Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp
Ben Marsh 75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

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

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00

1911 lines
64 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SourceCodeNavigation.h"
#include "HAL/PlatformStackWalk.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/ScopeLock.h"
#include "Async/AsyncWork.h"
#include "Modules/ModuleManager.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "UObject/Package.h"
#include "UObject/MetaData.h"
#include "Misc/PackageName.h"
#include "Async/TaskGraphInterfaces.h"
#include "EditorStyleSet.h"
#include "GameFramework/Actor.h"
#include "GameFramework/Pawn.h"
#include "TickableEditorObject.h"
#include "UnrealEdMisc.h"
#include "ISourceCodeAccessor.h"
#include "ISourceCodeAccessModule.h"
#include "Interfaces/IHttpResponse.h"
#include "Interfaces/IHttpRequest.h"
#include "HttpModule.h"
#if PLATFORM_WINDOWS
#include "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include <DbgHelp.h>
#include <TlHelp32.h>
#include <psapi.h>
#include "HideWindowsPlatformTypes.h"
#elif PLATFORM_MAC
#include <mach-o/dyld.h>
#include <mach-o/nlist.h>
#include <mach-o/stab.h>
#include <cxxabi.h>
#include "ApplePlatformSymbolication.h"
#endif
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "DesktopPlatformModule.h"
DEFINE_LOG_CATEGORY(LogSelectionDetails);
#define LOCTEXT_NAMESPACE "SourceCodeNavigation"
#define SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR 0 // @todo editcode: Not sure if we want this by default (make user-configurable?)
#define SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES 0 // @todo editcode: Always skip these? Make optional in UI?
namespace SourceCodeNavigationDefs
{
FString IDEInstallerFilename("UE4_SuggestedIDEInstaller");
}
/**
* Caches information about source symbols for fast look-up
*/
class FSourceSymbolDatabase
{
public:
/**
* Attempts to locate function symbols for the specified module and class name
*
* @param ModuleName Module name to search
* @param ClassName Class name to search
* @param OutFunctionSymbolNames Functions that we found (if return value was true)
* @param OutIsCompleteList True if the list returned contains all known functions, or false if the list is known to be incomplete (e.g., we're still actively digesting functions and updating the list, so you should call this again to get the full list later.)
*
* @return True if functions were found, otherwise false
*/
bool QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/**
* Sets the function names for the specified module and class name
*
* @param ModuleName Module name to set functions for
* @param ClassName Class name to set functions for
* @param FunctionSymbolNames Functions to set for this module and class
*/
void SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames );
private:
struct FClass
{
/** List of function symbols within the class */
TArray< FString > FunctionSymbolNames;
/** True if all functions have been gathered for this class */
bool bIsCompleteList;
};
struct FModule
{
/** Maps class names to functions in that class */
TMap< FString, FClass > Classes;
};
/** Maps module names to classes in that module */
TMap< FString, FModule > Modules;
};
bool FSourceSymbolDatabase::QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
OutIsCompleteList = false;
FModule* FoundModule = Modules.Find( ModuleName );
bool bWasFound = false;
if( FoundModule != NULL )
{
FClass* FoundClass = FoundModule->Classes.Find( ClassName );
if( FoundClass != NULL )
{
// Copy function list into the output array
OutFunctionSymbolNames = FoundClass->FunctionSymbolNames;
OutIsCompleteList = FoundClass->bIsCompleteList;
bWasFound = true;
}
}
return bWasFound;
}
void FSourceSymbolDatabase::SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames )
{
FModule& Module = Modules.FindOrAdd( ModuleName );
FClass& Class = Module.Classes.FindOrAdd( ClassName );
// Copy function list into our array
Class.FunctionSymbolNames = FunctionSymbolNames;
Class.bIsCompleteList = true;
}
/**
* Async task for gathering symbols
*/
class FAsyncSymbolGatherer : public FNonAbandonableTask
{
public:
/** Constructor */
FAsyncSymbolGatherer( const FString& InitModuleName, const FString& InitClassName )
: AskedToAbortCount( 0 ),
ModuleName( InitModuleName ),
ClassName( InitClassName )
{
}
/** Performs work on thread */
void DoWork();
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return AskedToAbortCount.GetValue() > 0;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncSymbolGatherer, STATGROUP_ThreadPoolAsyncTasks);
}
private:
/** True if we've been asked to abort work in progress at the next opportunity */
FThreadSafeCounter AskedToAbortCount;
/** Module name we're looking for symbols in */
FString ModuleName;
/** Class name we're looking for symbols in */
FString ClassName;
};
FSourceFileDatabase::FSourceFileDatabase()
: bIsDirty(true)
{
// Register to be notified when new .Build.cs files are added to the project
FSourceCodeNavigation::AccessOnNewModuleAdded().AddRaw(this, &FSourceFileDatabase::OnNewModuleAdded);
}
FSourceFileDatabase::~FSourceFileDatabase()
{
FSourceCodeNavigation::AccessOnNewModuleAdded().RemoveAll(this);
}
void FSourceFileDatabase::UpdateIfNeeded()
{
if (!bIsDirty)
{
return;
}
bIsDirty = false;
ModuleNames.Reset();
DisallowedHeaderNames.Empty();
// Find all the build rules within the game and engine directories
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Developer")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Editor")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Runtime")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::GameDir() / TEXT("Source")), TEXT("*.Build.cs"));
// Find list of disallowed header names in native (non-plugin) directories
TArray<FString> HeaderFiles;
for (const FString& ModuleName : ModuleNames)
{
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Classes")), TEXT("*.h"), true, false, false);
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Public")), TEXT("*.h"), true, false, false);
}
for (const FString& HeaderFile : HeaderFiles)
{
DisallowedHeaderNames.Add(FPaths::GetBaseFilename(HeaderFile));
}
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
DisallowedHeaderNames.Remove(ClassIt->GetName());
}
// Find all the plugin directories
TArray<FString> PluginNames;
FindRootFilesRecursive(PluginNames, *(FPaths::EngineDir() / TEXT("Plugins")), TEXT("*.uplugin"));
FindRootFilesRecursive(PluginNames, *(FPaths::GameDir() / TEXT("Plugins")), TEXT("*.uplugin"));
// Add all the files within plugin directories
for (const FString& PluginName : PluginNames)
{
FindRootFilesRecursive(ModuleNames, *(FPaths::GetPath(PluginName) / TEXT("Source")), TEXT("*.Build.cs"));
}
}
void FSourceFileDatabase::FindRootFilesRecursive(TArray<FString> &FileNames, const FString &BaseDirectory, const FString &Wildcard)
{
// Find all the files within this directory
TArray<FString> BasedFileNames;
IFileManager::Get().FindFiles(BasedFileNames, *(BaseDirectory / Wildcard), true, false);
// Append to the result if we have any, otherwise recurse deeper
if (BasedFileNames.Num() == 0)
{
TArray<FString> DirectoryNames;
IFileManager::Get().FindFiles(DirectoryNames, *(BaseDirectory / TEXT("*")), false, true);
for (int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
FindRootFilesRecursive(FileNames, BaseDirectory / DirectoryNames[Idx], Wildcard);
}
}
else
{
for (int32 Idx = 0; Idx < BasedFileNames.Num(); Idx++)
{
FileNames.Add(BaseDirectory / BasedFileNames[Idx]);
}
}
}
void FSourceFileDatabase::OnNewModuleAdded(FName InModuleName)
{
bIsDirty = true;
}
DECLARE_DELEGATE_RetVal( bool, FShouldAbortDelegate );
class FSourceCodeNavigationImpl
: public FTickableEditorObject
{
public:
/**
* Static: Queries singleton instance
*
* @return Singleton instance of FSourceCodeNavigationImpl
*/
static FSourceCodeNavigationImpl& Get()
{
static FSourceCodeNavigationImpl SingletonInstance;
return SingletonInstance;
}
FSourceCodeNavigationImpl()
: bAsyncWorkIsInProgress(false)
{
}
/** Destructor */
~FSourceCodeNavigationImpl();
/**
* Locates the source file and line for a specific function in a specific module and navigates an external editing to that source line
*
* @param FunctionSymbolName The function to navigate tool (e.g. "MyClass::MyFunction")
* @param FunctionModuleName The module to search for this function's symbols (e.g. "GameName-Win64-Debug")
* @param bIgnoreLineNumber True if we should just go to the source file and not a specific line within the file
*/
void NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber );
/**
* Gathers all functions within a C++ class using debug symbols
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param ShouldAbortDelegate Called frequently to check to see if the task should be aborted
*/
void GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate );
/** Makes sure that debug symbols are loaded */
void SetupModuleSymbols();
/**
* Returns any function symbols that we've cached that match the request, and if possible, queues asynchronous task to gather symbols that are not yet cached.
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param OutFunctionSymbolNames List of function symbols found for this module and class combination. May not be a complete list.
* @param OutIsCompleteList True if the returned list of functions is complete, or false if we're still processing data.
*/
void TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/** A batch of symbol queries have started */
void SymbolQueryStarted();
/** The final symbol query in a batch completed */
void SymbolQueryFinished();
/** Handler called when the installer for the suggested IDE has finished downloading */
void OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete);
/** Launches the IDE installer process */
void LaunchIDEInstaller(const FString& Filepath);
/** @return The name of the IDE installer file for the platform */
FString GetSuggestedIDEInstallerFileName();
protected:
/** FTickableEditorObject interface */
virtual void Tick( float DeltaTime ) override;
virtual bool IsTickable() const override
{
return true;
}
virtual TStatId GetStatId() const override;
private:
/** Source symbol database. WARNING: This is accessed by multiple threads and requires a mutex to read/write! */
FSourceSymbolDatabase SourceSymbolDatabase;
/** Async task that gathers symbols */
TSharedPtr< FAsyncTask< FAsyncSymbolGatherer > > AsyncSymbolGatherer;
/** Object used for synchronization via a scoped lock **/
FCriticalSection SynchronizationObject;
/** Describes a list element for a pending symbol gather request */
struct FSymbolGatherRequest
{
/** Name of module */
FString ModuleName;
/** Name of the C++ class */
FString ClassName;
/** Equality operator (case sensitive!) */
inline bool operator==( const FSymbolGatherRequest& RHS ) const
{
return FCString::Strcmp( *ModuleName, *RHS.ModuleName ) == 0 &&
FCString::Strcmp( *ClassName, *RHS.ClassName ) == 0;
}
};
/** List of classes that are enqueued for symbol harvesting, as soon as the current gather finishes */
TArray< FSymbolGatherRequest > ClassesToGatherSymbolsFor;
/** The AsyncSymbolGatherer is working */
bool bAsyncWorkIsInProgress;
/** The source code symbol query in progress message */
TWeakPtr<SNotificationItem> SymbolQueryNotificationPtr;
/** Multi-cast delegate that fires after any symbols have finished digesting */
FSourceCodeNavigation::FOnSymbolQueryFinished OnSymbolQueryFinished;
/** Multi-cast delegate that fires after a compiler is not found. */
FSourceCodeNavigation::FOnCompilerNotFound OnCompilerNotFound;
/** Multi-cast delegate that fires after a new module (.Build.cs file) has been added */
FSourceCodeNavigation::FOnNewModuleAdded OnNewModuleAdded;
friend class FSourceCodeNavigation;
};
/** Performs work on thread */
void FAsyncSymbolGatherer::DoWork()
{
FSourceCodeNavigationImpl::Get().GatherFunctions(
ModuleName, ClassName,
FShouldAbortDelegate::CreateRaw( this, &FAsyncSymbolGatherer::ShouldAbort ) );
}
FSourceCodeNavigationImpl::~FSourceCodeNavigationImpl()
{
// Make sure async tasks are completed before we exit
// @todo editcode: These could take awhile to finish. Can we kill them in progress?
if( AsyncSymbolGatherer.IsValid() )
{
AsyncSymbolGatherer->EnsureCompletion();
AsyncSymbolGatherer.Reset();
}
}
void FSourceCodeNavigationImpl::SetupModuleSymbols()
{
// Initialize stack walking as it loads up symbol information which we require.
// @todo editcode: For modules that were loaded after the first time appInitStackWalking is called, we may need to load those modules into DbgHelp (see LoadProcessModules)
FPlatformStackWalk::InitStackWalking();
}
void FSourceCodeNavigationImpl::NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
ISourceCodeAccessor& SourceCodeAccessor = SourceCodeAccessModule.GetAccessor();
#if PLATFORM_WINDOWS
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// Setup our symbol info structure so that DbgHelp can write to it
ANSICHAR SymbolInfoBuffer[ sizeof( IMAGEHLP_SYMBOL64 ) + MAX_SYM_NAME ];
PIMAGEHLP_SYMBOL64 SymbolInfoPtr = reinterpret_cast< IMAGEHLP_SYMBOL64*>( SymbolInfoBuffer );
SymbolInfoPtr->SizeOfStruct = sizeof( SymbolInfoBuffer );
SymbolInfoPtr->MaxNameLength = MAX_SYM_NAME;
FString FullyQualifiedSymbolName = FunctionSymbolName;
if( !FunctionModuleName.IsEmpty() )
{
FullyQualifiedSymbolName = FString::Printf( TEXT( "%s!%s" ), *FunctionModuleName, *FunctionSymbolName );
}
// Ask DbgHelp to locate information about this symbol by name
// NOTE: Careful! This function is not thread safe, but we're calling it from a separate thread!
if( SymGetSymFromName64( ProcessHandle, TCHAR_TO_ANSI( *FullyQualifiedSymbolName ), SymbolInfoPtr ) )
{
// Setup our file and line info structure so that DbgHelp can write to it
IMAGEHLP_LINE64 FileAndLineInfo;
FileAndLineInfo.SizeOfStruct = sizeof( FileAndLineInfo );
// Query file and line number information for this symbol from DbgHelp
uint32 SourceColumnNumber = 0;
if( SymGetLineFromAddr64( ProcessHandle, SymbolInfoPtr->Address, (::DWORD *)&SourceColumnNumber, &FileAndLineInfo ) )
{
const FString SourceFileName( (const ANSICHAR*)(FileAndLineInfo.FileName) );
int32 SourceLineNumber = 1;
if( bIgnoreLineNumber )
{
SourceColumnNumber = 1;
}
else
{
SourceLineNumber = FileAndLineInfo.LineNumber;
}
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Found symbols for [%s] - File [%s], Line [%i], Column [%i]" ),
*FunctionSymbolName,
*SourceFileName,
(uint32)FileAndLineInfo.LineNumber,
SourceColumnNumber );
// Open this source file in our IDE and take the user right to the line number
SourceCodeAccessor.OpenFileAtLine( SourceFileName, SourceLineNumber, SourceColumnNumber );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find source file and line number for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find symbols for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
#elif PLATFORM_MAC
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == FunctionModuleName)
{
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = nullptr;
struct dysymtab_command const* DsymTable = nullptr;
struct uuid_command* UUIDCommand = nullptr;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule64->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
else if (Command && Command->cmd == LC_UUID)
{
UUIDCommand = (struct uuid_command*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable && UUIDCommand);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString SymbolName;
if (DemangledName)
{
// C++ function
SymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(SymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
SymbolName = SymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = SymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = SymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = SymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
SymbolName = SymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
SymbolName = MangledSymbolName;
}
if(FunctionSymbolName == SymbolName)
{
CFUUIDBytes UUIDBytes;
FMemory::Memcpy(&UUIDBytes, UUIDCommand->uuid, sizeof(CFUUIDBytes));
CFUUIDRef UUIDRef = CFUUIDCreateFromUUIDBytes(kCFAllocatorDefault, UUIDBytes);
CFStringRef UUIDString = CFUUIDCreateString(kCFAllocatorDefault, UUIDRef);
FString UUID((NSString*)UUIDString);
CFRelease(UUIDString);
CFRelease(UUIDRef);
uint64 Address = SymbolEntry.n_value;
uint64 BaseAddress = (uint64)IndexModule64;
FString AtoSCommand = FString::Printf(TEXT("\"%s\" -s %s -l 0x%lx 0x%lx"), *FullModulePath, *UUID, BaseAddress, Address);
int32 ReturnCode = 0;
FString Results;
const FString AtoSPath = FString::Printf(TEXT("%sBinaries/Mac/UnrealAtoS"), *FPaths::EngineDir() );
FPlatformProcess::ExecProcess( *AtoSPath, *AtoSCommand, &ReturnCode, &Results, NULL );
if(ReturnCode == 0)
{
int32 FirstIndex = -1;
int32 LastIndex = -1;
if(Results.FindChar(TCHAR('('), FirstIndex) && Results.FindLastChar(TCHAR('('), LastIndex) && FirstIndex != LastIndex)
{
int32 CloseIndex = -1;
int32 ColonIndex = -1;
if(Results.FindLastChar(TCHAR(':'), ColonIndex) && Results.FindLastChar(TCHAR(')'), CloseIndex))
{
int32 FileNamePos = LastIndex+1;
int32 FileNameLen = ColonIndex-FileNamePos;
FString FileName = Results.Mid(FileNamePos, FileNameLen);
FString LineNumber = Results.Mid(ColonIndex + 1, CloseIndex-(ColonIndex + 1));
SourceCodeAccessor.OpenFileAtLine( FileName, FCString::Atoi(*LineNumber), 0 );
}
}
}
break;
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
FCriticalSection FSourceCodeNavigation::CriticalSection;
FSourceFileDatabase FSourceCodeNavigation::Instance;
void FSourceCodeNavigation::Initialize()
{
class FAsyncInitializeSourceFileDatabase : public FNonAbandonableTask
{
public:
/** Performs work on thread */
void DoWork()
{
FSourceCodeNavigation::GetSourceFileDatabase();
}
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return false;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncInitializeSourceFileDatabase, STATGROUP_ThreadPoolAsyncTasks);
}
};
// Initialize SourceFileDatabase instance asynchronously
(new FAutoDeleteAsyncTask<FAsyncInitializeSourceFileDatabase>)->StartBackgroundTask();
}
const FSourceFileDatabase& FSourceCodeNavigation::GetSourceFileDatabase()
{
#if !( PLATFORM_WINDOWS && defined(__clang__) ) // @todo clang: This code causes a strange stack overflow issue when compiling using Clang on Windows
// Lock so that nothing may proceed while the AsyncTask is constructing the FSourceFileDatabase for the first time
FScopeLock Lock(&CriticalSection);
Instance.UpdateIfNeeded();
#endif
return Instance;
}
void FSourceCodeNavigation::NavigateToFunctionSourceAsync( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
if ( !IsCompilerAvailable() )
{
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return;
}
// @todo editcode: This will potentially take a long time to execute. We need a way to tell the async task
// system that this may block internally and it should always have it's own thread. Also
// we may need a way to kill these tasks on shutdown, or when an action is cancelled/overridden
// by the user interactively
struct FNavigateFunctionParams
{
FString FunctionSymbolName;
FString FunctionModuleName;
bool bIgnoreLineNumber;
};
TSharedRef< FNavigateFunctionParams > NavigateFunctionParams( new FNavigateFunctionParams() );
NavigateFunctionParams->FunctionSymbolName = FunctionSymbolName;
NavigateFunctionParams->FunctionModuleName = FunctionModuleName;
NavigateFunctionParams->bIgnoreLineNumber = bIgnoreLineNumber;
struct FLocal
{
/** Wrapper functions to asynchronously look-up symbols and navigate to source code. We do this
asynchronously because symbol look-up can often take some time */
static void PreloadSymbolsTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
{
// Make sure debug symbols are loaded and ready
FSourceCodeNavigationImpl::Get().SetupModuleSymbols();
}
static void NavigateToFunctionSourceTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent, TSharedRef< FNavigateFunctionParams > Params, TSharedPtr< SNotificationItem > CompileNotificationPtr )
{
// Call the navigate function!
FSourceCodeNavigationImpl::Get().NavigateToFunctionSource( Params->FunctionSymbolName, Params->FunctionModuleName, Params->bIgnoreLineNumber );
// clear the notification
CompileNotificationPtr->SetCompletionState( SNotificationItem::CS_Success );
CompileNotificationPtr->ExpireAndFadeout();
}
};
FNotificationInfo Info( LOCTEXT("ReadingSymbols", "Reading C++ Symbols") );
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
Info.ExpireDuration = 2.0f;
Info.bFireAndForget = false;
TSharedPtr< SNotificationItem > CompileNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if (CompileNotificationPtr.IsValid())
{
CompileNotificationPtr->SetCompletionState(SNotificationItem::CS_Pending);
}
// Kick off asynchronous task to load symbols
DECLARE_CYCLE_STAT(TEXT("FDelegateGraphTask.EditorSourceCodeNavigation"),
STAT_FDelegateGraphTask_EditorSourceCodeNavigation,
STATGROUP_TaskGraphTasks);
FGraphEventRef PreloadSymbolsAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(FDelegateGraphTask::FDelegate::CreateStatic(&FLocal::PreloadSymbolsTaskWrapper), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation)));
// add a dependent task to run on the main thread when symbols are loaded
FGraphEventRef UnusedAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(
FDelegateGraphTask::FDelegate::CreateStatic(
&FLocal::NavigateToFunctionSourceTaskWrapper, NavigateFunctionParams, CompileNotificationPtr), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation),
PreloadSymbolsAsyncResult, ENamedThreads::GameThread, ENamedThreads::GameThread
)
);
}
void FSourceCodeNavigationImpl::GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate )
{
TArray< FString > FunctionSymbolNames;
#if PLATFORM_WINDOWS
// Initialize stack walking as it loads up symbol information which we require.
SetupModuleSymbols();
struct FCallbackUserData
{
FCallbackUserData( TArray< FString >& InitFunctionSymbolNames, const FShouldAbortDelegate& InitShouldAbortDelegate )
: FunctionSymbolNames( InitFunctionSymbolNames ),
ShouldAbortDelegate( InitShouldAbortDelegate )
{
}
TArray< FString >& FunctionSymbolNames;
const FShouldAbortDelegate& ShouldAbortDelegate;
};
struct Local
{
static BOOL CALLBACK EnumSymbolsCallback( PSYMBOL_INFO pSymInfo, ULONG SymbolSize, PVOID UserContext )
{
FCallbackUserData& CallbackUserData = *static_cast< FCallbackUserData* >( UserContext );
ANSICHAR SymbolBuffer[ MAX_SYM_NAME ];
FCStringAnsi::Strncpy( SymbolBuffer, pSymInfo->Name, pSymInfo->NameLen + 1 );
FString FunctionSymbolName( SymbolBuffer );
// Strip off the class name if we have one
FString FoundClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FoundClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
#if !SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR
// Filter class constructor
else if( FunctionName == FoundClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
#endif
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !CallbackUserData.FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( CallbackUserData.FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
bool bShouldAbort = false;
if( CallbackUserData.ShouldAbortDelegate.IsBound() )
{
bShouldAbort = CallbackUserData.ShouldAbortDelegate.Execute();
}
// Return true to continue searching, otherwise false
return !bShouldAbort;
}
};
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
const FString SearchMask( FString::Printf( TEXT( "%s!%s::*" ), *ModuleName, *ClassName ) );
FCallbackUserData CallbackUserData( FunctionSymbolNames, ShouldAbortDelegate );
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// NOTE: This function sometimes takes a VERY long time to complete (multiple seconds!)
const bool bSuccessful = !!SymEnumSymbols(
ProcessHandle, // Process handle
0, // DLL base address (or zero, to search multiple modules)
TCHAR_TO_ANSI( *SearchMask ), // Search mask string (see docs)
&Local::EnumSymbolsCallback, // Callback function
&CallbackUserData ); // User data pointer for callback
if( bSuccessful )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "GatherFunctions: Unable to enumerate symbols for module '%s', search mask '%s' [%s]" ),
*ModuleName,
*SearchMask,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif
#elif PLATFORM_MAC
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == ModuleName)
{
bool bSucceeded = true;
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = NULL;
struct dysymtab_command const* DsymTable = NULL;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule32->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
bSucceeded = FileOK;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
if(FString(MangledSymbolName).Contains(ClassName))
{
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString FunctionSymbolName;
if (DemangledName)
{
// C++ function
FunctionSymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(FunctionSymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
FunctionSymbolName = FunctionSymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = FunctionSymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = FunctionSymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = FunctionSymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
FunctionSymbolName = FunctionSymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
FunctionSymbolName = MangledSymbolName;
}
// Strip off the class name if we have one
FString FunctionClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FunctionClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// @todo editcode: Not sure if we want this by default (make user-configurable?)
const bool bShowConstructorAndDestructor = false;
if (ClassName != FunctionClassName)
{
bPassedFilter = false;
}
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
else if( FunctionName.StartsWith( TEXT( "vtable for" ) ) || FunctionName.StartsWith( TEXT( "scalar deleting" ) ) || FunctionName.StartsWith( TEXT( "vector deleting" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
// Filter class constructor
else if( !bShowConstructorAndDestructor && FunctionName == FunctionClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( !bShowConstructorAndDestructor && FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
if( ShouldAbortDelegate.IsBound() && ShouldAbortDelegate.Execute())
{
bSucceeded = false;
break;
}
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
else
{
bSucceeded = false;
}
if(bSucceeded)
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
void FSourceCodeNavigation::GatherFunctionsForActors( TArray< AActor* >& Actors, const EGatherMode::Type GatherMode, TArray< FEditCodeMenuClass >& Classes )
{
// NOTE: It's important for this function to execute very quickly, especially when GatherMode is "ClassesOnly". This
// is because the code may execute every time the user right clicks on an actor in the level editor, before the menu
// is able to be summoned. We need the UI to be responsive!
struct Local
{
static FEditCodeMenuClass& GetClassInfo( TArray< FEditCodeMenuClass >& InClasses, const FString& ModuleName, const FString& ClassName, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
check( !ClassName.IsEmpty() );
// Check to see if we already have this class name in our list
FEditCodeMenuClass* FoundClass = NULL;
for( int32 CurClassIndex = 0; CurClassIndex < InClasses.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = InClasses[ CurClassIndex ];
if( CurClass.Name == ClassName )
{
FoundClass = &CurClass;
break;
}
}
// Add a new class to our list if we need to
if( FoundClass == NULL )
{
FoundClass = new( InClasses ) FEditCodeMenuClass();
FoundClass->Name = ClassName;
FoundClass->bIsCompleteList = true; // Until proven otherwise!
FoundClass->ReferencedObject = ReferencedObject;
FoundClass->ModuleName = ModuleName;
}
else
{
check(FoundClass->ReferencedObject.Get() == ReferencedObject);
}
return *FoundClass;
}
static void AddFunction( TArray< FEditCodeMenuClass >& InClasses, const FFunctionSymbolInfo& FunctionSymbolInfo, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
if( ensure( !FunctionSymbolInfo.ClassName.IsEmpty() ) )
{
// Keep track of the current function
FEditCodeMenuClass& ClassInfo = GetClassInfo(InClasses, FunctionSymbolInfo.ModuleName, FunctionSymbolInfo.ClassName, ReferencedObject);
ClassInfo.Functions.Add( FunctionSymbolInfo );
}
else
{
// No class for this function. We'll ignore it as we only want to show functions for this class
}
}
};
// Skip low-level classes that we never want users to see. These usually have a lot of symbols
// that slow down digestion times and clutter the UI too.
TSet< FString > ClassesWithIncompleteFunctionLists;
for( TArray< AActor* >::TIterator It( Actors ); It; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
// Grab the class of this actor
UClass* ActorClass = Actor->GetClass();
check( ActorClass != NULL );
// Walk the inheritance hierarchy for this class
for( UClass* CurClass = ActorClass; CurClass != NULL; CurClass = CurClass->GetSuperClass() )
{
// Skip low-level classes if we were asked to do that. Here, we'll require the class to have
// been derived from a low level actor/pawn class.
#if !SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES
if( !CurClass->IsChildOf( AActor::StaticClass() ) || // @todo editcode: A bit hacky here, hard-coding types
CurClass == AActor::StaticClass() ||
CurClass == APawn::StaticClass() )
{
continue;
}
#endif
const FString CPlusPlusClassName( FString( CurClass->GetPrefixCPP() ) + CurClass->GetName() );
// Figure out the module file name that this class' C++ code lives in
FString ModuleName = FPaths::GetBaseFilename(FPlatformProcess::ExecutableName()); // Default to the executable module
// Only bother getting the correct module if we're gathering functions, too, since it can slow down the process a bit.
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
FindClassModuleName( CurClass, ModuleName );
}
{
// Assume there are always C++ functions to gather. This isn't necessarily correct but it's too
// slow to check to be sure when only asked to gather classes. Besides, currently we display
// functions for UObject which everything derives from, so there are always *some* functions, just
// not necessarily for every class we report.
bool bIsCompleteList = false;
// True to gather functions from the symbol database (slow, but has every function.)
// False to gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
const bool bGetFunctionsFromSymbolDatabase = false; // @todo editcode: Should we get rid of the unused code path here?
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
if( bGetFunctionsFromSymbolDatabase )
{
// Gather functions from symbol database (slow, but has every function.)
TArray< FString > GatheredFunctionSymbolNames;
FSourceCodeNavigationImpl::Get().TryToGatherFunctions( ModuleName, CPlusPlusClassName, GatheredFunctionSymbolNames, bIsCompleteList );
for( int32 CurFunctionIndex = 0; CurFunctionIndex < GatheredFunctionSymbolNames.Num(); ++CurFunctionIndex )
{
const FString& FunctionSymbolName = GatheredFunctionSymbolNames[ CurFunctionIndex ];
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
}
else
{
// Gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
// Find all of the editable functions in this class
for( int32 CurFunctionIndex = 0; CurFunctionIndex < CurClass->NativeFunctionLookupTable.Num(); ++CurFunctionIndex )
{
// Convert the function name (e.g., "execOnTouched") to an FString so we can manipulate it easily
const FString ImplFunctionName = CurClass->NativeFunctionLookupTable[ CurFunctionIndex ].Name.ToString();
// Create a fully-qualified symbol name for this function that includes the class
const FString FunctionSymbolName =
CPlusPlusClassName + // The C++ class name (e.g. "APawn")
FString( TEXT( "::" ) ) + // C++ class scoping
ImplFunctionName; // The function name (e.g. "OnTouched")
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
// We always have complete data when gathering directly from the native function table
bIsCompleteList = true;
}
}
if( !bIsCompleteList )
{
// Find the class and mark it incomplete
FEditCodeMenuClass& ClassInfo = Local::GetClassInfo( Classes, ModuleName, CPlusPlusClassName );
ClassInfo.bIsCompleteList = false;
}
}
}
}
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
// Sort function lists
for( int32 CurClassIndex = 0; CurClassIndex < Classes.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = Classes[ CurClassIndex ];
struct FCompareSymbolName
{
FORCEINLINE bool operator()( const FFunctionSymbolInfo& A, const FFunctionSymbolInfo& B ) const
{
return A.SymbolName < B.SymbolName;
}
};
CurClass.Functions.Sort( FCompareSymbolName() );
}
}
}
bool FSourceCodeNavigation::NavigateToFunctionAsync( UFunction* InFunction )
{
bool bResult = false;
if( InFunction )
{
UClass* OwningClass = InFunction->GetOwnerClass();
if( OwningClass->HasAllClassFlags( CLASS_Native ))
{
FString ModuleName;
// Find module name for class
if( FindClassModuleName( OwningClass, ModuleName ))
{
const FString SymbolName = FString::Printf( TEXT( "%s%s::%s" ), OwningClass->GetPrefixCPP(), *OwningClass->GetName(), *InFunction->GetName() );
NavigateToFunctionSourceAsync( SymbolName, ModuleName, false );
bResult = true;
}
}
}
return bResult;
}
bool FSourceCodeNavigation::NavigateToProperty( UProperty* InProperty )
{
bool bResult = false;
if (InProperty && InProperty->IsNative())
{
FString SourceFilePath;
const bool bFileLocated = FindClassHeaderPath(InProperty, SourceFilePath) &&
IFileManager::Get().FileSize(*SourceFilePath) != INDEX_NONE;
if (bFileLocated)
{
const FString AbsoluteSourcePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*SourceFilePath);
bResult = OpenSourceFile(AbsoluteSourcePath);
}
}
return bResult;
}
bool FSourceCodeNavigation::FindClassModuleName( UClass* InClass, FString& ModuleName )
{
bool bResult = false;
// Find module name from class
if( InClass )
{
UPackage* ClassPackage = InClass->GetOuterUPackage();
if( ClassPackage )
{
//@Package name transition
FName ShortClassPackageName = FPackageName::GetShortFName(ClassPackage->GetFName());
// Is this module loaded? In many cases, we may not have a loaded module for this class' package,
// as it might be statically linked into the executable, etc.
if( FModuleManager::Get().IsModuleLoaded( ShortClassPackageName ) )
{
// Because the module loaded into memory may have a slightly mutated file name (for
// hot reload, etc), we ask the module manager for the actual file name being used. This
// is important as we need to be sure to get the correct symbols.
FModuleStatus ModuleStatus;
if( ensure( FModuleManager::Get().QueryModule( ShortClassPackageName, ModuleStatus ) ) )
{
// Use the base file name (no path, no extension) as the module name for symbol look up!
ModuleName = FPaths::GetBaseFilename(ModuleStatus.FilePath);
bResult = true;
}
else
{
// This module should always be known. Should never happen.
}
}
}
}
return bResult;
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnSymbolQueryFinished& FSourceCodeNavigation::AccessOnSymbolQueryFinished()
{
return FSourceCodeNavigationImpl::Get().OnSymbolQueryFinished;
}
FText FSourceCodeNavigation::GetSuggestedSourceCodeIDE(bool bShortIDEName)
{
#if PLATFORM_WINDOWS
if ( bShortIDEName )
{
return LOCTEXT("SuggestedCodeIDE_ShortWindows", "Visual Studio");
}
else
{
return LOCTEXT("SuggestedCodeIDE_Windows", "Visual Studio 2017");
}
#elif PLATFORM_MAC
return LOCTEXT("SuggestedCodeIDE_Mac", "Xcode");
#else
return LOCTEXT("SuggestedCodeIDE_Generic", "an IDE to edit source code");
#endif
}
FString FSourceCodeNavigation::GetSuggestedSourceCodeIDEDownloadURL()
{
FString SourceCodeIDEURL;
#if PLATFORM_WINDOWS
// Visual Studio
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Windows"), SourceCodeIDEURL );
#elif PLATFORM_MAC
// Xcode
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Mac"), SourceCodeIDEURL );
#else
// Unknown platform, just link to wikipedia page on IDEs
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Other"), SourceCodeIDEURL );
#endif
return SourceCodeIDEURL;
}
bool FSourceCodeNavigation::GetCanDirectlyInstallSourceCodeIDE()
{
#if PLATFORM_WINDOWS
return true;
#else
return false;
#endif
}
void FSourceCodeNavigation::DownloadAndInstallSuggestedIDE(FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
FSourceCodeNavigationImpl& SourceCodeNavImpl = FSourceCodeNavigationImpl::Get();
// Check to see if the file exists first
auto UserTempDir = FPaths::ConvertRelativePathToFull(FDesktopPlatformModule::Get()->GetUserTempPath());
FString InstallerFullPath = FString::Printf(TEXT("%s%s"), *UserTempDir, *SourceCodeNavImpl.GetSuggestedIDEInstallerFileName());
if (!IPlatformFile::GetPlatformPhysical().FileExists(*InstallerFullPath))
{
FString DownloadURL;
TSharedRef<IHttpRequest> HttpRequest = FHttpModule::Get().CreateRequest();
// Download the installer for the suggested IDE
HttpRequest->OnProcessRequestComplete().BindRaw(&SourceCodeNavImpl, &FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete, OnDownloadComplete);
HttpRequest->SetVerb(TEXT("GET"));
HttpRequest->SetURL(GetSuggestedSourceCodeIDEDownloadURL());
HttpRequest->ProcessRequest();
}
else
{
SourceCodeNavImpl.LaunchIDEInstaller(InstallerFullPath);
OnDownloadComplete.ExecuteIfBound(true);
}
}
void FSourceCodeNavigation::RefreshCompilerAvailability()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().RefreshAvailability();
}
bool FSourceCodeNavigation::IsCompilerAvailable()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().CanAccessSourceCode();
}
bool FSourceCodeNavigation::OpenSourceFile( const FString& AbsoluteSourcePath, int32 LineNumber, int32 ColumnNumber )
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenFileAtLine(AbsoluteSourcePath, LineNumber, ColumnNumber);
}
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSourceFiles(AbsoluteSourcePaths);
}
// Let others know that we've failed to open some source files.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().AddSourceFiles(AbsoluteSourcePaths, GetSourceFileDatabase().GetModuleNames());
}
return false;
}
bool FSourceCodeNavigation::OpenModuleSolution()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSolution();
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnCompilerNotFound& FSourceCodeNavigation::AccessOnCompilerNotFound()
{
return FSourceCodeNavigationImpl::Get().OnCompilerNotFound;
}
FSourceCodeNavigation::FOnNewModuleAdded& FSourceCodeNavigation::AccessOnNewModuleAdded()
{
return FSourceCodeNavigationImpl::Get().OnNewModuleAdded;
}
bool FSourceCodeNavigation::FindModulePath( const FString& ModuleName, FString &OutModulePath )
{
// Try to find a file matching the module name
const TArray<FString>& ModuleNames = GetSourceFileDatabase().GetModuleNames();
FString FindModuleSuffix = FString(TEXT("/")) + ModuleName + ".Build.cs";
for (int32 Idx = 0; Idx < ModuleNames.Num(); Idx++)
{
if (ModuleNames[Idx].EndsWith(FindModuleSuffix))
{
OutModulePath = ModuleNames[Idx].Left(ModuleNames[Idx].Len() - FindModuleSuffix.Len());
return true;
}
}
return false;
}
bool FSourceCodeNavigation::FindClassHeaderPath( const UField *Field, FString &OutClassHeaderPath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
FString ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
OutClassHeaderPath = ModuleBasePath / ModuleRelativePath;
return true;
}
}
}
return false;
}
bool FSourceCodeNavigation::FindClassSourcePath( const UField *Field, FString &OutClassSourcePath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
// Given this we can try and find the corresponding .cpp file
FString ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
const FString PotentialCppLeafname = FPaths::GetBaseFilename(ModuleRelativePath) + TEXT(".cpp");
FString PotentialCppFilename = ModuleBasePath / FPaths::GetPath(ModuleRelativePath) / PotentialCppLeafname;
// Is the .cpp file in the same folder as the header file?
if(FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
const FString PublicPath = ModuleBasePath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = ModuleBasePath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = ModuleBasePath / "Classes" / ""; // Ensure trailing /
// If the path starts with Public or Classes, try swapping those out with Private
if(PotentialCppFilename.StartsWith(PublicPath))
{
PotentialCppFilename.ReplaceInline(*PublicPath, *PrivatePath);
}
else if(PotentialCppFilename.StartsWith(ClassesPath))
{
PotentialCppFilename.ReplaceInline(*ClassesPath, *PrivatePath);
}
else
{
PotentialCppFilename.Empty();
}
if(!PotentialCppFilename.IsEmpty() && FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
// Still no luck, try and search for the file on the filesystem
TArray<FString> Filenames;
IFileManager::Get().FindFilesRecursive(Filenames, *ModuleBasePath, *PotentialCppLeafname, true, false, false);
if(Filenames.Num() > 0)
{
// Assume it's the first match (we should really only find a single file with a given name within a project anyway)
OutClassSourcePath = Filenames[0];
return true;
}
}
}
}
return false;
}
void FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
if (bWasSuccessful)
{
// Get the user's temp directory
auto UserTempDir = FDesktopPlatformModule::Get()->GetUserTempPath();
// Create the installer file in the temp dir
auto InstallerName = GetSuggestedIDEInstallerFileName();
FString Filepath = FString::Printf(TEXT("%s%s"), *UserTempDir, *InstallerName);
auto InstallerFileHandle = IPlatformFile::GetPlatformPhysical().OpenWrite(*Filepath);
// Copy the content from the response into the installer file
auto InstallerContent = Response->GetContent();
bool bWriteSucceeded = InstallerFileHandle ? InstallerFileHandle->Write(InstallerContent.GetData(), InstallerContent.Num()) : false;
delete InstallerFileHandle;
if (bWriteSucceeded)
{
// Launch the created executable in a separate window to begin the installation
LaunchIDEInstaller(Filepath);
}
else
{
bWasSuccessful = false;
}
}
OnDownloadComplete.ExecuteIfBound(bWasSuccessful);
}
void FSourceCodeNavigationImpl::TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Start out by gathering whatever functions we've already cached
const bool bFoundFunctions = SourceSymbolDatabase.QueryFunctionsForClass( ModuleName, ClassName, OutFunctionSymbolNames, OutIsCompleteList );
if( !bFoundFunctions )
{
OutIsCompleteList = false;
}
if( !bFoundFunctions || !OutIsCompleteList )
{
// Enqueue a task to gather symbols. This will be kicked off the next time we have a chance (as early as next Tick() call)
FSymbolGatherRequest GatherRequest = { ModuleName, ClassName };
ClassesToGatherSymbolsFor.AddUnique( GatherRequest );
}
}
void FSourceCodeNavigationImpl::SymbolQueryStarted()
{
// Starting a new request! Notify the UI.
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->ExpireAndFadeout();
}
FNotificationInfo Info( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryInProgress", "Loading C++ Symbols") );
Info.bFireAndForget = false;
SymbolQueryNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
void FSourceCodeNavigationImpl::SymbolQueryFinished()
{
// Finished all requests! Notify the UI.
TSharedPtr<SNotificationItem> NotificationItem = SymbolQueryNotificationPtr.Pin();
if ( NotificationItem.IsValid() )
{
NotificationItem->SetText( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryComplete", "C++ Symbols Loaded!") );
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
NotificationItem->ExpireAndFadeout();
SymbolQueryNotificationPtr.Reset();
}
// Let others know that we've gathered some new symbols
OnSymbolQueryFinished.Broadcast();
}
FString FSourceCodeNavigationImpl::GetSuggestedIDEInstallerFileName()
{
FString Extension;
#if PLATFORM_WINDOWS
Extension = "exe";
#elif PLATFORM_MAC
Extension = "app";
#endif
return FString::Printf(TEXT("%s.%s"), *SourceCodeNavigationDefs::IDEInstallerFilename, *Extension);
}
void FSourceCodeNavigationImpl::LaunchIDEInstaller(const FString& Filepath)
{
#if PLATFORM_WINDOWS
auto Params = TEXT("--productId \"Microsoft.VisualStudio.Product.Community\" --add \"Microsoft.VisualStudio.Workload.NativeGame\" --add \"Component.Unreal\" --campaign \"EpicGames_UE4\"");
FPlatformProcess::ExecElevatedProcess(*Filepath, Params, nullptr);
#endif
}
void FSourceCodeNavigationImpl::Tick( float DeltaTime )
{
const bool bAsyncWorkAvailable = ClassesToGatherSymbolsFor.Num() > 0;
// Do we have any work to do?
if( bAsyncWorkAvailable )
{
// Are we still busy gathering functions?
const bool bIsBusy = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsDone();
if( !bIsBusy )
{
const FSymbolGatherRequest GatherRequest = ClassesToGatherSymbolsFor[ 0 ];
ClassesToGatherSymbolsFor.RemoveAt( 0 );
// Init stack walking here to ensure that module manager doesn't need to be accessed on the thread inside the asynk task
FPlatformStackWalk::InitStackWalking();
// Start the async task
AsyncSymbolGatherer = MakeShareable( new FAsyncTask< FAsyncSymbolGatherer >( GatherRequest.ModuleName, GatherRequest.ClassName ) );
AsyncSymbolGatherer->StartBackgroundTask();
}
else
{
// Current task is still running, so wait until some other time
}
}
// Determine if starting new work or finishing the last of the queued work
const bool bAsyncWorkWasInProgress = bAsyncWorkIsInProgress;
bAsyncWorkIsInProgress = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsWorkDone();
if (!bAsyncWorkWasInProgress && bAsyncWorkAvailable)
{
SymbolQueryStarted();
}
else if (bAsyncWorkWasInProgress && !bAsyncWorkIsInProgress && !bAsyncWorkAvailable)
{
SymbolQueryFinished();
}
}
TStatId FSourceCodeNavigationImpl::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FSourceCodeNavigationImpl, STATGROUP_Tickables);
}
#undef LOCTEXT_NAMESPACE