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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209807 on 2016/11/24 by Chris.Wood CRP now has improved handling of lost comms with website/DB (CRP v.1.2.9) [UE-38397] - CrashReportProcess should not lose crashes when the website goes down. Change 3209936 on 2016/11/24 by Steven.Hutton Reconciled offline work. Fixed a number of display bugs with the reports page. Change 3209938 on 2016/11/24 by Steven.Hutton Reconciled offline work Adding JQuery UI packages Change 3210736 on 2016/11/28 by Steve.Robb Unset() made protected, which is an implementation details of TFunction and not the way to unbind one (may leak memory). Fixes to existing calls. https://answers.unrealengine.com/questions/494947/proper-way-to-deal-with-destroying-a-tfunction.html Change3211181on 2016/11/28 by Steve.Robb Improved error message when binding a delegate to a pending kill object. #jira UE-5232 Change 3211214 on 2016/11/28 by Steve.Robb PR #2978: fixed typo in FMallocLeakDetection (Contributed by finap) #jira UE-39049 Change 3211301 on 2016/11/28 by Steve.Robb PR #2892: Copy bCustomVersionsAreReset when creating an Archive from another Ar. (Contributed by surakin) #jira UE-37941 Change 3213387 on 2016/11/29 by Steven.Hutton Test of a release note parsed from the changelist Change 3213553 on 2016/11/29 by Gil.Gribb UE4 - Rework dependencies and UStruct creation so that we can create UBlueprintGeneratedClass's without needing the parent class serialized. Change 3214800 on 2016/11/30 by Robert.Manuszewski ModuleManager will now use a critical section instead of FMultiReaderSingleWriterGT to make it really thread safe. - removed FMultiReaderSingleWriterGT because it was not fully thread safe Change 3214926 on 2016/11/30 by Robert.Manuszewski Merging using Dev-Core_To_Dev-LoadTimes (reversed) Change 3214981 on 2016/11/30 by Gil.Gribb UE4 - Make sure that subobjects of CDOs are exported even if they don't have any direct references; they might be archetypes. Change 3215392 on 2016/11/30 by Steve.Robb Error out on editor builds when reading a non-boolean value in an archive. Change 3215674 on 2016/11/30 by Steve.Robb Replacement of a custom scope-exit setup with our standard macro. Change 3215720 on 2016/11/30 by Steve.Robb Default constructor for TTuple which value-initializes the elements. Change 3216777 on 2016/12/01 by Graeme.Thornton Add NoRedist and NotForLicensees folders in the game folder to the C# version of config file hierarchy. Change 3216858 on 2016/12/01 by Graeme.Thornton Improvements to pak signing and encryption - Remove compile time defines for encryption key and signing keys - Embed keys in executable by including in the UBT generated UELinkerFixups.cpp file - Add key access core delegate for passing these keys through to pak platform file Change 3216860 on 2016/12/01 by Graeme.Thornton Re-enable pak signing and encryption in ShooterGame Change 3216861 on 2016/12/01 by Graeme.Thornton Re-enable pak signing and encryption in Paragon Change 3217076 on 2016/12/01 by Gil.Gribb UE4 - replaced !GIsIntialLoad with EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME as a first step toward boot time EDL Change 3221139 on 2016/12/05 by Ben.Woodhouse Dummy integrate of CL 3221131 (versioning workarounds) from Dev-LoadTimes4.14 with accept target to prevent those workarounds being merged out of dev-loadtimes4.14. Command: p4 integrate //UE4/Dev-LoadTimes4.14/...@3221131,3221131 w/ resolve/accept-target Change 3221410 on 2016/12/05 by Steve.Robb Allow Algo::IsSorted to work on C arrays and initializer_lists. Change 3221673 on 2016/12/05 by Gil.Gribb set up an intentional merge conflict so we can do the right thing when dev-BP and dev-core come together Change 3223182 on 2016/12/06 by Chris.Wood Add EngineModeEx to CrashReportCommon [UE-39258] - Update CrashReporter to include whether Engine crashes are from vanilla build or not Change 3224646 on 2016/12/07 by Robert.Manuszewski It's no longer necessary to rebuild the cooked exe to enable the event driven loader. EDL and the new async IO are now controlled with ini settings only. Change 3224647 on 2016/12/07 by Robert.Manuszewski Event Driven Loader is now enabled by default. Change 3224669 on 2016/12/07 by Chris.Wood Compressing some crash files output from CRP to S3 (CRP v1.2.11) [UE-37564] - Add compression support for CRP crash files in S3 Add EngineModeEx to support to CRP (CRP v1.2.10) [UE-39258] - Update CrashReporter to include whether Engine crashes are from vanilla build or not Change 3224873 on 2016/12/07 by Robert.Manuszewski A few fixes to the EDL macro refactor. Change 3224933 on 2016/12/07 by Robert.Manuszewski Async Loading settings will now be logged on startup in cooked games Change 3224984 on 2016/12/07 by Robert.Manuszewski Small fix to EDL and new async IO global var init. Change 3225027 on 2016/12/07 by Robert.Manuszewski Re-enabling EDL in ShooterGame since it no longer requires the cooked exe to be re-compiled (and EDL is on by default anyway). Change 3226702 on 2016/12/08 by Steve.Robb UHT can now skip over macro-like identifiers while parsing. Correctly handles FTypefaceEntry::Name parsing, which was broken by the workaround in CL# 3219332. Syntax workaround reverted in FTypefaceEntry. #jira UE-38231 Change 3226756 on 2016/12/08 by Steve.Robb LexicalConversion renamed to Lex after #core discussion. Lex::ToString overloads added for FString itself. Change 3226766 on 2016/12/08 by Steve.Robb FCookStatsManager::ToString replaced with Lex::ToString, as it now supports the required functionality. Change 3226949 on 2016/12/08 by Robert.Manuszewski Fixing static analysis warnings Change 3228566 on 2016/12/09 by Robert.Manuszewski Making UBT not think it needs to use separate temporary target for non source code projects when EDL settings don't match default. Change 3228601 on 2016/12/09 by Steve.Robb Fix for TSparseArray visualization of types smaller than 8 bytes. Change 3228654 on 2016/12/09 by Gil.Gribb UE4 - Fix very old bug with lock free lists, probably not relevant to anything we currently use. Change3228697on 2016/12/09 by Graeme.Thornton Rebuilt UnrealPak [CL 3228932 by Robert Manuszewski in Main branch]
184 lines
5.5 KiB
C++
184 lines
5.5 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Containers/UnrealString.h"
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class FToken;
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/////////////////////////////////////////////////////
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// FBaseParser
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enum class ESymbolParseOption
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{
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Normal,
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CloseTemplateBracket
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};
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// A specifier with optional value
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struct FPropertySpecifier
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{
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public:
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explicit FPropertySpecifier(FString&& InKey)
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: Key(MoveTemp(InKey))
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{
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}
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explicit FPropertySpecifier(const FString& InKey)
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: Key(InKey)
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{
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}
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FString Key;
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TArray<FString> Values;
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FString ConvertToString() const;
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};
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//
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// Base class of header parsers.
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//
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class FBaseParser
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{
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protected:
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FBaseParser();
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public:
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// Input text.
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const TCHAR* Input;
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// Length of input text.
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int32 InputLen;
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// Current position in text.
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int32 InputPos;
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// Current line in text.
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int32 InputLine;
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// Position previous to last GetChar() call.
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int32 PrevPos;
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// Line previous to last GetChar() call.
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int32 PrevLine;
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// Previous comment parsed by GetChar() call.
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FString PrevComment;
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// Number of statements parsed.
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int32 StatementsParsed;
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// Total number of lines parsed.
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int32 LinesParsed;
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void ResetParser(const TCHAR* SourceBuffer, int32 StartingLineNumber = 1);
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// Low-level parsing functions.
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TCHAR GetChar( bool Literal = false );
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TCHAR PeekChar();
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TCHAR GetLeadingChar();
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void UngetChar();
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/**
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* Tests if a character is an end-of-line character.
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*
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* @param c The character to test.
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*
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* @return true if c is an end-of-line character, false otherwise.
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*/
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static bool IsEOL( TCHAR c );
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/**
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* Tests if a character is a whitespace character.
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*
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* @param c The character to test.
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*
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* @return true if c is an whitespace character, false otherwise.
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*/
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static bool IsWhitespace( TCHAR c );
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/**
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* Gets the next token from the input stream, advancing the variables which keep track of the current input position and line.
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*
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* @param Token receives the value of the parsed text; if Token is pre-initialized, special logic is performed
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* to attempt to evaluated Token in the context of that type. Useful for distinguishing between ambigous symbols
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* like enum tags.
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* @param NoConsts specify true to indicate that tokens representing literal const values are not allowed.
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* @param ParseTemplateClosingBracket specify true to treat >> as two template closing brackets instead of shift operator.
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*
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* @return true if a token was successfully processed, false otherwise.
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*/
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bool GetToken( FToken& Token, bool bNoConsts = false, ESymbolParseOption bParseTemplateClosingBracket = ESymbolParseOption::Normal );
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/**
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* Put all text from the current position up to either EOL or the StopToken
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* into Token. Advances the compiler's current position.
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*
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* @param Token [out] will contain the text that was parsed
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* @param StopChar stop processing when this character is reached
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*
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* @return true if a token was parsed
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*/
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bool GetRawToken( FToken& Token, TCHAR StopChar = TCHAR('\n') );
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// Doesn't quit if StopChar is found inside a double-quoted string, but does not support quote escapes
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bool GetRawTokenRespectingQuotes( FToken& Token, TCHAR StopChar = TCHAR('\n') );
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void UngetToken( const FToken& Token );
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bool GetIdentifier( FToken& Token, bool bNoConsts = false );
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bool GetSymbol( FToken& Token );
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/**
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* Get an int constant
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* @return true on success, otherwise false.
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*/
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bool GetConstInt(int32& Result, const TCHAR* Tag = NULL);
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bool GetConstInt64(int64& Result, const TCHAR* Tag = NULL);
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// Matching predefined text.
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bool MatchIdentifier( FName Match );
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bool MatchIdentifier( const TCHAR* Match );
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bool MatchConstInt( const TCHAR* Match );
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bool PeekIdentifier( FName Match );
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bool PeekIdentifier( const TCHAR* Match );
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bool MatchSymbol( const TCHAR* Match, ESymbolParseOption bParseTemplateClosingBracket = ESymbolParseOption::Normal );
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void MatchSemi();
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bool PeekSymbol( const TCHAR* Match );
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// Requiring predefined text.
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void RequireIdentifier( FName Match, const TCHAR* Tag );
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void RequireIdentifier( const TCHAR* Match, const TCHAR* Tag );
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void RequireSymbol( const TCHAR* Match, const TCHAR* Tag, ESymbolParseOption bParseTemplateClosingBracket = ESymbolParseOption::Normal );
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/** Clears out the stored comment. */
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void ClearComment();
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// Reads a new-style value
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//@TODO: UCREMOVAL: Needs a better name
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FString ReadNewStyleValue(const FString& TypeOfSpecifier);
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// Reads ['(' Value [',' Value]* ')'] and places each value into the Items array
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bool ReadOptionalCommaSeparatedListInParens(TArray<FString>& Items, const FString& TypeOfSpecifier);
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//////////////
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// Complicated* parsing code that needs to be shared between the preparser and the parser
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// (* i.e., doesn't really belong in the base parser)
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// Expecting Name | (MODULE_API Name)
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// Places Name into DeclaredName
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// Places MODULE_API (where MODULE varies) into RequiredAPIMacroIfPresent
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// FailureMessage is printed out if the expectation is broken.
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void ParseNameWithPotentialAPIMacroPrefix(FString& DeclaredName, FString& RequiredAPIMacroIfPresent, const TCHAR* FailureMessage);
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// Reads a set of specifiers (with optional values) inside the () of a new-style metadata macro like UPROPERTY or UFUNCTION
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void ReadSpecifierSetInsideMacro(TArray<FPropertySpecifier>& SpecifiersFound, const FString& TypeOfSpecifier, TMap<FName, FString>& MetaData);
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// Validates and inserts one key-value pair into the meta data map
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static void InsertMetaDataPair(TMap<FName, FString>& MetaData, const FString& InKey, const FString& InValue);
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//////////////
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};
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