gribb

	UE4 - Fixed attempts to load compiled in packages, which produces warnings and is slow.

Change 3436240 on 2017/05/11 by Ben.Marsh

	UAT: Add a command to search for restricted folders under a given base directory.

Change 3438068 on 2017/05/12 by James.Fox

	Checking in Phase 1 of the Dev-Core test map for repro purposes. UE-44996 #rb none

Change 3438855 on 2017/05/15 by Robert.Manuszewski

	When verbose cluster logging is enabled and new object is added to an already existing cluster, the cluster will be dumped to log.

Change 3438929 on 2017/05/15 by Robert.Manuszewski

	Merging CL # 3436939 using Dev-Core_To_Dev-LoadTimes:

	Fix for potential crashes caused by levels staying in memory through material references.

Change 3439021 on 2017/05/15 by Ben.Marsh

	PR #3566: fix non-ascii characters in help command HTML converted to "?" (Contributed by kayama-shift)


Change 3439079 on 2017/05/15 by Ben.Marsh

	PR #2832: Implement missing MessageBox (Contributed by projectgheist)


Change 3439258 on 2017/05/15 by Ben.Marsh

	Highlight lines containing the strings "Error:" or "Warning:" in the output log, so that diagnostics from child processes are highlighted appropriately. The build system already relies similar logic for scraping diagnostics from logs, so it should be safe and predictable to check for messages in this way.

	#jira UE-43673

Change 3439358 on 2017/05/15 by Ben.Marsh

	UBT: Fix Visual Studio solution referencing the incorrect platform for existing C# project ("Any CPU" instead of "AnyCPU"). Was causing prompt to save the solution the first time it is opened.

Change 3439665 on 2017/05/15 by Ben.Marsh

	UAT: Remove DeployPakInternalLowerCaseFilenames(). No platforms require this to be true.

Change 3440735 on 2017/05/16 by Robert.Manuszewski

	UBT compile fix after the last merge

Change 3440889 on 2017/05/16 by Ben.Marsh

	EC: Fix regex for matching path to source files included in error messages from the Linux toolchain.

Change 3442776 on 2017/05/17 by Steve.Robb

	Platform fix for FPaths::IsSamePath.

Change 3445411 on 2017/05/17 by Ben.Marsh

	UBT: Fix typo in makefile diagnostic string.

Change 3446070 on 2017/05/18 by Steve.Robb

	Fix to array sizes in generated UFunction code, which should now handle editor-only functions.

Change 3446091 on 2017/05/18 by Steve.Robb

	Another array size fix for generated code.

Change 3446605 on 2017/05/18 by Steve.Robb

	BuildConfiguration option for static analysis.

Change 3448601 on 2017/05/19 by Richard.Fawcett

	Change FWindowsPlatformProcess::ApplicationSettingsDir() so that it no longer returns a path with a mixture of "\" and "/" characters, and only contains "/" characters.

	This makes it consistent with other related functions like FWindowsPlatformProcess::UserSettingsDir().

Change 3449026 on 2017/05/19 by Ben.Marsh

	Fix whitespace in template file.

Change 3449697 on 2017/05/19 by James.Fox

	Checking in Phase 2 of Dev-Core test map for QAGame
	Also enabled Blueprint and Actor clustering by default in QAGame for more thorough GC testing.

Change 3451352 on 2017/05/22 by Steve.Robb

	UFunction flags are now viewable in the debugger.

Change 3451355 on 2017/05/22 by Steve.Robb

	ARRAY_COUNT fix for zero-sized arrays in Clang.

Change 3451379 on 2017/05/22 by Steve.Robb

	C++14 operator delete overloads with size, for consistency.

Change 3451398 on 2017/05/22 by Graeme.Thornton

	Add AES and RSA encryption keys to the list of config fields that get stripped from ini files when staging
	When creating a pak file, do a filtered copy of all ini files to a temp directory so that all confidential fields can be stripped. Equivalent behaviour to staging a loose file distribution

Change 3451476 on 2017/05/22 by Ben.Marsh

	Compile shipping builds for WEX and Ocean, and post telemetry for the resulting executable size.

Change 3451478 on 2017/05/22 by Graeme.Thornton

	PR #3197: Improved log message formatting (Contributed by projectgheist)


Change 3451868 on 2017/05/22 by Steve.Robb

	Static log category moved out of header.
	ENUM_CLASS_FLAGS macro used instead of explicit operators.

Change 3452319 on 2017/05/22 by Ben.Marsh

	UBT: Add a new "package" build product type, which can be used for APK files on Android and Stub files on iOS. Treating these files as executables is causing the measured executable size to be incorrect.

Change 3452607 on 2017/05/22 by Ben.Marsh

	UBT: Filter out folders for other platforms when searching for headers to pass to UHT.

Change 3453600 on 2017/05/23 by Graeme.Thornton

	PR #3226 - Updated some code comments to better describe the usage of the log category definition macros

Change 3453616 on 2017/05/23 by Steve.Robb

	Error reported instead of a crash when there's a space between UCLASS or UINTERFACE and the open parenthesis.

Change 3453714 on 2017/05/23 by Ben.Marsh

	Build: Add some Visual Studio 2017 test compiles to the build system.

Change 3453795 on 2017/05/23 by Ben.Marsh

	UBT: Fix parsing of command line attributes that have a specific value assigned. We should never have an '=' suffix for such arguments.

Change 3454606 on 2017/05/23 by Ben.Marsh

	UAT: Make sure log filenames are unique by creating a 0-byte file in its place.

Change 3454709 on 2017/05/23 by Ben.Marsh

	UBT: Enable the /permissive- option for stricter standards compliance on Visual Studio 2017. Currently have /Zc:strictStrings disabled due to violations in Windows headers; all UE4 instances have been fixed up.

Change 3456445 on 2017/05/24 by Graeme.Thornton

	MemoryProfiler2 - Add mprof filename into title bar after opening

Change 3457129 on 2017/05/24 by Ben.Marsh

	Fix comment for FVector::Normalize().

	#jira UE-45369

	#rnx

Change 3457228 on 2017/05/24 by Ben.Marsh

	Do not allow forward-declaring Rect structs. They are not public, and it conflicts with third party libraries.

	#rnx

Change 3458357 on 2017/05/24 by Ben.Marsh

	Fix name resolution issue with /permissive- in VS2017.

Change 3458812 on 2017/05/25 by Robert.Manuszewski

	PR #2407: Fix LoadLibrary error with Microsoft Group Policy CWDIllegalinDllSearch mode 1 or 2 (Contributed by bozaro)


Change 3458894 on 2017/05/25 by Robert.Manuszewski

	PR #2096: Fix argument parsing in DiffAssets Comandlet (Contributed by cgrebeld)


Change 3461205 on 2017/05/26 by Robert.Manuszewski

	Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
	#jira UE-33790

Change 3464714 on 2017/05/30 by Robert.Manuszewski

	Fixing potential deadlock caused by a race condition when using FMallocVerifyProxy with FMallocBinned

Change 3465310 on 2017/05/30 by Ben.Marsh

	UBT: Enable bAdaptiveUnityDisablesOptimizations by default.

Change 3465346 on 2017/05/30 by Ben.Marsh

	UBT: Require Update 3 to be installed when compiling using VS2015.

Change 3465389 on 2017/05/30 by Ben.Marsh

	UBT: Fix support for RTTI when creating PCHs and shared PCHs.

Change 3466084 on 2017/05/30 by Ben.Marsh

	Fix compiling plain C files, where it would incorrectly use a C++ PCH.

Change 3467018 on 2017/05/31 by Robert.Manuszewski

	Async loading code will now properly handle cases when the requested package could not be created.

Change 3467113 on 2017/05/31 by Ben.Marsh

	UGS: When opening a solution in Visual Studio, always start the process in the solution's directory.

Change 3467508 on 2017/05/31 by Ben.Marsh

	Add a function to fix a long package name so it matches the case of a file on disk. Fixes deterministic cooking issues when on-disk case changes.

Change 3467510 on 2017/05/31 by Ben.Marsh

	Fix deterministic cooking issue caused by LODGroup only being initialized in the CDO if it's serialized, causing inconsistent delta serialization for instances.

Change 3467967 on 2017/05/31 by Ben.Marsh

	Always allow UAT to compile on non-Windows platforms, even if a debugger is present, since MSVC is the only one that will load C# PDBs.

Change 3468544 on 2017/05/31 by Ben.Marsh

	UBT: Add a more helpful message when a module is being compiled with implicit PCHs, but a source file is not configured correctly.

Change 3469241 on 2017/06/01 by Ben.Marsh

	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

Change 3471709 on 2017/06/02 by Daniel.Lamb

	Rebuild lighting commandlet now rebuilds reflections also instead of trashing them.

	#test None

Change 3471719 on 2017/06/02 by Daniel.Lamb

	Fixed crash in cooker while trying to cook for multiple platforms

	#test Launch on shootergame windows + ps4
	#jira UE-45356

Change 3472261 on 2017/06/02 by Ben.Marsh

	CRP: Clear out MDD logs whenever we clear out CRP logs.

Change 3473169 on 2017/06/05 by Graeme.Thornton

	PR #3622: Log category code cleanup (Contributed by projectgheist)


Change 3473176 on 2017/06/05 by Graeme.Thornton

	PR #3622: Log category code cleanup (Contributed by projectgheist) (Part II)

	 - Missed some files from my previous checkin


Change 3473597 on 2017/06/05 by Ben.Marsh

	UnrealVS: Fix massive slowdown on startup caused by searching the directory tree under the solution for *.uproject files (including intermediate folders, etc...). Now reads *.uprojectdirs files and only checks the listed directories within. Measured it taking > 30s to run before, now takes < 0.1s.

Change 3473722 on 2017/06/05 by Steve.Robb

	GitHub #3444: UE-42521: Added missing macro's for TMap and TSet

	PREPROCESSOR_COMMA_SEPARATED added as a better solution for the hacky comma separator solution in the PR.

Change 3475073 on 2017/06/06 by Steve.Robb

	Fix for TPromise's move assignment operator return value.

Change 3475331 on 2017/06/06 by Ben.Marsh

	UAT: Fix invalid paths being generated when stripping encryption settings from config files.

	* In cases where INI files were in a subfolder of the Config folder (eg. Config\Localization), it was not stripping the separating slash, resulting in files being written to the root directory of the current drive.
	* Paths under the config folder are not guaranteed to be unique.

Change 3475453 on 2017/06/06 by Ben.Marsh

	UBT: Add an error if a plugin lists a non-plugin module as belonging to it.

	#jira UE-45178

Change 3475668 on 2017/06/06 by Ben.Marsh

	Add a message showing when we begin creating the asset registry, since it can take a long time.

	#jira UE-41675

Change 3475747 on 2017/06/06 by Steve.Robb

	Replicated from CL# 3332960:

	Force a gather on hot reload, so we don't use stale state from the makefile.

	#jira UE-42205

Change 3475897 on 2017/06/06 by Ben.Marsh

	PR #3655: Improved behavior for Automation.IsBuildMachine (Contributed by projectgheist)


Change 3477432 on 2017/06/07 by Robert.Manuszewski

	Removed AsyncIOBandwidthLimit as it was no longer being used by anything.

Change 3478582 on 2017/06/07 by Ben.Marsh

	UBT: Allow setting the UE_ENGINE_DIRECTORY macro for any monolithic builds, to fix being able to debug cooked foreign projects in the binary release.

Change 3480035 on 2017/06/08 by Gil.Gribb

	UE4 - Fixed async loading from pak files < 64k.

Change 3484348 on 2017/06/12 by Robert.Manuszewski

	Removed private_subobject macro which was a temporary measure to make all subobjects private without breaking game code.

Change 3484863 on 2017/06/12 by Steve.Robb

	Fix for TSparseArray::operator= corrupting non-POD objects.
	InCopy.ArrayMax cached in a local instead of being read each time.
	Const-correctness fix for element copy construction.
	SrcData and DestData names flipped as they were the wrong way around.

	Source: https://udn.unrealengine.com/questions/374840/possible-bug-in-tsparsearray-assignment-operator.html

Change 3485003 on 2017/06/12 by Ben.Marsh

	UGS: Add support for multiple tabs. Each tab can monitor changes in a separate workspace, and scheduled syncs will run for all open tabs.

Change 3485063 on 2017/06/12 by Ben.Marsh

	UGS: Fix a null reference exception when right clicking on the notification icon during startup.

Change 3485104 on 2017/06/12 by Ben.Marsh

	PR #2084: [UAT] Command-line parameter to override branch name (Contributed by nbjk667)


Change 3485112 on 2017/06/12 by Steve.Robb

	TSetElement generic constructor protected from becoming a copy constructor.
	Redundant #include removed from AreTypesEqual.h.

	Source: https://udn.unrealengine.com/questions/374840/possible-bug-in-tsparsearray-assignment-operator.html

Change 3485452 on 2017/06/12 by Ben.Marsh

	UnrealVS: Fix command line not being updated for C# projects. IVsBuildPropertyStorage.SetPropertyValue does not seem to update properties that are cached in memory.

	#jira UE-45716

Change 3486182 on 2017/06/12 by Ben.Marsh

	UGS: Include option to selet tab names in the options menu.

Change 3486189 on 2017/06/12 by Ben.Marsh

	UGS: Fix browse button from context menu always opening a new tab.

Change 3486636 on 2017/06/13 by Steve.Robb

	FStatMessagesArray iteration changed to use ranged-for instead of indexing.

Change 3486688 on 2017/06/13 by Steve.Robb

	Fix for CDO pointer replacement in non-UObject properties during hot reload.

	#jira UE-38146

Change 3486704 on 2017/06/13 by Ben.Marsh

	UGS: Fix exception when closing the last open tab.

Change 3486707 on 2017/06/13 by Ben.Marsh

	UGS: Fix exception on load if UGS was closed with no projects open.

Change 3486715 on 2017/06/13 by Ben.Marsh

	UGS: Change tabs to show the project file by default.

Change 3486718 on 2017/06/13 by Ben.Marsh

	UGS: Only allow one workspace to sync at a time.

Change 3486880 on 2017/06/13 by Ben.Marsh

	UGS: Show the sync progress of each tab via the underline on the tab button.

Change 3486912 on 2017/06/13 by Ben.Marsh

	UGS: Include the open project and recent project list as separate top-level menu items.

Change 3486914 on 2017/06/13 by Ben.Marsh

	UGS: Update version to 1.101.

Change 3487092 on 2017/06/13 by Ben.Marsh

	UGS: Fix crash on startup if log window is minimized.

Change 3487099 on 2017/06/13 by Ben.Marsh

	UGS: Update version to 1.102

Change 3487198 on 2017/06/13 by Ben.Marsh

	Remove debug code.

Change 3487285 on 2017/06/13 by Ben.Marsh

	Restore Remap() function that was accidentally removed in merge.

Change 3487769 on 2017/06/13 by Ben.Marsh

	Disable the promoted flag when using the SyncProject command on Mac; doing so prevents UE4Game being compiled when packaging blueprint projects.

	#jira UE-45995

Change 3487915 on 2017/06/13 by Ben.Marsh

	UAT: Fix exception due to collection being modified while packaging for Linux.

	#jira UE-46013

Change 3487972 on 2017/06/13 by Ben.Marsh

	UAT: Always allow staged files to overwrite previously staged files. New iOS code relies on old behavior to overwrite engine icons and metadata with game copies.

	#jira UE-46014

Change 3487991 on 2017/06/13 by Ben.Marsh

	UAT: Ensure that the directory exists before trying to create a placeholder log filename.

	#jira UE-46015

Change 3489062 on 2017/06/14 by Robert.Manuszewski

	Removed FPackageFileSummary's AdditionalPackagesToCook as it was not used by anything. This should reduce the package header size considerably for levels with many streaming sublevels.

	#jira UE-45563

Change 3489063 on 2017/06/14 by Robert.Manuszewski

	Increasing the maximum package summary size to handle levels with multiple streaming sublevels.

	#jira UE-45563

Change 3491552 on 2017/06/15 by Ben.Marsh

	Handle failures to load *MeshReduction modules.

[CL 3492074 by Ben Marsh in Main branch]
2017-06-15 12:43:54 -04:00

2139 lines
72 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "HAL/PlatformProcess.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "Misc/CoreMisc.h"
#include "Misc/Paths.h"
#include "Misc/QueuedThreadPool.h"
#include "Misc/OutputDeviceNull.h"
#include "Stats/Stats.h"
#include "Async/AsyncWork.h"
#include "Containers/Ticker.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FeedbackContext.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "Serialization/ArchiveUObject.h"
#include "UObject/GarbageCollection.h"
#include "UObject/Class.h"
#include "UObject/UObjectIterator.h"
#include "UObject/UnrealType.h"
#include "Misc/PackageName.h"
#include "IHotReload.h"
#include "IDirectoryWatcher.h"
#include "DirectoryWatcherModule.h"
#include "HotReloadLog.h"
#include "AnalyticsEventAttribute.h"
#include "Interfaces/IAnalyticsProvider.h"
#include "ProfilingDebugging/ScopedTimers.h"
#include "IPluginManager.h"
#include "DesktopPlatformModule.h"
#if WITH_ENGINE
#include "Engine/Engine.h"
#include "Kismet2/KismetReinstanceUtilities.h"
#include "HotReloadClassReinstancer.h"
#include "EngineAnalytics.h"
#endif
#include "Misc/ScopeExit.h"
#if WITH_EDITOR
#include "Editor.h"
#endif
DEFINE_LOG_CATEGORY(LogHotReload);
#define LOCTEXT_NAMESPACE "HotReload"
namespace EThreeStateBool
{
enum Type
{
False,
True,
Unknown
};
static bool ToBool(EThreeStateBool::Type Value)
{
switch (Value)
{
case EThreeStateBool::False:
return false;
case EThreeStateBool::True:
return true;
default:
UE_LOG(LogHotReload, Fatal, TEXT("Can't convert EThreeStateBool to bool value because it's Unknown"));
break;
}
return false;
}
static EThreeStateBool::Type FromBool(bool Value)
{
return Value ? EThreeStateBool::True : EThreeStateBool::False;
}
};
/**
* Module for HotReload support
*/
class FHotReloadModule : public IHotReloadModule, FSelfRegisteringExec
{
public:
FHotReloadModule()
{
ModuleCompileReadPipe = nullptr;
bRequestCancelCompilation = false;
bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
bDirectoryWatcherInitialized = false;
}
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** FSelfRegisteringExec implementation */
virtual bool Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar ) override;
/** IHotReloadInterface implementation */
virtual void Tick() override;
virtual void SaveConfig() override;
virtual bool RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges = true, bool bForceCodeProject = false) override;
virtual bool IsCurrentlyCompiling() const override { return ModuleCompileProcessHandle.IsValid(); }
virtual void RequestStopCompilation() override { bRequestCancelCompilation = true; }
virtual void AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer) override;
virtual ECompilationResult::Type RebindPackages(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar) override;
virtual ECompilationResult::Type DoHotReloadFromEditor(const bool bWaitForCompletion) override;
virtual FHotReloadEvent& OnHotReload() override { return HotReloadEvent; }
virtual FModuleCompilerStartedEvent& OnModuleCompilerStarted() override { return ModuleCompilerStartedEvent; }
virtual FModuleCompilerFinishedEvent& OnModuleCompilerFinished() override { return ModuleCompilerFinishedEvent; }
virtual FString GetModuleCompileMethod(FName InModuleName) override;
virtual bool IsAnyGameModuleLoaded() override;
private:
/**
* Enumerates compilation methods for modules.
*/
enum class EModuleCompileMethod
{
Runtime,
External,
Unknown
};
/**
* Helper structure to hold on to module state while asynchronously recompiling DLLs
*/
struct FModuleToRecompile
{
/** Name of the module */
FString ModuleName;
/** Desired module file name suffix, or empty string if not needed */
FString ModuleFileSuffix;
/** The module file name to use after a compilation succeeds, or an empty string if not changing */
FString NewModuleFilename;
};
/**
* Helper structure to store the compile time and method for a module
*/
struct FModuleCompilationData
{
/** Has a timestamp been set for the .dll file */
bool bHasFileTimeStamp;
/** Last known timestamp for the .dll file */
FDateTime FileTimeStamp;
/** Last known compilation method of the .dll file */
EModuleCompileMethod CompileMethod;
FModuleCompilationData()
: bHasFileTimeStamp(false)
, CompileMethod(EModuleCompileMethod::Unknown)
{ }
};
/**
* Adds a callback to directory watcher for the game binaries folder.
*/
void RefreshHotReloadWatcher();
/**
* Adds a directory watch on the binaries directory under the given folder.
*/
void AddHotReloadDirectory(IDirectoryWatcher* DirectoryWatcher, const FString& BaseDir);
/**
* Removes a directory watcher callback
*/
void ShutdownHotReloadWatcher();
/**
* Performs hot-reload from IDE (when game DLLs change)
*/
void DoHotReloadFromIDE();
/**
* Performs internal module recompilation
*/
ECompilationResult::Type RebindPackagesInternal(TArray<UPackage*>&& Packages, TArray<FName>&& DependentModules, const bool bWaitForCompletion, FOutputDevice& Ar);
/**
* Does the actual hot-reload, unloads old modules, loads new ones
*/
ECompilationResult::Type DoHotReloadInternal(const TMap<FString, FString>& ChangedModuleNames, const TArray<UPackage*>& Packages, const TArray<FName>& InDependentModules, FOutputDevice& HotReloadAr);
/**
* Finds all references to old CDOs and replaces them with the new ones.
* Skipping UBlueprintGeneratedClass::OverridenArchetypeForCDO as it's the
* only one needed.
*/
void ReplaceReferencesToReconstructedCDOs();
#if WITH_ENGINE
void RegisterForReinstancing(UClass* OldClass, UClass* NewClass);
void ReinstanceClasses();
/**
* Called from CoreUObject to re-instance hot-reloaded classes
*/
void ReinstanceClass(UClass* OldClass, UClass* NewClass, const TMap<UClass*, UClass*>& OldToNewClassesMap);
#endif
/**
* Tick function for FTicker: checks for re-loaded modules and does hot-reload from IDE
*/
bool Tick(float DeltaTime);
/**
* Directory watcher callback
*/
void OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges);
/**
* Strips hot-reload suffix from module filename.
*/
static void StripModuleSuffixFromFilename(FString& InOutModuleFilename, const FString& ModuleName);
/**
* Sends analytics event about the re-load
*/
static void RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount);
/**
* Declares a function type that is executed after a module recompile has finished.
*
* ChangedModules: A map between the names of the modules that have changed and their filenames.
* bRecompileFinished: Signals whether compilation has finished.
* CompilationResult: Shows whether compilation was successful or not.
*/
typedef TFunction<void(const TMap<FString, FString>& ChangedModules, bool bRecompileFinished, ECompilationResult::Type CompilationResult)> FRecompileModulesCallback;
/**
* Tries to recompile the specified modules in the background. When recompiling finishes, the specified callback
* delegate will be triggered, passing along a bool that tells you whether the compile action succeeded. This
* function never tries to unload modules or to reload the modules after they finish compiling. You should do
* that yourself in the recompile completion callback!
*
* @param ModuleNames Names of the modules to recompile
* @param RecompileModulesCallback Callback function to execute after compilation finishes (whether successful or not.)
* @param bWaitForCompletion True if the function should not return until recompilation attempt has finished and callbacks have fired
* @param Ar Output device for logging compilation status
* @return True if the recompile action was kicked off successfully. If this returns false, then the recompile callback will never fire. In the case where bWaitForCompletion=false, this will also return false if the compilation failed for any reason.
*/
bool RecompileModulesAsync( const TArray< FName > ModuleNames, FRecompileModulesCallback&& InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice &Ar );
/** Called for successfully re-complied module */
void OnModuleCompileSucceeded(FName ModuleName, const FString& NewModuleFilename);
/**
* Tries to recompile the specified DLL using UBT. Does not interact with modules. This is a low level routine.
*
* @param ModuleNames List of modules to recompile, including the module name and optional file suffix.
* @param Ar Output device for logging compilation status.
* @param bForceCodeProject Even if it's a non-code project, treat it as code-based project
*/
bool RecompileModuleDLLs(const TArray< FModuleToRecompile >& ModuleNames, FOutputDevice& Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject);
/** Returns arguments to pass to UnrealBuildTool when compiling modules */
static FString MakeUBTArgumentsForModuleCompiling();
/**
* Starts compiling DLL files for one or more modules.
*
* @param GameName The name of the game.
* @param ModuleNames The list of modules to compile.
* @param InRecompileModulesCallback Callback function to make when module recompiles.
* @param Ar
* @param bInFailIfGeneratedCodeChanges If true, fail the compilation if generated headers change.
* @param InAdditionalCmdLineArgs Additional arguments to pass to UBT.
* @param bForceCodeProject Compile as code-based project even if there's no game modules loaded
* @return true if successful, false otherwise.
*/
bool StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
FRecompileModulesCallback&& InRecompileModulesCallback, FOutputDevice& Ar, bool bInFailIfGeneratedCodeChanges,
const FString& InAdditionalCmdLineArgs, bool bForceCodeProject);
/** Launches UnrealBuildTool with the specified command line parameters */
bool InvokeUnrealBuildToolForCompile(const FString& InCmdLineParams, FOutputDevice &Ar);
/** Checks to see if a pending compilation action has completed and optionally waits for it to finish. If completed, fires any appropriate callbacks and reports status provided bFireEvents is true. */
void CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool& bCompileStillInProgress, bool& bCompileSucceeded, FOutputDevice& Ar, bool bFireEvents = true);
/** Called when the compile data for a module need to be update in memory and written to config */
void UpdateModuleCompileData(FName ModuleName);
/** Called when a new module is added to the manager to get the saved compile data from config */
static void ReadModuleCompilationInfoFromConfig(FName ModuleName, FModuleCompilationData& CompileData);
/** Saves the module's compile data to config */
static void WriteModuleCompilationInfoToConfig(FName ModuleName, const FModuleCompilationData& CompileData);
/** Access the module's file and read the timestamp from the file system. Returns true if the timestamp was read successfully. */
bool GetModuleFileTimeStamp(FName ModuleName, FDateTime& OutFileTimeStamp) const;
/** Checks if the specified array of modules to recompile contains only game modules */
bool ContainsOnlyGameModules(const TArray< FModuleToRecompile >& ModuleNames) const;
/** Callback registered with ModuleManager to know if any new modules have been loaded */
void ModulesChangedCallback(FName ModuleName, EModuleChangeReason ReasonForChange);
/** Callback registered with PluginManager to know if any new plugins have been created */
void PluginMountedCallback(IPlugin& Plugin);
/** FTicker delegate (hot-reload from IDE) */
FTickerDelegate TickerDelegate;
/** Handle to the registered TickerDelegate */
FDelegateHandle TickerDelegateHandle;
/** Handle to the registered delegate above */
TMap<FString, FDelegateHandle> BinariesFolderChangedDelegateHandles;
/** True if currently hot-reloading from editor (suppresses hot-reload from IDE) */
bool bIsHotReloadingFromEditor;
/** New module DLLs */
TMap<FString, FString> NewModules;
/** Moduels that have been recently recompiled from the editor **/
TSet<FString> ModulesRecentlyCompiledInTheEditor;
/** Delegate broadcast when a module has been hot-reloaded */
FHotReloadEvent HotReloadEvent;
/** Array of modules that we're currently recompiling */
TArray< FModuleToRecompile > ModulesBeingCompiled;
/** Array of modules that we're going to recompile */
TArray< FModuleToRecompile > ModulesThatWereBeingRecompiled;
/** Last known compilation data for each module */
TMap<FName, TSharedRef<FModuleCompilationData>> ModuleCompileData;
/** Multicast delegate which will broadcast a notification when the compiler starts */
FModuleCompilerStartedEvent ModuleCompilerStartedEvent;
/** Multicast delegate which will broadcast a notification when the compiler finishes */
FModuleCompilerFinishedEvent ModuleCompilerFinishedEvent;
/** When compiling a module using an external application, stores the handle to the process that is running */
FProcHandle ModuleCompileProcessHandle;
/** When compiling a module using an external application, this is the process read pipe handle */
void* ModuleCompileReadPipe;
/** When compiling a module using an external application, this is the text that was read from the read pipe handle */
FString ModuleCompileReadPipeText;
/** Callback to execute after an asynchronous recompile has completed (whether successful or not.) */
FRecompileModulesCallback RecompileModulesCallback;
/** true if we should attempt to cancel the current async compilation */
bool bRequestCancelCompilation;
/** Tracks the validity of the game module existence */
EThreeStateBool::Type bIsAnyGameModuleLoaded;
/** True if the directory watcher has been successfully initialized */
bool bDirectoryWatcherInitialized;
/** Reconstructed CDOs map during hot-reload. */
TMap<UObject*, UObject*> ReconstructedCDOsMap;
/** Keeps record of hot-reload session starting time. */
double HotReloadStartTime;
};
namespace HotReloadDefs
{
const static FString CompilationInfoConfigSection("ModuleFileTracking");
// These strings should match the values of the enum EModuleCompileMethod in ModuleManager.h
// and should be handled in ReadModuleCompilationInfoFromConfig() & WriteModuleCompilationInfoToConfig() below
const static FString CompileMethodRuntime("Runtime");
const static FString CompileMethodExternal("External");
const static FString CompileMethodUnknown("Unknown");
// Add one minute epsilon to timestamp comparision
const static FTimespan TimeStampEpsilon(0, 1, 0);
}
IMPLEMENT_MODULE(FHotReloadModule, HotReload);
namespace UE4HotReload_Private
{
/**
* Gets editor runs directory.
*/
FString GetEditorRunsDir()
{
FString TempDir = FPaths::EngineIntermediateDir();
return FPaths::Combine(*TempDir, TEXT("EditorRuns"));
}
/**
* Creates a file that informs UBT that the editor is currently running.
*/
void CreateFileThatIndicatesEditorRunIfNeeded()
{
#if WITH_EDITOR
IPlatformFile& FS = IPlatformFile::GetPlatformPhysical();
FString EditorRunsDir = GetEditorRunsDir();
FString FileName = FPaths::Combine(*EditorRunsDir, *FString::Printf(TEXT("%d"), FPlatformProcess::GetCurrentProcessId()));
if (FS.FileExists(*FileName))
{
if (!GIsEditor)
{
FS.DeleteFile(*FileName);
}
}
else
{
if (GIsEditor)
{
if (!FS.CreateDirectory(*EditorRunsDir))
{
return;
}
delete FS.OpenWrite(*FileName); // Touch file.
}
}
#endif // WITH_EDITOR
}
/**
* Deletes file left by CreateFileThatIndicatesEditorRunIfNeeded function.
*/
void DeleteFileThatIndicatesEditorRunIfNeeded()
{
#if WITH_EDITOR
IPlatformFile& FS = IPlatformFile::GetPlatformPhysical();
FString EditorRunsDir = GetEditorRunsDir();
FString FileName = FPaths::Combine(*EditorRunsDir, *FString::Printf(TEXT("%d"), FPlatformProcess::GetCurrentProcessId()));
if (FS.FileExists(*FileName))
{
FS.DeleteFile(*FileName);
}
#endif // WITH_EDITOR
}
/**
* Gets all currently loaded game module names and optionally, the file names for those modules
*/
TArray<FString> GetGameModuleNames(const FModuleManager& ModuleManager)
{
TArray<FString> Result;
// Ask the module manager for a list of currently-loaded gameplay modules
TArray<FModuleStatus> ModuleStatuses;
ModuleManager.QueryModules(ModuleStatuses);
for (FModuleStatus& ModuleStatus : ModuleStatuses)
{
// We only care about game modules that are currently loaded
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
{
Result.Add(MoveTemp(ModuleStatus.Name));
}
}
return Result;
}
/**
* Gets all currently loaded game module names and optionally, the file names for those modules
*/
TMap<FString, FString> GetGameModuleFilenames(const FModuleManager& ModuleManager)
{
TMap<FString, FString> Result;
// Ask the module manager for a list of currently-loaded gameplay modules
TArray< FModuleStatus > ModuleStatuses;
ModuleManager.QueryModules(ModuleStatuses);
for (FModuleStatus& ModuleStatus : ModuleStatuses)
{
// We only care about game modules that are currently loaded
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
{
Result.Add(MoveTemp(ModuleStatus.Name), MoveTemp(ModuleStatus.FilePath));
}
}
return Result;
}
struct FPackagesAndDependentNames
{
TArray<UPackage*> Packages;
TArray<FName> DependentNames;
};
/**
* Gets named packages and the names dependents.
*/
FPackagesAndDependentNames SplitByPackagesAndDependentNames(const TArray<FString>& ModuleNames)
{
FPackagesAndDependentNames Result;
for (const FString& ModuleName : ModuleNames)
{
FString PackagePath = TEXT("/Script/") + ModuleName;
if (UPackage* Package = FindPackage(nullptr, *PackagePath))
{
Result.Packages.Add(Package);
}
else
{
Result.DependentNames.Add(*ModuleName);
}
}
return Result;
}
}
void FHotReloadModule::StartupModule()
{
UE4HotReload_Private::CreateFileThatIndicatesEditorRunIfNeeded();
bIsHotReloadingFromEditor = false;
#if WITH_ENGINE
// Register re-instancing delegate (Core)
FCoreUObjectDelegates::RegisterClassForHotReloadReinstancingDelegate.AddRaw(this, &FHotReloadModule::RegisterForReinstancing);
FCoreUObjectDelegates::ReinstanceHotReloadedClassesDelegate.AddRaw(this, &FHotReloadModule::ReinstanceClasses);
#endif
// Register directory watcher delegate
RefreshHotReloadWatcher();
// Register hot-reload from IDE ticker
TickerDelegate = FTickerDelegate::CreateRaw(this, &FHotReloadModule::Tick);
TickerDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickerDelegate);
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FHotReloadModule::ModulesChangedCallback);
IPluginManager::Get().OnNewPluginMounted().AddRaw(this, &FHotReloadModule::PluginMountedCallback);
}
void FHotReloadModule::ShutdownModule()
{
FTicker::GetCoreTicker().RemoveTicker(TickerDelegateHandle);
ShutdownHotReloadWatcher();
UE4HotReload_Private::DeleteFileThatIndicatesEditorRunIfNeeded();
}
bool FHotReloadModule::Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar )
{
#if !UE_BUILD_SHIPPING
if ( FParse::Command( &Cmd, TEXT( "Module" ) ) )
{
#if WITH_HOT_RELOAD
// Recompile <ModuleName>
if( FParse::Command( &Cmd, TEXT( "Recompile" ) ) )
{
const FString ModuleNameStr = FParse::Token( Cmd, 0 );
if( !ModuleNameStr.IsEmpty() )
{
const FName ModuleName( *ModuleNameStr );
const bool bReloadAfterRecompile = true;
const bool bForceCodeProject = false;
const bool bFailIfGeneratedCodeChanges = true;
RecompileModule( ModuleName, bReloadAfterRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
}
return true;
}
#endif // WITH_HOT_RELOAD
}
#endif // !UE_BUILD_SHIPPING
return false;
}
void FHotReloadModule::Tick()
{
// We never want to block on a pending compile when checking compilation status during Tick(). We're
// just checking so that we can fire callbacks if and when compilation has finished.
const bool bWaitForCompletion = false;
// Ignored output variables
bool bCompileStillInProgress = false;
bool bCompileSucceeded = false;
FOutputDeviceNull NullOutput;
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, NullOutput );
}
void FHotReloadModule::SaveConfig()
{
// Find all the modules
TArray<FModuleStatus> Modules;
FModuleManager::Get().QueryModules(Modules);
// Update the compile data for each one
for( const FModuleStatus &Module : Modules )
{
UpdateModuleCompileData(*Module.Name);
}
}
FString FHotReloadModule::GetModuleCompileMethod(FName InModuleName)
{
if (!ModuleCompileData.Contains(InModuleName))
{
UpdateModuleCompileData(InModuleName);
}
switch(ModuleCompileData.FindChecked(InModuleName).Get().CompileMethod)
{
case EModuleCompileMethod::External:
return HotReloadDefs::CompileMethodExternal;
case EModuleCompileMethod::Runtime:
return HotReloadDefs::CompileMethodRuntime;
default:
return HotReloadDefs::CompileMethodUnknown;
}
}
bool FHotReloadModule::RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject)
{
#if WITH_HOT_RELOAD
UE_LOG(LogHotReload, Log, TEXT("Recompiling module %s..."), *InModuleName.ToString());
// This is an internal request for hot-reload (not from IDE)
bIsHotReloadingFromEditor = true;
// A list of modules that have been recompiled in the editor is going to prevent false
// hot-reload from IDE events as this call is blocking any potential callbacks coming from the filesystem
// and bIsHotReloadingFromEditor may not be enough to prevent those from being treated as actual hot-reload from IDE modules
ModulesRecentlyCompiledInTheEditor.Empty();
FFormatNamedArguments Args;
Args.Add( TEXT("CodeModuleName"), FText::FromName( InModuleName ) );
const FText StatusUpdate = FText::Format( NSLOCTEXT("ModuleManager", "Recompile_SlowTaskName", "Compiling {CodeModuleName}..."), Args );
FScopedSlowTask SlowTask(2, StatusUpdate);
SlowTask.MakeDialog();
ModuleCompilerStartedEvent.Broadcast(false); // we never perform an async compile
FModuleManager& ModuleManager = FModuleManager::Get();
// Update our set of known modules, in case we don't already know about this module
ModuleManager.AddModule( InModuleName );
// Only use rolling module names if the module was already loaded into memory. This allows us to try compiling
// the module without actually having to unload it first.
const bool bWasModuleLoaded = ModuleManager.IsModuleLoaded( InModuleName );
const bool bUseRollingModuleNames = bWasModuleLoaded;
SlowTask.EnterProgressFrame();
bool bWasSuccessful = true;
if( bUseRollingModuleNames )
{
// First, try to compile the module. If the module is already loaded, we won't unload it quite yet. Instead
// make sure that it compiles successfully.
// Find a unique file name for the module
FString UniqueSuffix;
FString UniqueModuleFileName;
ModuleManager.MakeUniqueModuleFilename( InModuleName, UniqueSuffix, UniqueModuleFileName );
TArray< FModuleToRecompile > ModulesToRecompile;
FModuleToRecompile ModuleToRecompile;
ModuleToRecompile.ModuleName = InModuleName.ToString();
ModuleToRecompile.ModuleFileSuffix = UniqueSuffix;
ModuleToRecompile.NewModuleFilename = UniqueModuleFileName;
ModulesToRecompile.Add( ModuleToRecompile );
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(UniqueModuleFileName));
bWasSuccessful = RecompileModuleDLLs(ModulesToRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
}
SlowTask.EnterProgressFrame();
if( bWasSuccessful )
{
// Shutdown the module if it's already running
if( bWasModuleLoaded )
{
Ar.Logf( TEXT( "Unloading module before compile." ) );
ModuleManager.UnloadOrAbandonModuleWithCallback( InModuleName, Ar );
}
if( !bUseRollingModuleNames )
{
// Try to recompile the DLL
TArray< FModuleToRecompile > ModulesToRecompile;
FModuleToRecompile ModuleToRecompile;
ModuleToRecompile.ModuleName = InModuleName.ToString();
if (ModuleManager.IsModuleLoaded(InModuleName))
{
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(ModuleManager.GetModuleFilename(InModuleName)));
}
else
{
ModuleToRecompile.NewModuleFilename = ModuleManager.GetGameBinariesDirectory() / FModuleManager::GetCleanModuleFilename(InModuleName, true);
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(ModuleToRecompile.NewModuleFilename));
}
ModulesToRecompile.Add( ModuleToRecompile );
bWasSuccessful = RecompileModuleDLLs(ModulesToRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
}
// Reload the module if it was loaded before we recompiled
if( bWasSuccessful && (bWasModuleLoaded || bForceCodeProject) && bReloadAfterRecompile )
{
Ar.Logf( TEXT( "Reloading module %s after successful compile." ), *InModuleName.ToString() );
bWasSuccessful = ModuleManager.LoadModuleWithCallback( InModuleName, Ar );
}
}
if (bForceCodeProject && bWasSuccessful)
{
HotReloadEvent.Broadcast( false );
}
bIsHotReloadingFromEditor = false;
return bWasSuccessful;
#else
return false;
#endif // WITH_HOT_RELOAD
}
/** Type hash for a UObject Function Pointer, maybe not a great choice, but it should be sufficient for the needs here. **/
inline uint32 GetTypeHash(Native A)
{
return *(uint32*)&A;
}
/** Map from old function pointer to new function pointer for hot reload. */
static TMap<Native, Native> HotReloadFunctionRemap;
static TSet<UBlueprint*> HotReloadBPSetToRecompile;
static TSet<UBlueprint*> HotReloadBPSetToRecompileBytecodeOnly;
/** Adds and entry for the UFunction native pointer remap table */
void FHotReloadModule::AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer)
{
Native OtherNewFunction = HotReloadFunctionRemap.FindRef(OldFunctionPointer);
check(!OtherNewFunction || OtherNewFunction == NewFunctionPointer);
check(NewFunctionPointer);
check(OldFunctionPointer);
HotReloadFunctionRemap.Add(OldFunctionPointer, NewFunctionPointer);
}
ECompilationResult::Type FHotReloadModule::DoHotReloadFromEditor(const bool bWaitForCompletion)
{
// Get all game modules we want to compile
const FModuleManager& ModuleManager = FModuleManager::Get();
TArray<FString> GameModuleNames = UE4HotReload_Private::GetGameModuleNames(ModuleManager);
int32 NumPackagesToRebind = 0;
int32 NumDependentModules = 0;
ECompilationResult::Type Result = ECompilationResult::Unsupported;
// Analytics
double Duration = 0.0;
if (GameModuleNames.Num() > 0)
{
FScopedDurationTimer Timer(Duration);
UE4HotReload_Private::FPackagesAndDependentNames PackagesAndDependentNames = UE4HotReload_Private::SplitByPackagesAndDependentNames(GameModuleNames);
NumPackagesToRebind = PackagesAndDependentNames.Packages.Num();
NumDependentModules = PackagesAndDependentNames.DependentNames.Num();
Result = RebindPackagesInternal(MoveTemp(PackagesAndDependentNames.Packages), MoveTemp(PackagesAndDependentNames.DependentNames), bWaitForCompletion, *GLog);
}
RecordAnalyticsEvent(TEXT("Editor"), Result, Duration, NumPackagesToRebind, NumDependentModules);
return Result;
}
#if WITH_HOT_RELOAD
/**
* Gets duplicated CDO from the cache, renames it and returns.
*/
UObject* GetCachedCDODuplicate(UObject* CDO, FName Name)
{
UObject* DupCDO = nullptr;
UObject** DupCDOPtr = GetDuplicatedCDOMap().Find(CDO);
if (DupCDOPtr != nullptr)
{
DupCDO = *DupCDOPtr;
DupCDO->Rename(*Name.ToString(), GetTransientPackage(),
REN_DoNotDirty | REN_DontCreateRedirectors | REN_ForceNoResetLoaders | REN_NonTransactional | REN_SkipGeneratedClasses);
}
return DupCDO;
}
#endif // WITH_HOT_RELOAD
ECompilationResult::Type FHotReloadModule::DoHotReloadInternal(const TMap<FString, FString>& ChangedModules, const TArray<UPackage*>& Packages, const TArray<FName>& InDependentModules, FOutputDevice& HotReloadAr)
{
#if WITH_HOT_RELOAD
#if WITH_ENGINE
// Register with the BlueprintCompileReinstancer to handle duplicate requests
FBlueprintCompileReinstancer::FCDODuplicatesProvider& CDODuplicatesProvider = FBlueprintCompileReinstancer::GetCDODuplicatesProviderDelegate();
CDODuplicatesProvider.BindStatic(&GetCachedCDODuplicate);
ON_SCOPE_EXIT
{
CDODuplicatesProvider.Unbind();
GetDuplicatedCDOMap().Empty();
};
#endif
FModuleManager& ModuleManager = FModuleManager::Get();
ModuleManager.ResetModulePathsCache();
FFeedbackContext& ErrorsFC = UClass::GetDefaultPropertiesFeedbackContext();
ErrorsFC.ClearWarningsAndErrors();
// Rebind the hot reload DLL
TGuardValue<bool> GuardIsHotReload(GIsHotReload, true);
TGuardValue<bool> GuardIsInitialLoad(GIsInitialLoad, true);
HotReloadFunctionRemap.Empty(); // redundant
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS); // we create a new CDO in the transient package...this needs to go away before we try again.
// Load the new modules up
bool bReloadSucceeded = false;
ECompilationResult::Type Result = ECompilationResult::Unsupported;
for (UPackage* Package : Packages)
{
FString PackageName = Package->GetName();
FString ShortPackageName = FPackageName::GetShortName(PackageName);
if (!ChangedModules.Contains(ShortPackageName))
{
continue;
}
FName ShortPackageFName = *ShortPackageName;
// Abandon the old module. We can't unload it because various data structures may be living
// that have vtables pointing to code that would become invalidated.
ModuleManager.AbandonModuleWithCallback(ShortPackageFName);
// Load the newly-recompiled module up (it will actually have a different DLL file name at this point.)
bReloadSucceeded = ModuleManager.LoadModule(ShortPackageFName).IsValid();
if (!bReloadSucceeded)
{
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, reload failed %s."), *PackageName);
Result = ECompilationResult::OtherCompilationError;
break;
}
}
// Load dependent modules.
for (FName ModuleName : InDependentModules)
{
FString ModuleNameStr = ModuleName.ToString();
if (!ChangedModules.Contains(ModuleNameStr))
{
continue;
}
ModuleManager.UnloadOrAbandonModuleWithCallback(ModuleName, HotReloadAr);
const bool bLoaded = ModuleManager.LoadModuleWithCallback(ModuleName, HotReloadAr);
if (!bLoaded)
{
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Unable to reload module %s"), *ModuleName.GetPlainNameString());
}
}
if (ErrorsFC.GetNumErrors() || ErrorsFC.GetNumWarnings())
{
TArray<FString> AllErrorsAndWarnings;
ErrorsFC.GetErrorsAndWarningsAndEmpty(AllErrorsAndWarnings);
FString AllInOne;
for (const FString& ErrorOrWarning : AllErrorsAndWarnings)
{
AllInOne += ErrorOrWarning;
AllInOne += TEXT("\n");
}
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Some classes could not be reloaded:\n%s"), *AllInOne);
}
if (bReloadSucceeded)
{
int32 NumFunctionsRemapped = 0;
// Remap all native functions (and gather scriptstructs)
TArray<UScriptStruct*> ScriptStructs;
for (FRawObjectIterator It; It; ++It)
{
if (UFunction* Function = Cast<UFunction>(static_cast<UObject*>(It->Object)))
{
if (Native NewFunction = HotReloadFunctionRemap.FindRef(Function->GetNativeFunc()))
{
++NumFunctionsRemapped;
Function->SetNativeFunc(NewFunction);
}
}
if (UScriptStruct* ScriptStruct = Cast<UScriptStruct>(static_cast<UObject*>(It->Object)))
{
if (Packages.ContainsByPredicate([=](UPackage* Package) { return ScriptStruct->IsIn(Package); }) && !ScriptStruct->HasAnyFlags(RF_ClassDefaultObject) && ScriptStruct->GetCppStructOps())
{
ScriptStructs.Add(ScriptStruct);
}
}
}
// now let's set up the script structs...this relies on super behavior, so null them all, then set them all up. Internally this sets them up hierarchically.
for (UScriptStruct* Script : ScriptStructs)
{
Script->ClearCppStructOps();
}
for (UScriptStruct* Script : ScriptStructs)
{
Script->PrepareCppStructOps();
check(Script->GetCppStructOps());
}
// Make sure new classes have the token stream assembled
UClass::AssembleReferenceTokenStreams();
HotReloadAr.Logf(ELogVerbosity::Display, TEXT("HotReload successful (%d functions remapped %d scriptstructs remapped)"), NumFunctionsRemapped, ScriptStructs.Num());
HotReloadFunctionRemap.Empty();
ReplaceReferencesToReconstructedCDOs();
Result = ECompilationResult::Succeeded;
}
HotReloadEvent.Broadcast( !bIsHotReloadingFromEditor );
HotReloadAr.Logf(ELogVerbosity::Display, TEXT("HotReload took %4.1fs."), FPlatformTime::Seconds() - HotReloadStartTime);
bIsHotReloadingFromEditor = false;
return Result;
#else
bIsHotReloadingFromEditor = false;
return ECompilationResult::Unsupported;
#endif
}
void FHotReloadModule::ReplaceReferencesToReconstructedCDOs()
{
if (ReconstructedCDOsMap.Num() == 0)
{
return;
}
// Thread pool manager. We need new thread pool with increased
// amount of stack size. Standard GThreadPool was encountering
// stack overflow error during serialization.
static struct FReplaceReferencesThreadPool
{
FReplaceReferencesThreadPool()
{
Pool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
verify(Pool->Create(NumThreadsInThreadPool, 256 * 1024));
}
~FReplaceReferencesThreadPool()
{
Pool->Destroy();
}
FQueuedThreadPool* GetPool() { return Pool; }
private:
FQueuedThreadPool* Pool;
} ThreadPoolManager;
// Async task to enable multithreaded CDOs reference search.
class FFindRefTask : public FNonAbandonableTask
{
public:
explicit FFindRefTask(const TMap<UObject*, UObject*>& InReconstructedCDOsMap, int32 ReserveElements)
: ReconstructedCDOsMap(InReconstructedCDOsMap)
{
ObjectsArray.Reserve(ReserveElements);
}
void DoWork()
{
for (UObject* Object : ObjectsArray)
{
class FReplaceCDOReferencesArchive : public FArchiveUObject
{
public:
FReplaceCDOReferencesArchive(UObject* InPotentialReferencer, const TMap<UObject*, UObject*>& InReconstructedCDOsMap)
: ReconstructedCDOsMap(InReconstructedCDOsMap)
, PotentialReferencer(InPotentialReferencer)
{
ArIsObjectReferenceCollector = true;
ArIgnoreOuterRef = true;
}
virtual FString GetArchiveName() const override
{
return TEXT("FReplaceCDOReferencesArchive");
}
FArchive& operator<<(UObject*& ObjRef)
{
UObject* Obj = ObjRef;
if (Obj && Obj != PotentialReferencer)
{
if (UObject* const* FoundObj = ReconstructedCDOsMap.Find(Obj))
{
ObjRef = *FoundObj;
}
}
return *this;
}
const TMap<UObject*, UObject*>& ReconstructedCDOsMap;
UObject* PotentialReferencer;
};
FReplaceCDOReferencesArchive FindRefsArchive(Object, ReconstructedCDOsMap);
Object->Serialize(FindRefsArchive);
}
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FFindRefTask, STATGROUP_ThreadPoolAsyncTasks);
}
TArray<UObject*> ObjectsArray;
private:
const TMap<UObject*, UObject*>& ReconstructedCDOsMap;
};
const int32 NumberOfThreads = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
const int32 NumObjects = GUObjectArray.GetObjectArrayNum();
const int32 ObjectsPerTask = FMath::CeilToInt((float)NumObjects / NumberOfThreads);
// Create tasks.
TArray<FAsyncTask<FFindRefTask>> Tasks;
Tasks.Reserve(NumberOfThreads);
for (int32 TaskId = 0; TaskId < NumberOfThreads; ++TaskId)
{
Tasks.Emplace(ReconstructedCDOsMap, ObjectsPerTask);
}
// Distribute objects uniformly between tasks.
int32 CurrentTaskId = 0;
for (FObjectIterator ObjIter; ObjIter; ++ObjIter)
{
UObject* CurObject = *ObjIter;
if (CurObject->IsPendingKill())
{
continue;
}
Tasks[CurrentTaskId].GetTask().ObjectsArray.Add(CurObject);
CurrentTaskId = (CurrentTaskId + 1) % NumberOfThreads;
}
// Run async tasks in worker threads.
for (FAsyncTask<FFindRefTask>& Task : Tasks)
{
Task.StartBackgroundTask(ThreadPoolManager.GetPool());
}
// Wait until tasks are finished
for (FAsyncTask<FFindRefTask>& AsyncTask : Tasks)
{
AsyncTask.EnsureCompletion();
}
ReconstructedCDOsMap.Empty();
}
ECompilationResult::Type FHotReloadModule::RebindPackages(TArray<UPackage*> InPackages, TArray<FName> DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar)
{
ECompilationResult::Type Result = ECompilationResult::Unknown;
double Duration = 0.0;
int32 NumPackages = InPackages.Num();
int32 NumDependentModules = DependentModules.Num();
{
FScopedDurationTimer RebindTimer(Duration);
Result = RebindPackagesInternal(MoveTemp(InPackages), MoveTemp(DependentModules), bWaitForCompletion, Ar);
}
RecordAnalyticsEvent(TEXT("Rebind"), Result, Duration, NumPackages, NumDependentModules);
return Result;
}
ECompilationResult::Type FHotReloadModule::RebindPackagesInternal(TArray<UPackage*>&& InPackages, TArray<FName>&& DependentModules, const bool bWaitForCompletion, FOutputDevice& Ar)
{
ECompilationResult::Type Result = ECompilationResult::Unsupported;
#if WITH_HOT_RELOAD
bool bCanRebind = InPackages.Num() > 0;
// Verify that we're going to be able to rebind the specified packages
if (bCanRebind)
{
for (UPackage* Package : InPackages)
{
check(Package);
if (Package->GetOuter() != NULL)
{
Ar.Logf(ELogVerbosity::Warning, TEXT("Could not rebind package for %s, package is either not bound yet or is not a DLL."), *Package->GetName());
bCanRebind = false;
break;
}
}
}
// We can only proceed if a compile isn't already in progress
if (IsCurrentlyCompiling())
{
Ar.Logf(ELogVerbosity::Warning, TEXT("Could not rebind package because a module compile is already in progress."));
bCanRebind = false;
}
if (bCanRebind)
{
FModuleManager::Get().ResetModulePathsCache();
bIsHotReloadingFromEditor = true;
HotReloadStartTime = FPlatformTime::Seconds();
TArray< FName > ModuleNames;
for (UPackage* Package : InPackages)
{
// Attempt to recompile this package's module
FName ShortPackageName = FPackageName::GetShortFName(Package->GetFName());
ModuleNames.Add(ShortPackageName);
}
// Add dependent modules.
ModuleNames.Append(DependentModules);
// Start compiling modules
const bool bCompileStarted = RecompileModulesAsync(
ModuleNames,
[this, InPackages/*=MoveTemp(InPackages)*/, DependentModules/*=MoveTemp(DependentModules)*/, &Ar](const TMap<FString, FString>& ChangedModules, bool bRecompileFinished, ECompilationResult::Type CompilationResult)
{
if (ECompilationResult::Failed(CompilationResult) && bRecompileFinished)
{
Ar.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, recompile failed"));
return;
}
DoHotReloadInternal(ChangedModules, InPackages, DependentModules, Ar);
},
bWaitForCompletion,
Ar);
if (bCompileStarted)
{
if (bWaitForCompletion)
{
Ar.Logf(ELogVerbosity::Warning, TEXT("HotReload operation took %4.1fs."), float(FPlatformTime::Seconds() - HotReloadStartTime));
bIsHotReloadingFromEditor = false;
}
else
{
Ar.Logf(ELogVerbosity::Warning, TEXT("Starting HotReload took %4.1fs."), float(FPlatformTime::Seconds() - HotReloadStartTime));
}
Result = ECompilationResult::Succeeded;
}
else
{
Ar.Logf(ELogVerbosity::Warning, TEXT("RebindPackages failed because the compiler could not be started."));
Result = ECompilationResult::OtherCompilationError;
bIsHotReloadingFromEditor = false;
}
}
else
#endif
{
Ar.Logf(ELogVerbosity::Warning, TEXT("RebindPackages not possible for specified packages (or application was compiled in monolithic mode.)"));
}
return Result;
}
#if WITH_ENGINE
namespace {
static TArray<TPair<UClass*, UClass*> >& GetClassesToReinstance()
{
static TArray<TPair<UClass*, UClass*> > Data;
return Data;
}
}
void FHotReloadModule::RegisterForReinstancing(UClass* OldClass, UClass* NewClass)
{
TPair<UClass*, UClass*> Pair;
Pair.Key = OldClass;
Pair.Value = NewClass;
TArray<TPair<UClass*, UClass*> >& ClassesToReinstance = GetClassesToReinstance();
ClassesToReinstance.Add(MoveTemp(Pair));
}
void FHotReloadModule::ReinstanceClasses()
{
#if WITH_HOT_RELOAD
if (GIsHotReload)
{
UClass::AssembleReferenceTokenStreams();
}
#endif // WITH_HOT_RELOAD
TArray<TPair<UClass*, UClass*> >& ClassesToReinstance = GetClassesToReinstance();
TMap<UClass*, UClass*> OldToNewClassesMap;
for (const TPair<UClass*, UClass*>& Pair : ClassesToReinstance)
{
// Don't allow reinstancing of UEngine classes
if (Pair.Key->IsChildOf(UEngine::StaticClass()))
{
UE_LOG(LogHotReload, Warning, TEXT("Engine class '%s' has changed but will be ignored for hot reload"), *Pair.Key->GetName());
continue;
}
if (Pair.Value != nullptr)
{
OldToNewClassesMap.Add(Pair.Key, Pair.Value);
}
}
for (const TPair<UClass*, UClass*>& Pair : ClassesToReinstance)
{
// Don't allow reinstancing of UEngine classes
if (!Pair.Key->IsChildOf(UEngine::StaticClass()))
{
ReinstanceClass(Pair.Key, Pair.Value, OldToNewClassesMap);
}
}
ClassesToReinstance.Empty();
}
void FHotReloadModule::ReinstanceClass(UClass* OldClass, UClass* NewClass, const TMap<UClass*, UClass*>& OldToNewClassesMap)
{
TSharedPtr<FHotReloadClassReinstancer> ReinstanceHelper = FHotReloadClassReinstancer::Create(NewClass, OldClass, OldToNewClassesMap, ReconstructedCDOsMap, HotReloadBPSetToRecompile, HotReloadBPSetToRecompileBytecodeOnly);
if (ReinstanceHelper->ClassNeedsReinstancing())
{
UE_LOG(LogHotReload, Log, TEXT("Re-instancing %s after hot-reload."), NewClass ? *NewClass->GetName() : *OldClass->GetName());
ReinstanceHelper->ReinstanceObjectsAndUpdateDefaults();
}
}
#endif
void FHotReloadModule::OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges)
{
if (bIsHotReloadingFromEditor)
{
// DO NOTHING, this case is handled by RebindPackages
return;
}
const FModuleManager& ModuleManager = FModuleManager::Get();
TMap<FString, FString> GameModuleFilenames = UE4HotReload_Private::GetGameModuleFilenames(ModuleManager);
if (GameModuleFilenames.Num() == 0)
{
return;
}
// Check if any of the game DLLs has been added
for (auto& Change : FileChanges)
{
// Ignore changes that aren't introducing a new file.
//
// On the Mac the Add event is for a temporary linker(?) file that gets immediately renamed
// to a dylib. In the future we may want to support modified event for all platforms anyway once
// shadow copying works with hot-reload.
#if PLATFORM_MAC
if (Change.Action != FFileChangeData::FCA_Modified)
#else
if (Change.Action != FFileChangeData::FCA_Added)
#endif
{
continue;
}
// Ignore files that aren't of module type
FString Filename = FPaths::GetCleanFilename(Change.Filename);
if (!Filename.EndsWith(FPlatformProcess::GetModuleExtension()))
{
continue;
}
for (const TPair<FString, FString>& NameFilename : GameModuleFilenames)
{
// Handle module files which have already been hot-reloaded.
FString BaseName = FPaths::GetBaseFilename(NameFilename.Value);
StripModuleSuffixFromFilename(BaseName, NameFilename.Key);
// Hot reload always adds a numbered suffix preceded by a hyphen, but otherwise the module name must match exactly!
if (!Filename.StartsWith(BaseName + TEXT("-")))
{
continue;
}
if (NewModules.Contains(NameFilename.Key))
{
continue;
}
if (ModulesRecentlyCompiledInTheEditor.Contains(FPaths::ConvertRelativePathToFull(Change.Filename)))
{
continue;
}
// Add to queue. We do not hot-reload here as there may potentially be other modules being compiled.
NewModules.Emplace(NameFilename.Key, Change.Filename);
UE_LOG(LogHotReload, Log, TEXT("New module detected: %s"), *Filename);
}
}
}
void FHotReloadModule::StripModuleSuffixFromFilename(FString& InOutModuleFilename, const FString& ModuleName)
{
// First hyphen is where the UE4Edtior prefix ends
int32 FirstHyphenIndex = INDEX_NONE;
if (InOutModuleFilename.FindChar('-', FirstHyphenIndex))
{
// Second hyphen means we already have a hot-reloaded module or other than Development config module
int32 SecondHyphenIndex = FirstHyphenIndex;
do
{
SecondHyphenIndex = InOutModuleFilename.Find(TEXT("-"), ESearchCase::IgnoreCase, ESearchDir::FromStart, SecondHyphenIndex + 1);
if (SecondHyphenIndex != INDEX_NONE)
{
// Make sure that the section between hyphens is the expected module name. This guards against cases where module name has a hyphen inside.
FString HotReloadedModuleName = InOutModuleFilename.Mid(FirstHyphenIndex + 1, SecondHyphenIndex - FirstHyphenIndex - 1);
if (HotReloadedModuleName == ModuleName)
{
InOutModuleFilename = InOutModuleFilename.Mid(0, SecondHyphenIndex);
SecondHyphenIndex = INDEX_NONE;
}
}
} while (SecondHyphenIndex != INDEX_NONE);
}
}
void FHotReloadModule::RefreshHotReloadWatcher()
{
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule.Get();
if (DirectoryWatcher)
{
// Watch the game directory
AddHotReloadDirectory(DirectoryWatcher, FPaths::GameDir());
// Also watch all the game plugin directories
for(const TSharedRef<IPlugin>& Plugin : IPluginManager::Get().GetEnabledPlugins())
{
if (Plugin->GetLoadedFrom() == EPluginLoadedFrom::GameProject && Plugin->GetDescriptor().Modules.Num() > 0)
{
AddHotReloadDirectory(DirectoryWatcher, Plugin->GetBaseDir());
}
}
}
}
void FHotReloadModule::AddHotReloadDirectory(IDirectoryWatcher* DirectoryWatcher, const FString& BaseDir)
{
FString BinariesPath = FPaths::ConvertRelativePathToFull(BaseDir / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory());
if (FPaths::DirectoryExists(BinariesPath) && !BinariesFolderChangedDelegateHandles.Contains(BinariesPath))
{
IDirectoryWatcher::FDirectoryChanged BinariesFolderChangedDelegate = IDirectoryWatcher::FDirectoryChanged::CreateRaw(this, &FHotReloadModule::OnHotReloadBinariesChanged);
FDelegateHandle Handle;
if (DirectoryWatcher->RegisterDirectoryChangedCallback_Handle(BinariesPath, BinariesFolderChangedDelegate, Handle))
{
BinariesFolderChangedDelegateHandles.Add(BinariesPath, Handle);
}
}
}
void FHotReloadModule::ShutdownHotReloadWatcher()
{
FDirectoryWatcherModule* DirectoryWatcherModule = FModuleManager::GetModulePtr<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
if( DirectoryWatcherModule != nullptr )
{
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule->Get();
if (DirectoryWatcher)
{
for (const TPair<FString, FDelegateHandle>& Pair : BinariesFolderChangedDelegateHandles)
{
DirectoryWatcher->UnregisterDirectoryChangedCallback_Handle(Pair.Key, Pair.Value);
}
}
}
}
bool FHotReloadModule::Tick(float DeltaTime)
{
if (NewModules.Num())
{
#if WITH_EDITOR
if (GEditor)
{
// Don't allow hot reloading if we're running networked PIE instances
// The reason, is it's fairly complicated to handle the re-wiring that needs to happen when we re-instance objects like player controllers, possessed pawns, etc...
const TIndirectArray<FWorldContext>& WorldContextList = GEditor->GetWorldContexts();
for (const FWorldContext& WorldContext : WorldContextList)
{
if (WorldContext.World() && WorldContext.World()->WorldType == EWorldType::PIE && WorldContext.World()->NetDriver)
{
return true; // Don't allow automatic hot reloading if we're running PIE instances
}
}
}
#endif // WITH_EDITOR
// We have new modules in the queue, but make sure UBT has finished compiling all of them
if (!FDesktopPlatformModule::Get()->IsUnrealBuildToolRunning())
{
DoHotReloadFromIDE();
NewModules.Empty();
}
else
{
UE_LOG(LogHotReload, Verbose, TEXT("Detected %d reloaded modules but UnrealBuildTool is still running"), NewModules.Num());
}
}
return true;
}
void FHotReloadModule::DoHotReloadFromIDE()
{
const FModuleManager& ModuleManager = FModuleManager::Get();
IFileManager& FileManager = IFileManager::Get();
int32 NumPackagesToRebind = 0;
int32 NumDependentModules = 0;
ECompilationResult::Type Result = ECompilationResult::Unsupported;
double Duration = 0.0;
TArray<FString> GameModuleNames = UE4HotReload_Private::GetGameModuleNames(ModuleManager);
if (GameModuleNames.Num() > 0)
{
FScopedDurationTimer Timer(Duration);
// Remove any modules whose files have disappeared - this can happen if a compile event has
// failed and deleted a DLL that was there previously.
for (auto It = NewModules.CreateIterator(); It; ++It)
{
if (!FileManager.FileExists(*It->Value))
{
It.RemoveCurrent();
}
}
if (NewModules.Num() == 0)
{
return;
}
UE_LOG(LogHotReload, Log, TEXT("Starting Hot-Reload from IDE"));
HotReloadStartTime = FPlatformTime::Seconds();
FScopedSlowTask SlowTask(100.f, LOCTEXT("CompilingGameCode", "Compiling Game Code"));
SlowTask.MakeDialog();
// Update compile data before we start compiling
for (const TPair<FString, FString>& NewModule : NewModules)
{
// Move on 10% / num items
SlowTask.EnterProgressFrame(10.f/NewModules.Num());
FName ModuleName = *NewModule.Key;
UpdateModuleCompileData(ModuleName);
OnModuleCompileSucceeded(ModuleName, NewModule.Value);
}
SlowTask.EnterProgressFrame(10);
UE4HotReload_Private::FPackagesAndDependentNames PackagesAndDependentNames = UE4HotReload_Private::SplitByPackagesAndDependentNames(GameModuleNames);
SlowTask.EnterProgressFrame(80);
NumPackagesToRebind = PackagesAndDependentNames.Packages.Num();
NumDependentModules = PackagesAndDependentNames.DependentNames.Num();
Result = DoHotReloadInternal(NewModules, PackagesAndDependentNames.Packages, PackagesAndDependentNames.DependentNames, *GLog);
}
RecordAnalyticsEvent(TEXT("IDE"), Result, Duration, NumPackagesToRebind, NumDependentModules);
}
void FHotReloadModule::RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount)
{
#if WITH_ENGINE
if (FEngineAnalytics::IsAvailable())
{
TArray< FAnalyticsEventAttribute > ReloadAttribs;
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("ReloadFrom"), ReloadFrom));
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Result"), ECompilationResult::ToString(Result)));
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Duration"), FString::Printf(TEXT("%.4lf"), Duration)));
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Packages"), FString::Printf(TEXT("%d"), PackageCount)));
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("DependentModules"), FString::Printf(TEXT("%d"), DependentModulesCount)));
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.HotReload"), ReloadAttribs);
}
#endif
}
bool FHotReloadModule::RecompileModulesAsync( const TArray< FName > ModuleNames, FRecompileModulesCallback&& InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice &Ar )
{
#if WITH_HOT_RELOAD
// NOTE: This method of recompiling always using a rolling file name scheme, since we never want to unload before
// we start recompiling, and we need the output DLL to be unlocked before we invoke the compiler
ModuleCompilerStartedEvent.Broadcast(!bWaitForCompletion); // we perform an async compile providing we're not waiting for completion
FModuleManager& ModuleManager = FModuleManager::Get();
TArray< FModuleToRecompile > ModulesToRecompile;
for( FName CurModuleName : ModuleNames )
{
// Update our set of known modules, in case we don't already know about this module
ModuleManager.AddModule( CurModuleName );
// Find a unique file name for the module
FModuleToRecompile ModuleToRecompile;
ModuleToRecompile.ModuleName = CurModuleName.ToString();
ModuleManager.MakeUniqueModuleFilename( CurModuleName, ModuleToRecompile.ModuleFileSuffix, ModuleToRecompile.NewModuleFilename );
ModulesToRecompile.Add( ModuleToRecompile );
}
// Kick off compilation!
const FString AdditionalArguments = MakeUBTArgumentsForModuleCompiling();
const bool bFailIfGeneratedCodeChanges = false;
const bool bForceCodeProject = false;
bool bWasSuccessful = StartCompilingModuleDLLs(FApp::GetGameName(), ModulesToRecompile, MoveTemp(InRecompileModulesCallback), Ar, bFailIfGeneratedCodeChanges, AdditionalArguments, bForceCodeProject);
if (bWasSuccessful)
{
// Go ahead and check for completion right away. This is really just so that we can handle the case
// where the user asked us to wait for the compile to finish before returning.
bool bCompileStillInProgress = false;
bool bCompileSucceeded = false;
FOutputDeviceNull NullOutput;
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, NullOutput );
if( !bCompileStillInProgress && !bCompileSucceeded )
{
bWasSuccessful = false;
}
}
return bWasSuccessful;
#else
return false;
#endif // WITH_HOT_RELOAD
}
void FHotReloadModule::OnModuleCompileSucceeded(FName ModuleName, const FString& NewModuleFilename)
{
// If the compile succeeded, update the module info entry with the new file name for this module
FModuleManager::Get().SetModuleFilename(ModuleName, NewModuleFilename);
#if WITH_HOT_RELOAD
// UpdateModuleCompileData() should have been run before compiling so the
// data in ModuleInfo should be correct for the pre-compile dll file.
FModuleCompilationData& CompileData = ModuleCompileData.FindChecked(ModuleName).Get();
FDateTime FileTimeStamp;
bool bGotFileTimeStamp = GetModuleFileTimeStamp(ModuleName, FileTimeStamp);
CompileData.bHasFileTimeStamp = bGotFileTimeStamp;
CompileData.FileTimeStamp = FileTimeStamp;
if (CompileData.bHasFileTimeStamp)
{
CompileData.CompileMethod = EModuleCompileMethod::Runtime;
}
else
{
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
}
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
#endif
}
bool FHotReloadModule::RecompileModuleDLLs(const TArray< FModuleToRecompile >& ModuleNames, FOutputDevice& Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject)
{
bool bCompileSucceeded = false;
#if WITH_HOT_RELOAD
const FString AdditionalArguments = MakeUBTArgumentsForModuleCompiling();
if (StartCompilingModuleDLLs(FApp::GetGameName(), ModuleNames, nullptr, Ar, bFailIfGeneratedCodeChanges, AdditionalArguments, bForceCodeProject))
{
const bool bWaitForCompletion = true; // Always wait
bool bCompileStillInProgress = false;
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, Ar );
}
#endif
return bCompileSucceeded;
}
FString FHotReloadModule::MakeUBTArgumentsForModuleCompiling()
{
FString AdditionalArguments;
if ( FPaths::IsProjectFilePathSet() )
{
// We have to pass FULL paths to UBT
FString FullProjectPath = FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath());
// @todo projectdirs: Currently non-installed projects that exist under the UE4 root are compiled by UBT with no .uproject file
// name passed in (see bIsProjectTarget in VCProject.cs), which causes intermediate libraries to be saved to the Engine
// intermediate folder instead of the project's intermediate folder. We're emulating this behavior here for module
// recompiling, so that compiled modules will be able to find their import libraries in the original folder they were compiled.
if( FApp::IsEngineInstalled() || !FullProjectPath.StartsWith( FPaths::ConvertRelativePathToFull( FPaths::RootDir() ) ) )
{
const FString ProjectFilenameWithQuotes = FString::Printf(TEXT("\"%s\""), *FullProjectPath);
AdditionalArguments += FString::Printf(TEXT("%s "), *ProjectFilenameWithQuotes);
}
}
// Use new FastPDB option to cut down linking time. Currently disabled due to problems with missing symbols in VS2015.
// AdditionalArguments += TEXT(" -FastPDB");
return AdditionalArguments;
}
bool FHotReloadModule::StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
FRecompileModulesCallback&& InRecompileModulesCallback, FOutputDevice& Ar, bool bInFailIfGeneratedCodeChanges,
const FString& InAdditionalCmdLineArgs, bool bForceCodeProject)
{
#if WITH_HOT_RELOAD
// Keep track of what we're compiling
ModulesBeingCompiled = ModuleNames;
ModulesThatWereBeingRecompiled = ModulesBeingCompiled;
const TCHAR* BuildPlatformName = FPlatformMisc::GetUBTPlatform();
const TCHAR* BuildConfigurationName = FModuleManager::GetUBTConfiguration();
RecompileModulesCallback = MoveTemp(InRecompileModulesCallback);
// Pass a module file suffix to UBT if we have one
FString ModuleArg;
if (ModuleNames.Num())
{
Ar.Logf(TEXT("Candidate modules for hot reload:"));
for( const FModuleToRecompile& Module : ModuleNames )
{
if( !Module.ModuleFileSuffix.IsEmpty() )
{
ModuleArg += FString::Printf( TEXT( " -ModuleWithSuffix %s %s" ), *Module.ModuleName, *Module.ModuleFileSuffix );
}
else
{
ModuleArg += FString::Printf( TEXT( " -Module %s" ), *Module.ModuleName );
}
Ar.Logf( TEXT( " %s" ), *Module.ModuleName );
// prepare the compile info in the FModuleInfo so that it can be compared after compiling
FName ModuleFName(*Module.ModuleName);
UpdateModuleCompileData(ModuleFName);
}
}
FString ExtraArg;
#if UE_EDITOR
// NOTE: When recompiling from the editor, we're passed the game target name, not the editor target name, but we'll
// pass "-editorrecompile" to UBT which tells UBT to figure out the editor target to use for this game, since
// we can't possibly know what the target is called from within the engine code.
ExtraArg = TEXT( "-editorrecompile " );
#endif
if (bInFailIfGeneratedCodeChanges)
{
// Additional argument to let UHT know that we can only compile the module if the generated code didn't change
ExtraArg += TEXT( "-FailIfGeneratedCodeChanges " );
}
// If there's nothing to compile, don't bother linking the DLLs as the old ones are up-to-date
ExtraArg += TEXT("-canskiplink ");
// Shared PCH does no work with hot-reloading engine/editor modules as we don't scan all modules for them.
if (!ContainsOnlyGameModules(ModuleNames))
{
ExtraArg += TEXT("-nosharedpch ");
}
FString TargetName = GameName;
#if WITH_EDITOR
// If there are no game modules loaded, then it's not a code-based project and the target
// for UBT should be the editor.
if (!bForceCodeProject && !IsAnyGameModuleLoaded())
{
TargetName = TEXT("UE4Editor");
}
#endif
FString CmdLineParams = FString::Printf( TEXT( "%s%s %s %s %s%s" ),
*TargetName, *ModuleArg,
BuildPlatformName, BuildConfigurationName,
*ExtraArg, *InAdditionalCmdLineArgs );
const bool bInvocationSuccessful = InvokeUnrealBuildToolForCompile(CmdLineParams, Ar);
if ( !bInvocationSuccessful )
{
// No longer compiling modules
ModulesBeingCompiled.Empty();
ModuleCompilerFinishedEvent.Broadcast(FString(), ECompilationResult::OtherCompilationError, false);
// Fire task completion delegate
if (RecompileModulesCallback)
{
RecompileModulesCallback( TMap<FString, FString>(), false, ECompilationResult::OtherCompilationError );
RecompileModulesCallback = nullptr;
}
}
return bInvocationSuccessful;
#else
return false;
#endif
}
bool FHotReloadModule::InvokeUnrealBuildToolForCompile(const FString& InCmdLineParams, FOutputDevice &Ar)
{
#if WITH_HOT_RELOAD
// Make sure we're not already compiling something!
check(!IsCurrentlyCompiling());
// Setup output redirection pipes, so that we can harvest compiler output and display it ourselves
void* PipeRead = NULL;
void* PipeWrite = NULL;
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
ModuleCompileReadPipeText = TEXT("");
FProcHandle ProcHandle = FDesktopPlatformModule::Get()->InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite);
// We no longer need the Write pipe so close it.
// We DO need the Read pipe however...
FPlatformProcess::ClosePipe(0, PipeWrite);
if (!ProcHandle.IsValid())
{
// We're done with the process handle now
ModuleCompileProcessHandle.Reset();
ModuleCompileReadPipe = NULL;
}
else
{
ModuleCompileProcessHandle = ProcHandle;
ModuleCompileReadPipe = PipeRead;
}
return ProcHandle.IsValid();
#else
return false;
#endif // WITH_HOT_RELOAD
}
void FHotReloadModule::CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool& bCompileStillInProgress, bool& bCompileSucceeded, FOutputDevice& Ar, bool bFireEvents)
{
#if WITH_HOT_RELOAD
bCompileStillInProgress = false;
ECompilationResult::Type CompilationResult = ECompilationResult::OtherCompilationError;
// Is there a compilation in progress?
if( !IsCurrentlyCompiling() )
{
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: There is no compilation in progress right now"));
return;
}
bCompileStillInProgress = true;
FText StatusUpdate;
if ( ModulesBeingCompiled.Num() > 0 )
{
FFormatNamedArguments Args;
Args.Add( TEXT("CodeModuleName"), FText::FromString( ModulesBeingCompiled[0].ModuleName ) );
StatusUpdate = FText::Format( NSLOCTEXT("FModuleManager", "CompileSpecificModuleStatusMessage", "{CodeModuleName}: Compiling modules..."), Args );
}
else
{
StatusUpdate = NSLOCTEXT("FModuleManager", "CompileStatusMessage", "Compiling modules...");
}
FScopedSlowTask SlowTask(0, StatusUpdate, GIsSlowTask);
SlowTask.MakeDialog();
// Check to see if the compile has finished yet
int32 ReturnCode = -1;
while (bCompileStillInProgress)
{
// Store the return code in a temp variable for now because it still gets overwritten
// when the process is running.
int32 ProcReturnCode = -1;
if( FPlatformProcess::GetProcReturnCode( ModuleCompileProcessHandle, &ProcReturnCode ) )
{
ReturnCode = ProcReturnCode;
bCompileStillInProgress = false;
}
if (bRequestCancelCompilation)
{
FPlatformProcess::TerminateProc(ModuleCompileProcessHandle);
bCompileStillInProgress = bRequestCancelCompilation = false;
}
if( bCompileStillInProgress )
{
ModuleCompileReadPipeText += FPlatformProcess::ReadPipe(ModuleCompileReadPipe);
if( !bWaitForCompletion )
{
// We haven't finished compiling, but we were asked to return immediately
break;
}
SlowTask.EnterProgressFrame(0.0f);
// Give up a small timeslice if we haven't finished recompiling yet
FPlatformProcess::Sleep( 0.01f );
}
}
bRequestCancelCompilation = false;
if( bCompileStillInProgress )
{
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: Compilation is still in progress"));
return;
}
// Compilation finished, now we need to grab all of the text from the output pipe
ModuleCompileReadPipeText += FPlatformProcess::ReadPipe(ModuleCompileReadPipe);
// This includes 'canceled' (-1) and 'up-to-date' (-2)
CompilationResult = (ECompilationResult::Type)ReturnCode;
// If compilation succeeded for all modules, go back to the modules and update their module file names
// in case we recompiled the modules to a new unique file name. This is needed so that when the module
// is reloaded after the recompile, we load the new DLL file name, not the old one.
// Note that we don't want to do anything in case the build was canceled or source code has not changed.
TMap<FString, FString> ChangedModules;
if(CompilationResult == ECompilationResult::Succeeded)
{
ChangedModules.Reserve(ModulesThatWereBeingRecompiled.Num());
for( FModuleToRecompile& CurModule : ModulesThatWereBeingRecompiled )
{
// Were we asked to assign a new file name for this module?
if( CurModule.NewModuleFilename.IsEmpty() )
{
continue;
}
if (IFileManager::Get().FileSize(*CurModule.NewModuleFilename) <= 0)
{
continue;
}
// If the file doesn't exist, then assume it doesn't needs rebinding because it wasn't recompiled
FDateTime FileTimeStamp = IFileManager::Get().GetTimeStamp(*CurModule.NewModuleFilename);
if (FileTimeStamp == FDateTime::MinValue())
{
continue;
}
FName ModuleName = *CurModule.ModuleName;
// If the file is the same as what we remembered it was then assume it doesn't needs rebinding because it wasn't recompiled
TSharedRef<FModuleCompilationData>* CompileDataPtr = ModuleCompileData.Find(ModuleName);
if (CompileDataPtr && (*CompileDataPtr)->FileTimeStamp == FileTimeStamp)
{
continue;
}
// If the compile succeeded, update the module info entry with the new file name for this module
OnModuleCompileSucceeded(ModuleName, CurModule.NewModuleFilename);
// Move modules
ChangedModules.Emplace(MoveTemp(CurModule.ModuleName), MoveTemp(CurModule.NewModuleFilename));
}
}
ModulesThatWereBeingRecompiled.Empty();
// We're done with the process handle now
FPlatformProcess::CloseProc(ModuleCompileProcessHandle);
ModuleCompileProcessHandle.Reset();
FPlatformProcess::ClosePipe(ModuleCompileReadPipe, 0);
Ar.Log(*ModuleCompileReadPipeText);
const FString FinalOutput = ModuleCompileReadPipeText;
ModuleCompileReadPipe = NULL;
ModuleCompileReadPipeText = TEXT("");
// No longer compiling modules
ModulesBeingCompiled.Empty();
bCompileSucceeded = !ECompilationResult::Failed(CompilationResult);
if ( bFireEvents )
{
const bool bShowLogOnSuccess = false;
ModuleCompilerFinishedEvent.Broadcast(FinalOutput, CompilationResult, !bCompileSucceeded || bShowLogOnSuccess);
// Fire task completion delegate
if (RecompileModulesCallback)
{
RecompileModulesCallback( ChangedModules, true, CompilationResult );
RecompileModulesCallback = nullptr;
}
}
#endif // WITH_HOT_RELOAD
}
void FHotReloadModule::UpdateModuleCompileData(FName ModuleName)
{
// Find or create a compile data object for this module
TSharedRef<FModuleCompilationData>* CompileDataPtr = ModuleCompileData.Find(ModuleName);
if(CompileDataPtr == nullptr)
{
CompileDataPtr = &ModuleCompileData.Add(ModuleName, TSharedRef<FModuleCompilationData>(new FModuleCompilationData()));
}
// reset the compile data before updating it
FModuleCompilationData& CompileData = CompileDataPtr->Get();
CompileData.bHasFileTimeStamp = false;
CompileData.FileTimeStamp = FDateTime(0);
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
#if WITH_HOT_RELOAD
ReadModuleCompilationInfoFromConfig(ModuleName, CompileData);
FDateTime FileTimeStamp;
bool bGotFileTimeStamp = GetModuleFileTimeStamp(ModuleName, FileTimeStamp);
if (!bGotFileTimeStamp)
{
// File missing? Reset the cached timestamp and method to defaults and save them.
CompileData.bHasFileTimeStamp = false;
CompileData.FileTimeStamp = FDateTime(0);
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
}
else
{
if (CompileData.bHasFileTimeStamp)
{
if (FileTimeStamp > CompileData.FileTimeStamp + HotReloadDefs::TimeStampEpsilon)
{
// The file is newer than the cached timestamp
// The file must have been compiled externally
CompileData.FileTimeStamp = FileTimeStamp;
CompileData.CompileMethod = EModuleCompileMethod::External;
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
}
}
else
{
// The cached timestamp and method are default value so this file has no history yet
// We can only set its timestamp and save
CompileData.bHasFileTimeStamp = true;
CompileData.FileTimeStamp = FileTimeStamp;
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
}
}
#endif
}
void FHotReloadModule::ReadModuleCompilationInfoFromConfig(FName ModuleName, FModuleCompilationData& CompileData)
{
FString DateTimeString;
if (GConfig->GetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.TimeStamp"), *ModuleName.ToString()), DateTimeString, GEditorPerProjectIni))
{
FDateTime TimeStamp;
if (!DateTimeString.IsEmpty() && FDateTime::Parse(DateTimeString, TimeStamp))
{
CompileData.bHasFileTimeStamp = true;
CompileData.FileTimeStamp = TimeStamp;
FString CompileMethodString;
if (GConfig->GetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.LastCompileMethod"), *ModuleName.ToString()), CompileMethodString, GEditorPerProjectIni))
{
if (CompileMethodString.Equals(HotReloadDefs::CompileMethodRuntime, ESearchCase::IgnoreCase))
{
CompileData.CompileMethod = EModuleCompileMethod::Runtime;
}
else if (CompileMethodString.Equals(HotReloadDefs::CompileMethodExternal, ESearchCase::IgnoreCase))
{
CompileData.CompileMethod = EModuleCompileMethod::External;
}
}
}
}
}
void FHotReloadModule::WriteModuleCompilationInfoToConfig(FName ModuleName, const FModuleCompilationData& CompileData)
{
FString DateTimeString;
if (CompileData.bHasFileTimeStamp)
{
DateTimeString = CompileData.FileTimeStamp.ToString();
}
GConfig->SetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.TimeStamp"), *ModuleName.ToString()), *DateTimeString, GEditorPerProjectIni);
FString CompileMethodString = HotReloadDefs::CompileMethodUnknown;
if (CompileData.CompileMethod == EModuleCompileMethod::Runtime)
{
CompileMethodString = HotReloadDefs::CompileMethodRuntime;
}
else if (CompileData.CompileMethod == EModuleCompileMethod::External)
{
CompileMethodString = HotReloadDefs::CompileMethodExternal;
}
GConfig->SetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.LastCompileMethod"), *ModuleName.ToString()), *CompileMethodString, GEditorPerProjectIni);
}
bool FHotReloadModule::GetModuleFileTimeStamp(FName ModuleName, FDateTime& OutFileTimeStamp) const
{
FString Filename = FModuleManager::Get().GetModuleFilename(ModuleName);
if (IFileManager::Get().FileSize(*Filename) > 0)
{
OutFileTimeStamp = FDateTime(IFileManager::Get().GetTimeStamp(*Filename));
return true;
}
return false;
}
bool FHotReloadModule::IsAnyGameModuleLoaded()
{
if (bIsAnyGameModuleLoaded == EThreeStateBool::Unknown)
{
bool bGameModuleFound = false;
// Ask the module manager for a list of currently-loaded gameplay modules
TArray< FModuleStatus > ModuleStatuses;
FModuleManager::Get().QueryModules(ModuleStatuses);
for (auto ModuleStatusIt = ModuleStatuses.CreateConstIterator(); ModuleStatusIt; ++ModuleStatusIt)
{
const FModuleStatus& ModuleStatus = *ModuleStatusIt;
// We only care about game modules that are currently loaded
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
{
// There is at least one loaded game module.
bGameModuleFound = true;
break;
}
}
bIsAnyGameModuleLoaded = EThreeStateBool::FromBool(bGameModuleFound);
}
return EThreeStateBool::ToBool(bIsAnyGameModuleLoaded);
}
bool FHotReloadModule::ContainsOnlyGameModules(const TArray<FModuleToRecompile>& ModulesToCompile) const
{
const FString AbsoluteGameDir(FPaths::ConvertRelativePathToFull(FPaths::GameDir()));
bool bOnlyGameModules = true;
for (auto& ModuleToCompile : ModulesToCompile)
{
const FString FullModulePath(FPaths::ConvertRelativePathToFull(ModuleToCompile.NewModuleFilename));
if (!FullModulePath.StartsWith(AbsoluteGameDir))
{
bOnlyGameModules = false;
break;
}
}
return bOnlyGameModules;
}
void FHotReloadModule::ModulesChangedCallback(FName ModuleName, EModuleChangeReason ReasonForChange)
{
// Force update game modules state on the next call to IsAnyGameModuleLoaded
bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
// If the hot reload directory watcher hasn't been initialized yet (because the binaries directory did not exist) try to initialize it now
if (!bDirectoryWatcherInitialized)
{
RefreshHotReloadWatcher();
bDirectoryWatcherInitialized = true;
}
}
void FHotReloadModule::PluginMountedCallback(IPlugin& Plugin)
{
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule.Get();
if (DirectoryWatcher)
{
if (Plugin.GetLoadedFrom() == EPluginLoadedFrom::GameProject && Plugin.GetDescriptor().Modules.Num() > 0)
{
AddHotReloadDirectory(DirectoryWatcher, Plugin.GetBaseDir());
}
}
}
#undef LOCTEXT_NAMESPACE