Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCodingServer/Private/External/LC_UniqueId.cpp
ben marsh cf183af67c Integrating live coding feature (aka Live++) into UE4.
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.

Changes vs standalone Live++ version:

* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.

Known issues:

* Does not currently support class layout changes / object reinstancing

#rb none
[FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira

#ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5309051 by ben marsh in Main branch]
2019-03-05 18:49:25 -05:00

79 lines
1.4 KiB
C++

// Copyright 2011-2019 Molecular Matters GmbH, all rights reserved.
#include "LC_UniqueId.h"
#include "LC_CriticalSection.h"
#include "LC_Types.h"
#include "xxhash.h"
namespace detail
{
class UniqueId
{
struct Hasher
{
inline size_t operator()(const std::wstring& key) const
{
return XXH32(key.c_str(), key.length() * sizeof(wchar_t), 0u);
}
};
public:
UniqueId(void)
: m_data()
, m_uniqueId(0u)
, m_cs()
{
m_data.reserve(1024u);
}
uint32_t Generate(const std::wstring& path)
{
CriticalSection::ScopedLock lock(&m_cs);
// try to insert the element into the cache. if it exists, return the cached data.
// if it doesn't exist, generate the unique ID and store it.
const std::pair<Cache::iterator, bool>& optional = m_data.emplace(path, 0u);
uint32_t& data = optional.first->second;
if (optional.second)
{
// value was inserted, update it with the correct data
data = m_uniqueId;
++m_uniqueId;
}
return data;
}
private:
typedef types::unordered_map_with_hash<std::wstring, uint32_t, Hasher> Cache;
Cache m_data;
uint32_t m_uniqueId;
CriticalSection m_cs;
};
}
namespace uniqueId
{
static detail::UniqueId* g_uniqueId = nullptr;
void Startup(void)
{
g_uniqueId = new detail::UniqueId;
}
void Shutdown(void)
{
delete g_uniqueId;
}
uint32_t Generate(const std::wstring& path)
{
return g_uniqueId->Generate(path);
}
}