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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.cpp
aurel cordonnier c139661dc1 Fixes for no unity errors
#rb trivial
#rnx

#ROBOMERGE-SOURCE: CL 16655282 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16655283 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-13 23:49:22 -04:00

867 lines
23 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LiveCodingModule.h"
#include "Modules/ModuleManager.h"
#include "Features/IModularFeatures.h"
#include "HAL/IConsoleManager.h"
#include "Misc/CoreDelegates.h"
#include "LiveCodingLog.h"
#include "External/LC_Commands.h"
#include "External/LC_EntryPoint.h"
#include "External/LC_API.h"
#include "Misc/App.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/MessageDialog.h"
#include "LiveCodingSettings.h"
#include "ISettingsModule.h"
#include "ISettingsSection.h"
#include "Windows/WindowsHWrapper.h"
#include "Algo/Sort.h"
#include "Algo/BinarySearch.h"
#if WITH_EDITOR
#include "Editor.h"
#include "Kismet2/ReloadUtilities.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Notifications/NotificationManager.h"
#else
#include "UObject/Reload.h"
#endif
#if WITH_ENGINE
#include "Engine/Engine.h"
#include "UObject/UObjectIterator.h"
#include "UObject/StrongObjectPtr.h"
#endif
IMPLEMENT_MODULE(FLiveCodingModule, LiveCoding)
#define LOCTEXT_NAMESPACE "LiveCodingModule"
bool GIsCompileActive = false;
bool GTriggerReload = false;
bool GHasLoadedPatch = false;
commands::PostCompileResult GPostCompileResult = commands::PostCompileResult::Success;
FString GLiveCodingConsolePath;
FString GLiveCodingConsoleArguments;
FLiveCodingModule* GLiveCodingModule = nullptr;
#if IS_MONOLITHIC
extern const TCHAR* GLiveCodingEngineDir;
extern const TCHAR* GLiveCodingProject;
#endif
#if !WITH_EDITOR
class FNullReload : public IReload
{
public:
FNullReload(FLiveCodingModule& InLiveCodingModule)
: LiveCodingModule(InLiveCodingModule)
{
BeginReload(EActiveReloadType::LiveCoding, *this);
}
~FNullReload()
{
EndReload();
}
virtual EActiveReloadType GetType() const
{
return EActiveReloadType::LiveCoding;
}
virtual const TCHAR* GetPrefix() const
{
return TEXT("LIVECODING");
}
virtual void NotifyFunctionRemap(FNativeFuncPtr NewFunctionPointer, FNativeFuncPtr OldFunctionPointer)
{
}
virtual void NotifyChange(UClass* New, UClass* Old) override
{
}
virtual void NotifyChange(UEnum* New, UEnum* Old) override
{
}
virtual void NotifyChange(UScriptStruct* New, UScriptStruct* Old) override
{
}
virtual void NotifyChange(UPackage* New, UPackage* Old) override
{
}
virtual bool GetEnableReinstancing(bool bHasChanged) const
{
if (bHasChanged && !bEnabledMessage)
{
bEnabledMessage = true;
bHasReinstancingOccurred = true;
static const TCHAR* Message = TEXT("Object structure changes detected. LiveCoding re-instancing isn't supported in builds without the editor");
UE_LOG(LogLiveCoding, Error, TEXT("%s"), Message);
#if WITH_ENGINE
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(uint64(uintptr_t(&LiveCodingModule)), 5.f, FColor::Red, Message);
}
#endif
}
return false;
}
virtual void Reinstance()
{
}
bool HasReinstancingOccurred() const
{
return bHasReinstancingOccurred;
}
void Reset()
{
bHasReinstancingOccurred = false;
}
private:
FLiveCodingModule& LiveCodingModule;
mutable bool bEnabledMessage = false;
mutable bool bHasReinstancingOccurred = false;
};
#endif
FLiveCodingModule::FLiveCodingModule()
: FullEnginePluginsDir(FPaths::ConvertRelativePathToFull(FPaths::EnginePluginsDir()))
, FullProjectDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()))
, FullProjectPluginsDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectPluginsDir()))
{
GLiveCodingModule = this;
}
FLiveCodingModule::~FLiveCodingModule()
{
GLiveCodingModule = nullptr;
}
void FLiveCodingModule::StartupModule()
{
Settings = GetMutableDefault<ULiveCodingSettings>();
IConsoleManager& ConsoleManager = IConsoleManager::Get();
EnableCommand = ConsoleManager.RegisterConsoleCommand(
TEXT("LiveCoding"),
TEXT("Enables live coding support"),
FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::EnableForSession, true),
ECVF_Cheat
);
CompileCommand = ConsoleManager.RegisterConsoleCommand(
TEXT("LiveCoding.Compile"),
TEXT("Initiates a live coding compile"),
FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::Compile),
ECVF_Cheat
);
#if IS_MONOLITHIC
FString DefaultEngineDir = GLiveCodingEngineDir;
#else
FString DefaultEngineDir = FPaths::EngineDir();
#endif
#if USE_DEBUG_LIVE_CODING_CONSOLE
static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole-Win64-Debug.exe");
#else
static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole.exe");
#endif
ConsolePathVariable = ConsoleManager.RegisterConsoleVariable(
TEXT("LiveCoding.ConsolePath"),
FPaths::ConvertRelativePathToFull(DefaultEngineDir / DefaultConsolePath),
TEXT("Path to the live coding console application"),
ECVF_Cheat
);
#if IS_MONOLITHIC
FString SourceProject = (GLiveCodingProject != nullptr)? GLiveCodingProject : TEXT("");
#else
FString SourceProject = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : TEXT("");
#endif
SourceProjectVariable = ConsoleManager.RegisterConsoleVariable(
TEXT("LiveCoding.SourceProject"),
FPaths::ConvertRelativePathToFull(SourceProject),
TEXT("Path to the project that this target was built from"),
ECVF_Cheat
);
EndFrameDelegateHandle = FCoreDelegates::OnEndFrame.AddRaw(this, &FLiveCodingModule::Tick);
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsSection = SettingsModule->RegisterSettings("Editor", "General", "Live Coding",
LOCTEXT("LiveCodingSettingsName", "Live Coding"),
LOCTEXT("LiveCodintSettingsDescription", "Settings for recompiling C++ code while the engine is running."),
GetMutableDefault<ULiveCodingSettings>()
);
}
LppStartup();
if (Settings->bEnabled && !FApp::IsUnattended())
{
if(Settings->Startup == ELiveCodingStartupMode::Automatic)
{
StartLiveCoding();
ShowConsole();
}
else if(Settings->Startup == ELiveCodingStartupMode::AutomaticButHidden)
{
GLiveCodingConsoleArguments = L"-Hidden";
StartLiveCoding();
}
}
if(FParse::Param(FCommandLine::Get(), TEXT("LiveCoding")))
{
StartLiveCoding();
}
bEnabledLastTick = Settings->bEnabled;
}
void FLiveCodingModule::ShutdownModule()
{
LppShutdown();
FCoreDelegates::OnEndFrame.Remove(EndFrameDelegateHandle);
IConsoleManager& ConsoleManager = IConsoleManager::Get();
ConsoleManager.UnregisterConsoleObject(SourceProjectVariable);
ConsoleManager.UnregisterConsoleObject(ConsolePathVariable);
ConsoleManager.UnregisterConsoleObject(CompileCommand);
ConsoleManager.UnregisterConsoleObject(EnableCommand);
}
void FLiveCodingModule::EnableByDefault(bool bEnable)
{
if(Settings->bEnabled != bEnable)
{
Settings->bEnabled = bEnable;
if(SettingsSection.IsValid())
{
SettingsSection->Save();
}
}
EnableForSession(bEnable);
}
bool FLiveCodingModule::IsEnabledByDefault() const
{
return Settings->bEnabled;
}
void FLiveCodingModule::EnableForSession(bool bEnable)
{
if (bEnable)
{
if(!bStarted)
{
StartLiveCoding();
ShowConsole();
}
else
{
bEnabledForSession = true;
ShowConsole();
}
}
else
{
if(bStarted)
{
UE_LOG(LogLiveCoding, Display, TEXT("Console will be hidden but remain running in the background. Restart to disable completely."));
LppSetActive(false);
LppSetVisible(false);
bEnabledForSession = false;
}
}
}
bool FLiveCodingModule::IsEnabledForSession() const
{
return bEnabledForSession;
}
bool FLiveCodingModule::CanEnableForSession() const
{
#if !IS_MONOLITHIC
FModuleManager& ModuleManager = FModuleManager::Get();
if(ModuleManager.HasAnyOverridenModuleFilename())
{
return false;
}
#endif
return true;
}
bool FLiveCodingModule::HasStarted() const
{
return bStarted;
}
void FLiveCodingModule::ShowConsole()
{
if (bStarted)
{
LppSetVisible(true);
LppSetActive(true);
LppShowConsole();
}
}
void FLiveCodingModule::Compile()
{
if(!GIsCompileActive)
{
EnableForSession(true);
if(bStarted)
{
UpdateModules(); // Need to do this immediately rather than waiting until next tick
LppTriggerRecompile();
GIsCompileActive = true;
}
}
}
bool FLiveCodingModule::IsCompiling() const
{
return GIsCompileActive;
}
void FLiveCodingModule::Tick()
{
if (LppWantsRestart())
{
LppRestart(lpp::LPP_RESTART_BEHAVIOR_REQUEST_EXIT, 0);
}
if (Settings->bEnabled != bEnabledLastTick && Settings->Startup != ELiveCodingStartupMode::Manual)
{
EnableForSession(Settings->bEnabled);
bEnabledLastTick = Settings->bEnabled;
if (IsEnabledByDefault() && !IsEnabledForSession())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NoEnableLiveCodingAfterHotReload", "Live Coding cannot be enabled while hot-reloaded modules are active. Please close the editor and build from your IDE before restarting."));
}
}
if (bUpdateModulesInTick)
{
UpdateModules();
bUpdateModulesInTick = false;
}
AttemptSyncLivePatching();
}
void FLiveCodingModule::AttemptSyncLivePatching()
{
while (LppPendingTokens.Num() > 0)
{
if (LppTryWaitForToken(LppPendingTokens[0]))
{
LppPendingTokens.RemoveAt(0);
}
else
{
return;
}
}
// Needs to happen after updating modules, since "Quick Restart" functionality may try to install patch immediately
extern void LppSyncPoint();
LppSyncPoint();
if ((!GIsCompileActive || GTriggerReload) && Reload.IsValid())
{
if (GHasLoadedPatch)
{
#if WITH_COREUOBJECT && WITH_ENGINE
// Collect the existing objects
TArray<UObject*> StartingObjects;
if (Reload->GetEnableReinstancing(false))
{
StartingObjects.Reserve(1024); // Arbitrary
for (TObjectIterator<UObject> It(EObjectFlags::RF_NoFlags); It; ++It)
{
StartingObjects.Add(*It);
}
Algo::Sort(StartingObjects);
}
// During the module loading process, the list of changed classes will be recorded. Invoking this method will
// result in the RegisterForReinstancing method being invoked which in turn records the classes in the ClassesToReinstance
// member variable being populated.
ProcessNewlyLoadedUObjects();
// Complete the process of re-instancing without doing a GC
#if WITH_EDITOR
Reload->Finalize(false);
#endif
TArray<TStrongObjectPtr<UObject>> NewObjects;
if (Reload->GetEnableReinstancing(false))
{
// Loop through the objects again looking for anything new that isn't associated with a
// reinstanced class.
for (TObjectIterator<UObject> It(EObjectFlags::RF_NoFlags); It; ++It)
{
if (Algo::BinarySearch(StartingObjects, *It) == INDEX_NONE)
{
if (!It->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists))
{
NewObjects.Add(TStrongObjectPtr<UObject>(*It));
}
}
}
// Loop through all of the classes looking for classes that have been re-instanced. Reset the CDO
// to something that will never change. Since these classes have been replaced, they should NEVER
// have their CDos accessed again. In the future we should try to figure out a better solution the issue
// where the reinstanced crashes recreating the default object probably due to a mismatch between then
// new constructor being invoked and the blueprint data associated with the old class. With LC, the
// old constructor has been replaced.
static UObject* DummyDefaultObject = UObject::StaticClass()->ClassDefaultObject;
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* Class = *It;
if (Class->GetName().StartsWith(TEXT("LIVECODING_")) ||
Class->GetName().StartsWith(TEXT("REINST_")))
{
Class->ClassDefaultObject = DummyDefaultObject;
}
}
}
// Broadcast event prior to GC. Otherwise some things are holding onto references
FCoreUObjectDelegates::ReloadCompleteDelegate.Broadcast(EReloadCompleteReason::None);
// Perform the GC to try and destruct all the objects which will be invoking the old destructors.
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS, true);
#endif
// Second sync point to finish off the patching
if (GTriggerReload)
{
LppSyncPoint();
}
#if WITH_COREUOBJECT && WITH_ENGINE
// Remove the reference to any new objects
NewObjects.Empty();
#endif
OnPatchCompleteDelegate.Broadcast();
GHasLoadedPatch = false;
bHasReinstancingOccurred |= Reload->HasReinstancingOccurred();
}
else if (GTriggerReload)
{
LppSyncPoint();
}
if (!GIsCompileActive)
{
static const FString Success("Live coding succeeded");
// Reset this first so it does its logging first
Reload.Reset();
switch (GPostCompileResult)
{
case commands::PostCompileResult::Success:
if (bHasReinstancingOccurred)
{
#if WITH_EDITOR
UE_LOG(LogLiveCoding, Warning, TEXT("%s, %s"), *Success, TEXT("data type changes may cause packaging to fail if assets reference the new or updated data types"));
#else
UE_LOG(LogLiveCoding, Warning, TEXT("%s, %s"), *Success, TEXT("data type changes may cause unexpected failures"));
#endif
}
else
{
UE_LOG(LogLiveCoding, Display, TEXT("%s"), *Success);
}
break;
case commands::PostCompileResult::NoChanges:
UE_LOG(LogLiveCoding, Display, TEXT("%s, %s"), *Success, TEXT("no code changes detected"));
break;
case commands::PostCompileResult::Cancelled:
UE_LOG(LogLiveCoding, Error, TEXT("Live coding cancelled"));
break;
case commands::PostCompileResult::Failure:
UE_LOG(LogLiveCoding, Error, TEXT("Live coding failed, please see Live console for more information"));
break;
default:
check(false);
}
#if WITH_EDITOR
static const FText SuccessText = LOCTEXT("Success", "Live coding succeeded");
static const FText NoChangesText = LOCTEXT("NoChanges", "No code changes were detected.");
static const FText FailureText = LOCTEXT("Failed", "Live coding failed");
static const FText FailureDetailText = LOCTEXT("FailureDetail", "Please see Live Coding console for more information.");
static const FText CancelledText = LOCTEXT("Cancelled", "Live coding cancelled");
static const FText ReinstancingText = LOCTEXT("Reinstancing", "Data type changes may cause packaging to fail if assets reference the new or updated data types.");
switch (GPostCompileResult)
{
case commands::PostCompileResult::Success:
if (bHasReinstancingOccurred)
{
ShowNotification(true, SuccessText, &ReinstancingText);
}
else
{
ShowNotification(true, SuccessText, nullptr);
}
break;
case commands::PostCompileResult::NoChanges:
ShowNotification(true, SuccessText, &NoChangesText);
break;
case commands::PostCompileResult::Cancelled:
ShowNotification(false, CancelledText, nullptr);
break;
case commands::PostCompileResult::Failure:
ShowNotification(false, FailureText, &FailureDetailText);
break;
default:
check(false);
}
#endif
}
else
{
Reload->Reset();
}
}
GTriggerReload = false;
}
#if WITH_EDITOR
void FLiveCodingModule::ShowNotification(bool Success, const FText& Title, const FText* SubText)
{
FNotificationInfo Info(Title);
Info.ExpireDuration = 5.0f;
Info.bUseSuccessFailIcons = true;
if (SubText)
{
Info.SubText = *SubText;
}
TSharedPtr<SNotificationItem> CompileNotification = FSlateNotificationManager::Get().AddNotification(Info);
CompileNotification->SetCompletionState(Success ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail);
}
#endif
ILiveCodingModule::FOnPatchCompleteDelegate& FLiveCodingModule::GetOnPatchCompleteDelegate()
{
return OnPatchCompleteDelegate;
}
bool FLiveCodingModule::StartLiveCoding()
{
if(!bStarted)
{
// Make sure there aren't any hot reload modules already active
if (!CanEnableForSession())
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Some modules have already been hot reloaded."));
return false;
}
// Setup the console path
GLiveCodingConsolePath = ConsolePathVariable->GetString();
if (!FPaths::FileExists(GLiveCodingConsolePath))
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Missing executable '%s'. Use the LiveCoding.ConsolePath console variable to modify."), *GLiveCodingConsolePath);
return false;
}
// Get the source project filename
FString SourceProject = SourceProjectVariable->GetString();
if (SourceProject.Len() > 0 && !FPaths::FileExists(SourceProject))
{
UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Unable to find source project file '%s'."), *SourceProject);
return false;
}
UE_LOG(LogLiveCoding, Display, TEXT("Starting LiveCoding"));
// Enable external build system
LppUseExternalBuildSystem();
// Enable the server
FString ProjectPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()).ToLower();
FString ProcessGroup = FString::Printf(TEXT("UE_%s_0x%08x"), FApp::GetProjectName(), GetTypeHash(ProjectPath));
LppRegisterProcessGroup(TCHAR_TO_ANSI(*ProcessGroup));
// Build the command line
FString KnownTargetName = FPlatformMisc::GetUBTTargetName();
FString Arguments = FString::Printf(TEXT("%s %s %s"),
*KnownTargetName,
FPlatformMisc::GetUBTPlatform(),
LexToString(FApp::GetBuildConfiguration()));
UE_LOG(LogLiveCoding, Display, TEXT("LiveCodingConsole Arguments: %s"), *Arguments);
if(SourceProject.Len() > 0)
{
Arguments += FString::Printf(TEXT(" -Project=\"%s\""), *FPaths::ConvertRelativePathToFull(SourceProject));
}
LppSetBuildArguments(*Arguments);
#if WITH_EDITOR
bool bEnableReinstancing = true;
GConfig->GetBool(TEXT("LiveCoding"), TEXT("bEnableReinstancing"), bEnableReinstancing, GEngineIni);
if (bEnableReinstancing)
{
LppSetReinstancingFlow(true);
}
if (GEditor != nullptr)
{
LppDisableCompileFinishNotification();
}
#endif
// Create a mutex that allows UBT to detect that we shouldn't hot-reload into this executable. The handle to it will be released automatically when the process exits.
FString ExecutablePath = FPaths::ConvertRelativePathToFull(FPlatformProcess::ExecutablePath());
FString MutexName = TEXT("Global\\LiveCoding_");
for (int Idx = 0; Idx < ExecutablePath.Len(); Idx++)
{
TCHAR Character = ExecutablePath[Idx];
if (Character == '/' || Character == '\\' || Character == ':')
{
MutexName += '+';
}
else
{
MutexName += Character;
}
}
ensure(CreateMutex(NULL, Windows::FALSE, *MutexName));
// Configure all the current modules. For non-commandlets, schedule it to be done in the first Tick() so we can batch everything together.
if (IsRunningCommandlet())
{
UpdateModules();
}
else
{
bUpdateModulesInTick = true;
}
// Register a delegate to listen for new modules loaded from this point onwards
ModulesChangedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddRaw(this, &FLiveCodingModule::OnModulesChanged);
// Mark it as started
bStarted = true;
bEnabledForSession = true;
}
return true;
}
void FLiveCodingModule::UpdateModules()
{
if (bEnabledForSession)
{
#if IS_MONOLITHIC
wchar_t FullFilePath[WINDOWS_MAX_PATH];
verify(GetModuleFileName(hInstance, FullFilePath, UE_ARRAY_COUNT(FullFilePath)));
LppEnableModule(FullFilePath);
#else
TArray<FModuleStatus> ModuleStatuses;
FModuleManager::Get().QueryModules(ModuleStatuses);
TArray<FString> EnableModules;
for (const FModuleStatus& ModuleStatus : ModuleStatuses)
{
if (ModuleStatus.bIsLoaded)
{
FName ModuleName(*ModuleStatus.Name);
if (!ConfiguredModules.Contains(ModuleName))
{
FString FullFilePath = FPaths::ConvertRelativePathToFull(ModuleStatus.FilePath);
if (ShouldPreloadModule(ModuleName, FullFilePath))
{
EnableModules.Add(FullFilePath);
}
else
{
TRACE_CPUPROFILER_EVENT_SCOPE(LppEnableLazyLoadedModule);
void* LppEnableLazyLoadedModuleToken = LppEnableLazyLoadedModule(*FullFilePath);
LppPendingTokens.Add(LppEnableLazyLoadedModuleToken);
}
ConfiguredModules.Add(ModuleName);
}
}
}
if (EnableModules.Num() > 0)
{
TArray<const TCHAR*> EnableModuleFileNames;
for (const FString& EnableModule : EnableModules)
{
EnableModuleFileNames.Add(*EnableModule);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(LppEnableModules);
void* LppEnableModulesToken = LppEnableModules(EnableModuleFileNames.GetData(), EnableModuleFileNames.Num());
LppPendingTokens.Add(LppEnableModulesToken);
}
}
#endif
}
}
void FLiveCodingModule::OnModulesChanged(FName ModuleName, EModuleChangeReason Reason)
{
#if !IS_MONOLITHIC
if (Reason == EModuleChangeReason::ModuleLoaded)
{
// Assume that Tick() won't be called if we're running a commandlet
if (IsRunningCommandlet())
{
UpdateModules();
}
else
{
bUpdateModulesInTick = true;
}
}
#endif
}
bool FLiveCodingModule::ShouldPreloadModule(const FName& Name, const FString& FullFilePath) const
{
// For the hooks to work properly, we always have to load the live coding module
if (Name == TEXT(LIVE_CODING_MODULE_NAME))
{
return true;
}
if (Settings->PreloadNamedModules.Contains(Name))
{
return true;
}
if (FullFilePath.StartsWith(FullProjectDir))
{
if (Settings->bPreloadProjectModules == Settings->bPreloadProjectPluginModules)
{
return Settings->bPreloadProjectModules;
}
if(FullFilePath.StartsWith(FullProjectPluginsDir))
{
return Settings->bPreloadProjectPluginModules;
}
else
{
return Settings->bPreloadProjectModules;
}
}
else
{
if (FApp::IsEngineInstalled())
{
return false;
}
if (Settings->bPreloadEngineModules == Settings->bPreloadEnginePluginModules)
{
return Settings->bPreloadEngineModules;
}
if(FullFilePath.StartsWith(FullEnginePluginsDir))
{
return Settings->bPreloadEnginePluginModules;
}
else
{
return Settings->bPreloadEngineModules;
}
}
}
void FLiveCodingModule::BeginReload()
{
if (GLiveCodingModule != nullptr)
{
if (!GLiveCodingModule->Reload.IsValid())
{
GLiveCodingModule->bHasReinstancingOccurred = false;
GLiveCodingModule->bHasPatchBeenLoaded = false;
GPostCompileResult = commands::PostCompileResult::Success;
#if WITH_EDITOR
bool bEnableReinstancing = true;
GConfig->GetBool(TEXT("LiveCoding"), TEXT("bEnableReinstancing"), bEnableReinstancing, GEngineIni);
GLiveCodingModule->Reload.Reset(new FReload(EActiveReloadType::LiveCoding, TEXT("LIVECODING"), *GLog));
GLiveCodingModule->Reload->SetEnableReinstancing(bEnableReinstancing);
GLiveCodingModule->Reload->SetSendReloadCompleteNotification(false);
#else
GLiveCodingModule->Reload.Reset(new FNullReload(*GLiveCodingModule));
#endif
}
}
}
// Invoked from LC_ClientCommandActions
void LiveCodingBeginPatch()
{
GHasLoadedPatch = true;
// If we are beginning a patch from a restart from the console, we need to create the reload object
FLiveCodingModule::BeginReload();
}
// Invoked from LC_ClientCommandActions
void LiveCodingEndCompile()
{
GIsCompileActive = false;
}
// Invoked from LC_ClientCommandActions
void LiveCodingPreCompile()
{
UE_LOG(LogLiveCoding, Display, TEXT("Starting Live Coding compile."));
GIsCompileActive = true;
if (GLiveCodingModule != nullptr)
{
GLiveCodingModule->BeginReload();
}
}
// Invoked from LC_ClientCommandActions
void LiveCodingPostCompile(commands::PostCompileResult PostCompileResult)
{
GPostCompileResult = PostCompileResult;
GIsCompileActive = false;
}
// Invoked from LC_ClientCommandActions
void LiveCodingTriggerReload()
{
GTriggerReload = true;
}
#undef LOCTEXT_NAMESPACE