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329 lines
11 KiB
C++
329 lines
11 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "BlueprintNativeCodeGenManifest.h"
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#include "NativeCodeGenCommandlineParams.h"
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#include "App.h" // for GetGameName()
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "JsonObjectConverter.h"
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#include "Serialization/JsonWriter.h"
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#include "IBlueprintCompilerCppBackendModule.h" // for GetBaseFilename()
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DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All);
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/*******************************************************************************
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* BlueprintNativeCodeGenManifestImpl
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******************************************************************************/
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namespace BlueprintNativeCodeGenManifestImpl
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{
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static const int64 CPF_NoFlags = 0x00;
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static const FString ManifestFileExt = TEXT(".bpgen.manifest");
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static const FString CppFileExt = TEXT(".cpp");
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static const FString HeaderFileExt = TEXT(".h");
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static const FString HeaderSubDir = TEXT("Public");
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static const FString CppSubDir = TEXT("Private");
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/** */
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static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest);
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static FString GetHeaderSaveDir(const FString& ModulePath);
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static FString GetCppSaveDir(const FString& ModulePath);
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static FString GetBaseFilename(const FAssetData& Asset);
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/** */
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static FString GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset);
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static FString GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset);
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static FString GetComparibleDirPath(const FString& DirectoryPath);
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest)
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{
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FString ManifestStr;
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if (FFileHelper::LoadFileToString(ManifestStr, *FilePath))
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{
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TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
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TSharedPtr<FJsonObject> JsonObject;
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if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
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{
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return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
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/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetHeaderSaveDir(const FString& ModulePath)
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{
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return FPaths::Combine(*ModulePath, *HeaderSubDir);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetCppSaveDir(const FString& ModulePath)
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{
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return FPaths::Combine(*ModulePath, *CppSubDir);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset)
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{
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return IBlueprintCompilerCppBackendModule::GetBaseFilename(Asset.GetAsset());
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset)
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{
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return FPaths::Combine(*GetHeaderSaveDir(ModulePath), *GetBaseFilename(Asset)) + HeaderFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset)
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{
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return FPaths::Combine(*GetCppSaveDir(ModulePath), *GetBaseFilename(Asset)) + CppFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath)
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{
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FString NormalizedPath = DirectoryPath;
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const FString PathDelim = TEXT("/");
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if (!NormalizedPath.EndsWith(PathDelim))
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{
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// to account for the case where the relative path would resolve to X:
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// (when we want "X:/")... ConvertRelativePathToFull() leaves the
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// trailing slash, and NormalizeDirectoryName() will remove it (if it is
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// not a drive letter)
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NormalizedPath += PathDelim;
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}
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if (FPaths::IsRelative(NormalizedPath))
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{
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NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath);
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}
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FPaths::NormalizeDirectoryName(NormalizedPath);
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return NormalizedPath;
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenManifest
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******************************************************************************/
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetDefaultFilename()
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{
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return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt;
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}
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString TargetPath)
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: ModulePath(TargetPath)
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{
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if (ModulePath.IsEmpty())
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{
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ModulePath = FPaths::GameIntermediateDir();
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}
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// do NOT load from an existing interface, as this is the default
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// constructor used by the USTRUCT() system
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams)
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{
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using namespace BlueprintNativeCodeGenManifestImpl;
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bool const bLoadExistingManifest = !CommandlineParams.bWipeRequested || CommandlineParams.ModuleOutputDir.IsEmpty();
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ModulePath = CommandlineParams.ModuleOutputDir;
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if (FPaths::IsRelative(ModulePath))
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{
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FPaths::MakePathRelativeTo(ModulePath, *FPaths::GameDir());
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}
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if (!CommandlineParams.ManifestFilePath.IsEmpty())
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{
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ManifestPath = CommandlineParams.ManifestFilePath;
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}
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else
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{
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if (!ensure(!ModulePath.IsEmpty()))
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{
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ModulePath = FPaths::Combine(*FPaths::GameIntermediateDir(), TEXT("BpCodeGen"));
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}
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ManifestPath = FPaths::Combine(*GetModuleDir(), *GetDefaultFilename());
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}
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// incorporate an existing manifest (in case we're only re-converting a
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// handful of assets and adding them into an existing module)
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if (bLoadExistingManifest && LoadManifest(ManifestPath, this))
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{
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// if they specified a separate module path, lets make sure we use that
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// over what was found in the existing manifest
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if (!CommandlineParams.ModuleOutputDir.IsEmpty())
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{
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if (CommandlineParams.bWipeRequested)
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{
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ModulePath = CommandlineParams.ModuleOutputDir;
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}
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else
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{
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const FString ExpectedPath = GetComparibleDirPath(CommandlineParams.ModuleOutputDir);
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FString TargetPath = GetModuleDir();
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TargetPath = GetComparibleDirPath(TargetPath);
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if ( !FPaths::IsSamePath(ExpectedPath, TargetPath) )
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{
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UE_LOG(LogNativeCodeGenManifest, Error,
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TEXT("The existing manifest's module path does not match what was specified via the commandline."));
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}
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}
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}
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// if we were only interested in obtaining the module path
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if (CommandlineParams.bWipeRequested)
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{
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Clear();
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}
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else
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{
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MapConvertedAssets();
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}
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}
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetData& AssetInfo)
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{
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const FString AssetPath = AssetInfo.PackageName.ToString();
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if (FConvertedAssetRecord* ExistingConversionRecord = FindConversionRecord(AssetPath))
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{
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return *ExistingConversionRecord;
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}
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const FString TargetModulePath = GetModuleDir();
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FConvertedAssetRecord NewConversionRecord;
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NewConversionRecord.AssetPtr = AssetInfo.GetAsset();
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NewConversionRecord.AssetType = AssetInfo.GetClass();
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NewConversionRecord.AssetPath = AssetPath;
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NewConversionRecord.GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(TargetModulePath, AssetInfo);
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NewConversionRecord.GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(TargetModulePath, AssetInfo);
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RecordMap.Add(AssetPath, ConvertedAssets.Num());
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return ConvertedAssets[ ConvertedAssets.Add(NewConversionRecord) ];
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord* FBlueprintNativeCodeGenManifest::FindConversionRecord(const FString& AssetPath, bool bSlowSearch)
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{
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FConvertedAssetRecord* FoundRecord = nullptr;
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if (int32* IndexPtr = RecordMap.Find(AssetPath))
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{
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check(*IndexPtr < ConvertedAssets.Num());
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FoundRecord = &ConvertedAssets[*IndexPtr];
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ensure(FoundRecord->AssetPath == AssetPath);
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}
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else if (bSlowSearch)
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{
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for (FConvertedAssetRecord& ConversionRecord : ConvertedAssets)
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{
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if (ConversionRecord.AssetPath == AssetPath)
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{
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FoundRecord = &ConversionRecord;
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}
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}
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}
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return FoundRecord;
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}
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//------------------------------------------------------------------------------
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TArray<FString> FBlueprintNativeCodeGenManifest::GetTargetPaths() const
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{
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const FString TargetModulePath = GetModuleDir();
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TArray<FString> DestPaths;
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DestPaths.Add(ManifestPath);
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DestPaths.Add(BlueprintNativeCodeGenManifestImpl::GetHeaderSaveDir(TargetModulePath));
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DestPaths.Add(BlueprintNativeCodeGenManifestImpl::GetCppSaveDir(TargetModulePath));
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// @TODO: Add *Build.cs file
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return DestPaths;
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenManifest::Save(bool bSort) const
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{
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if (bSort)
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{
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ConvertedAssets.Sort([](const FConvertedAssetRecord& Lhs, const FConvertedAssetRecord& Rhs)->bool
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{
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if (Lhs.AssetType == Rhs.AssetType)
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{
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return Lhs.AssetPath < Rhs.AssetPath;
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}
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return Lhs.AssetType->GetName() < Rhs.AssetType->GetName();
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});
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}
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TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
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if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
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/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
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{
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FString FileContents;
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TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
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if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
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{
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JsonWriter->Close();
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return FFileHelper::SaveStringToFile(FileContents, *ManifestPath);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenManifest::Clear()
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{
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ConvertedAssets.Empty();
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RecordMap.Empty();
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetModuleDir() const
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{
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FString TargetPath = ModulePath;
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if (FPaths::IsRelative(ModulePath))
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{
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TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), ModulePath);
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TargetPath = FPaths::ConvertRelativePathToFull(TargetPath);
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}
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return TargetPath;
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenManifest::MapConvertedAssets()
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{
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RecordMap.Empty(ConvertedAssets.Num());
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for (int32 RecordIndex = 0; RecordIndex < ConvertedAssets.Num(); ++RecordIndex)
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{
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const FConvertedAssetRecord& AssetRecord = ConvertedAssets[RecordIndex];
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RecordMap.Add(AssetRecord.AssetPath, RecordIndex);
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// if (UObject* AssetObj = AssetRecord.AssetPtr.Get())
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// {
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// RecordMap.Add(AssetRecord.AssetPath, RecordIndex);
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// }
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// else
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// {
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// UE_LOG(LogBlueprintCodeGen, Warning, TEXT("Invalid conversion record found for: %s"), *AssetRecord.AssetPath);
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// }
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}
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}
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