Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/HeaderParser.h
marc audy 6eb7dba1ac Dynamic Multicast delegates can now specify that their storage be stored in a sparse allocation for delegates that are expected to be bound rarely. The memory usage of an unbound sparse delegate is 1 byte instead of 16 bytes (for the empty array), however, a bound sparse delegate will have access overhead to retrieve the invocation list from the sparse object annotation.
The definition of the delegate type must specify the class and property name of the delegate that will use it and the type cannot be used outside of that context or just on the stack.
UMulticastDelegateProperty is now abstract and has 2 subclasses (UMulticastDelegateInlineProperty and UMulticastDelegateSparseProperty). The SparseProperty SignatureFunction will be a USparseDelegateFunction.
The sparse delegates do not work correctly with the python bindings at this point, but this will be visited soon.
#rb Michael.Noland
#jira


#ROBOMERGE-SOURCE: CL 5295832 via CL 5306530

[CL 5306657 by marc audy in Main branch]
2019-03-05 17:26:36 -05:00

769 lines
25 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ParserHelper.h"
#include "BaseParser.h"
#include "Misc/CompilationResult.h"
#include "Scope.h"
class UClass;
enum class EGeneratedCodeVersion : uint8;
class FFeedbackContext;
class UPackage;
struct FManifestModule;
class IScriptGeneratorPluginInterface;
class FStringOutputDevice;
class UProperty;
class FUnrealSourceFile;
class UFunction;
class UEnum;
class UScriptStruct;
class UDelegateFunction;
class UStruct;
class FClass;
class FClasses;
class FScope;
class FHeaderProvider;
extern double GPluginOverheadTime;
extern double GHeaderCodeGenTime;
/*-----------------------------------------------------------------------------
Constants & types.
-----------------------------------------------------------------------------*/
enum {MAX_NEST_LEVELS = 16};
/* Code nesting types. */
enum class ENestType
{
GlobalScope,
Class,
FunctionDeclaration,
Interface,
NativeInterface
};
/** Types of statements to allow within a particular nesting block. */
enum class ENestAllowFlags
{
None = 0,
Function = 1, // Allow Event declarations at this level.
VarDecl = 2, // Allow variable declarations at this level.
Class = 4, // Allow class definition heading.
Return = 8, // Allow 'return' within a function.
TypeDecl = 16, // Allow declarations which do not affect memory layout, such as structs, enums, and consts, but not implicit delegates
ImplicitDelegateDecl = 32, // Allow implicit delegates (i.e. those not decorated with UDELEGATE) to be declared
};
ENUM_CLASS_FLAGS(ENestAllowFlags)
namespace EDelegateSpecifierAction
{
enum Type
{
DontParse,
Parse
};
}
/** The category of variable declaration being parsed */
namespace EVariableCategory
{
enum Type
{
RegularParameter,
ReplicatedParameter,
Return,
Member
};
}
/** Information for a particular nesting level. */
class FNestInfo
{
/** Link to the stack node. */
FScope* Scope;
public:
/**
* Gets nesting scope.
*/
FScope* GetScope() const
{
return Scope;
}
/**
* Sets nesting scope.
*/
void SetScope(FScope* InScope)
{
this->Scope = InScope;
}
/** Statement that caused the nesting. */
ENestType NestType;
/** Types of statements to allow at this nesting level. */
ENestAllowFlags Allow;
};
struct FIndexRange
{
int32 StartIndex;
int32 Count;
};
struct ClassDefinitionRange
{
ClassDefinitionRange(const TCHAR* InStart, const TCHAR* InEnd)
: Start(InStart)
, End(InEnd)
, bHasGeneratedBody(false)
{ }
ClassDefinitionRange()
: Start(nullptr)
, End(nullptr)
, bHasGeneratedBody(false)
{ }
void Validate()
{
if (End <= Start)
{
FError::Throwf(TEXT("The class definition range is invalid. Most probably caused by previous parsing error."));
}
}
const TCHAR* Start;
const TCHAR* End;
bool bHasGeneratedBody;
};
extern TMap<UClass*, ClassDefinitionRange> ClassDefinitionRanges;
/////////////////////////////////////////////////////
// FHeaderParser
//
// Header parser class. Extracts metadata from annotated C++ headers and gathers enough
// information to autogenerate additional headers and other boilerplate code.
//
class FHeaderParser : public FBaseParser, public FContextSupplier
{
public:
// Default version of generated code. Defaults to oldest possible, unless specified otherwise in config.
static EGeneratedCodeVersion DefaultGeneratedCodeVersion;
// Compute the function parameter size and save the return offset
static void ComputeFunctionParametersSize(UClass* InClass);
// Parse all headers for classes that are inside LimitOuter.
static ECompilationResult::Type ParseAllHeadersInside(
FClasses& ModuleClasses,
FFeedbackContext* Warn,
UPackage* LimitOuter,
const FManifestModule& Module,
TArray<class IScriptGeneratorPluginInterface*>& ScriptPlugins
);
// Performs a preliminary parse of the text in the specified buffer, pulling out:
// Class name and parent class name
// Is it an interface
// The list of other classes/interfaces it is dependent on
//
// It also splits the buffer up into:
// ScriptText (text outside of #if CPP and #if DEFAULTS blocks)
static void SimplifiedClassParse(const TCHAR* Filename, const TCHAR* Buffer, TArray<FSimplifiedParsingClassInfo>& OutParsedClassArray, TArray<FHeaderProvider>& DependentOn, FStringOutputDevice& ScriptText);
/**
* Returns True if the given class name includes a valid Unreal prefix and matches up with the given original class Name.
*
* @param InNameToCheck - Name w/ potential prefix to check
* @param OriginalClassName - Name of class w/ no prefix to check against
*/
static bool ClassNameHasValidPrefix(const FString InNameToCheck, const FString OriginalClassName);
/**
* Tries to convert the header file name to a class name (with 'U' prefix)
*
* @param HeaderFilename Filename.
* @param OutClass The resulting class name (if successfull)
* @return true if the filename was a header filename (.h), false otherwise (in which case OutClassName is unmodified).
*/
static bool DependentClassNameFromHeader(const TCHAR* HeaderFilename, FString& OutClassName);
/**
* Transforms CPP-formated string containing default value, to inner formated string
* If it cannot be transformed empty string is returned.
*
* @param Property The property that owns the default value.
* @param CppForm A CPP-formated string.
* @param out InnerForm Inner formated string
* @return true on success, false otherwise.
*/
static bool DefaultValueStringCppFormatToInnerFormat(const UProperty* Property, const FString& CppForm, FString &InnerForm);
/**
* Parse Class's annotated headers and optionally its child classes. Marks the class as CLASS_Parsed.
*
* @param AllClasses the class tree containing all classes in the current package
* @param HeaderParser the header parser
* @param SourceFile Source file info.
*
* @return Result enumeration.
*/
static ECompilationResult::Type ParseHeaders(FClasses& AllClasses, FHeaderParser& HeaderParser, FUnrealSourceFile* SourceFile);
protected:
friend struct FScriptLocation;
// For compiling messages and errors.
FFeedbackContext* Warn;
// Filename currently being parsed
FString Filename;
// Was the first include in the file a validly formed auto-generated header include?
bool bSpottedAutogeneratedHeaderInclude;
// Current nest level, starts at 0.
int32 NestLevel;
// Top nesting level.
FNestInfo* TopNest;
/**
* Gets current nesting scope.
*/
FScope* GetCurrentScope() const
{
return TopNest->GetScope();
}
/**
* Gets current file scope.
*/
FFileScope* GetCurrentFileScope() const
{
int32 Index = 0;
if (!TopNest)
{
check(!NestLevel);
return nullptr;
}
while (TopNest[Index].NestType != ENestType::GlobalScope)
{
--Index;
}
return (FFileScope*)TopNest[Index].GetScope();
}
/**
* Gets current source file.
*/
FUnrealSourceFile* GetCurrentSourceFile() const
{
return CurrentSourceFile;
}
void SetCurrentSourceFile(FUnrealSourceFile* UnrealSourceFile)
{
CurrentSourceFile = UnrealSourceFile;
}
/**
* Gets current class scope.
*/
FStructScope* GetCurrentClassScope() const
{
check(TopNest->NestType == ENestType::Class || TopNest->NestType == ENestType::Interface || TopNest->NestType == ENestType::NativeInterface);
return (FStructScope*)TopNest->GetScope();
}
/**
* Tells if parser is currently in a class.
*/
bool IsInAClass() const
{
int32 Index = 0;
while (TopNest[Index].NestType != ENestType::GlobalScope)
{
if (TopNest[Index].NestType == ENestType::Class || TopNest->NestType == ENestType::Interface || TopNest->NestType == ENestType::NativeInterface)
{
return true;
}
--Index;
}
return false;
}
/**
* Gets current class.
*/
UClass* GetCurrentClass() const
{
return (UClass*)GetCurrentClassScope()->GetStruct();
}
/**
* Gets current class's metadata.
*/
FClassMetaData* GetCurrentClassData()
{
return GScriptHelper.FindClassData(GetCurrentClass());
}
// Information about all nesting levels.
FNestInfo Nest[MAX_NEST_LEVELS];
// enum for complier directives used to build up the directive stack
struct ECompilerDirective
{
enum Type
{
// this directive is insignificant and does not change the code generation at all
Insignificant = 0,
// this indicates we are in a WITH_EDITOR #if-Block
WithEditor = 1<<0,
// this indicates we are in a WITH_EDITORONLY_DATA #if-Block
WithEditorOnlyData = 1<<1,
};
};
/**
* Compiler directive nest in which the parser currently is
* NOTE: compiler directives are combined when more are added onto the stack, so
* checking the only the top of stack is enough to determine in which #if-Block(s) the current code
* is.
*
* ex. Stack.Num() == 1 while entering #if WITH_EDITOR:
* CompilerDirectiveStack[1] == CompilerDirectiveStack[0] | ECompilerDirective::WithEditor ==
* CompilerDirecitveStack[1] == CompilerDirectiveStack.Num()-1 | ECompilerDirective::WithEditor
*
* ex. Stack.Num() == 2 while entering #if WITH_EDITOR:
* CompilerDirectiveStack[3] == CompilerDirectiveStack[0] | CompilerDirectiveStack[1] | CompilerDirectiveStack[2] | ECompilerDirective::WithEditor ==
* CompilerDirecitveStack[3] == CompilerDirectiveStack.Num()-1 | ECompilerDirective::WithEditor
*/
TArray<uint32> CompilerDirectiveStack;
// Pushes the Directive specified to the CompilerDirectiveStack according to the rules described above
void FORCEINLINE PushCompilerDirective(ECompilerDirective::Type Directive)
{
CompilerDirectiveStack.Push(CompilerDirectiveStack.Num()>0 ? (CompilerDirectiveStack[CompilerDirectiveStack.Num()-1] | Directive) : Directive);
}
/**
* The starting class flags (i.e. the class flags that were set before the
* CLASS_RecompilerClear mask was applied) for the class currently being compiled
*/
uint32 PreviousClassFlags;
// For new-style classes, used to keep track of an unmatched {} pair
bool bEncounteredNewStyleClass_UnmatchedBrackets;
// Indicates that UCLASS/USTRUCT/UINTERFACE has already been parsed in this .h file..
bool bHaveSeenUClass;
// Indicates that a GENERATED_UCLASS_BODY or GENERATED_BODY has been found in the UClass.
bool bClassHasGeneratedBody;
// Indicates that a GENERATED_UINTERFACE_BODY has been found in the UClass.
bool bClassHasGeneratedUInterfaceBody;
// Indicates that a GENERATED_IINTERFACE_BODY has been found in the UClass.
bool bClassHasGeneratedIInterfaceBody;
// public, private, etc at the current parse spot
EAccessSpecifier CurrentAccessSpecifier;
////////////////////////////////////////////////////
// Special parsed struct names that do not require a prefix
static TArray<FString> StructsWithNoPrefix;
// Special parsed struct names that have a 'T' prefix
static TArray<FString> StructsWithTPrefix;
// Mapping from 'human-readable' macro substring to # of parameters for delegate declarations
// Index 0 is 1 parameter, Index 1 is 2, etc...
static TArray<FString> DelegateParameterCountStrings;
// Types that have been renamed, treat the old deprecated name as the new name for code generation
static TMap<FString, FString> TypeRedirectMap;
// List of all used identifiers for net service function declarations (every function must be unique)
TMap<int32, FString> UsedRPCIds;
// List of all net service functions with undeclared response functions
TMap<int32, FString> RPCsNeedingHookup;
// Constructor.
explicit FHeaderParser(FFeedbackContext* InWarn, const FManifestModule& InModule);
virtual ~FHeaderParser()
{
if ( FScriptLocation::Compiler == this )
{
FScriptLocation::Compiler = NULL;
}
}
// Returns true if the token is a dynamic delegate declaration
bool IsValidDelegateDeclaration(const FToken& Token) const;
// Returns true if the current token is a bitfield type
bool IsBitfieldProperty();
// Parse the parameter list of a function or delegate declaration
void ParseParameterList(FClasses& AllClasses, UFunction* Function, bool bExpectCommaBeforeName = false, TMap<FName, FString>* MetaData = NULL);
// Modify token to fix redirected types if needed
void RedirectTypeIdentifier(FToken& Token) const;
public:
// Throws if a specifier value wasn't provided
static void RequireSpecifierValue(const FPropertySpecifier& Specifier, bool bRequireExactlyOne = false);
static FString RequireExactlyOneSpecifierValue(const FPropertySpecifier& Specifier);
/**
* Find a field in the specified context. Starts with the specified scope, then iterates
* through the Outer chain until the field is found.
*
* @param InScope scope to start searching for the field in
* @param InIdentifier name of the field we're searching for
* @param bIncludeParents whether to allow searching in the scope of a parent struct
* @param FieldClass class of the field to search for. used to e.g. search for functions only
* @param Thing hint text that will be used in the error message if an error is encountered
*
* @return a pointer to a UField with a name matching InIdentifier, or NULL if it wasn't found
*/
static UField* FindField( UStruct* InScope, const TCHAR* InIdentifier, bool bIncludeParents=true, UClass* FieldClass=UField::StaticClass(), const TCHAR* Thing=nullptr );
protected:
/**
* Parse rest of the module's source files.
*
* @param AllClasses The class tree containing all classes in the current package.
* @param ModulePackage Current package.
* @param HeaderParser The header parser.
*
* @return Result enumeration.
*/
static ECompilationResult::Type ParseRestOfModulesSourceFiles(FClasses& AllClasses, UPackage* ModulePackage, FHeaderParser& HeaderParser);
//@TODO: Remove this method
static void ParseClassName(const TCHAR* Temp, FString& ClassName);
/**
* @param Input An input string, expected to be a script comment.
* @return The input string, reformatted in such a way as to be appropriate for use as a tooltip.
*/
static FString FormatCommentForToolTip(const FString& Input);
/**
* Begins the process of exporting C++ class declarations for native classes in the specified package
*
* @param CurrentPackage The package being compiled.
* @param AllClasses The class tree for CurrentPackage.
* @param Module Currently exported module.
*/
static void ExportNativeHeaders(
UPackage* CurrentPackage,
FClasses& AllClasses,
bool bAllowSaveExportedHeaders,
const FManifestModule& Module
);
// FContextSupplier interface.
virtual FString GetContext() override;
// End of FContextSupplier interface.
// High-level compiling functions.
/**
* Parses given source file.
*
* @param AllClasses The class tree for current package.
* @param SourceFile Source file to parse.
*
* @returns Compilation result enum.
*/
ECompilationResult::Type ParseHeader(FClasses& AllClasses, FUnrealSourceFile* SourceFile);
void CompileDirective(FClasses& AllClasses);
void FinalizeScriptExposedFunctions(UClass* Class);
UEnum* CompileEnum();
UScriptStruct* CompileStructDeclaration(FClasses& AllClasses);
bool CompileDeclaration(FClasses& AllClasses, TArray<UDelegateFunction*>& DelegatesToFixup, FToken& Token);
/** Skip C++ (noexport) declaration. */
bool SkipDeclaration(FToken& Token);
/** Similar to MatchSymbol() but will return to the exact location as on entry if the symbol was not found. */
bool SafeMatchSymbol(const TCHAR* Match);
void HandleOneInheritedClass(FClasses& AllClasses, UClass* Class, FString InterfaceName);
FClass* ParseClassNameDeclaration(FClasses& AllClasses, FString& DeclaredClassName, FString& RequiredAPIMacroIfPresent);
/** The property style of a variable declaration being parsed */
struct EPropertyDeclarationStyle
{
enum Type
{
None,
UPROPERTY
};
};
/**
* Resets current class data back to its defaults.
*/
void ResetClassData();
/**
* Create new function object based on given info structure.
*/
UFunction* CreateFunction(const FFuncInfo &FuncInfo) const;
/**
* Create new delegate function object based on given info structure.
*/
template<typename T>
UDelegateFunction* CreateDelegateFunction(const FFuncInfo &FuncInfo) const;
UClass* CompileClassDeclaration(FClasses& AllClasses);
UDelegateFunction* CompileDelegateDeclaration(FClasses& AllClasses, const TCHAR* DelegateIdentifier, EDelegateSpecifierAction::Type SpecifierAction = EDelegateSpecifierAction::DontParse);
void CompileFunctionDeclaration(FClasses& AllClasses);
void CompileVariableDeclaration (FClasses& AllClasses, UStruct* Struct);
void CompileInterfaceDeclaration(FClasses& AllClasses);
FClass* ParseInterfaceNameDeclaration(FClasses& AllClasses, FString& DeclaredInterfaceName, FString& RequiredAPIMacroIfPresent);
bool TryParseIInterfaceClass(FClasses& AllClasses);
bool CompileStatement(FClasses& AllClasses, TArray<UDelegateFunction*>& DelegatesToFixup);
// Checks to see if a particular kind of command is allowed on this nesting level.
bool IsAllowedInThisNesting(ENestAllowFlags AllowFlags);
// Make sure that a particular kind of command is allowed on this nesting level.
// If it's not, issues a compiler error referring to the token and the current
// nesting level.
void CheckAllow(const TCHAR* Thing, ENestAllowFlags AllowFlags);
UStruct* GetSuperScope( UStruct* CurrentScope, const FName& SearchName );
void SkipStatements( int32 SubCount, const TCHAR* ErrorTag );
/**
* Parses a variable or return value declaration and determines the variable type and property flags.
*
* @param AllClasses the class tree for CurrentPackage
* @param Scope struct to create the property in
* @param VarProperty will be filled in with type and property flag data for the property declaration that was parsed
* @param Disallow contains a mask of variable modifiers that are disallowed in this context
* @param OuterPropertyType only specified when compiling the inner properties for arrays or maps. corresponds to the FToken for the outer property declaration.
* @param PropertyDeclarationStyle if the variable is defined with a UPROPERTY
* @param VariableCategory what kind of variable is being parsed
* @param ParsedVarIndexRange The source text [Start, End) index range for the parsed type.
*/
void GetVarType(
FClasses& AllClasses,
FScope* Scope,
FPropertyBase& VarProperty,
EPropertyFlags Disallow,
const FToken* OuterPropertyType,
EPropertyDeclarationStyle::Type PropertyDeclarationStyle,
EVariableCategory::Type VariableCategory,
FIndexRange* ParsedVarIndexRange = nullptr);
/**
* Parses a variable name declaration and creates a new UProperty object.
*
* @param Scope struct to create the property in
* @param VarProperty type and propertyflag info for the new property (inout)
* @param VariableCategory what kind of variable is being created
*
* @return a pointer to the new UProperty if successful, or NULL if there was no property to parse
*/
UProperty* GetVarNameAndDim(
UStruct* Struct,
FToken& VarProperty,
EVariableCategory::Type VariableCategory);
/**
* Returns whether the specified class can be referenced from the class currently being compiled.
*
* @param Scope The scope we are currently parsing.
* @param CheckClass The class we want to reference.
*
* @return true if the specified class is an intrinsic type or if the class has successfully been parsed
*/
bool AllowReferenceToClass(UStruct* Scope, UClass* CheckClass) const;
/**
* @return true if Scope has UProperty objects in its list of fields
*/
static bool HasMemberProperties( const UStruct* Scope );
/**
* Parses optional metadata text.
*
* @param MetaData the metadata map to store parsed metadata in
* @param FieldName the field being parsed (used for logging)
*
* @return true if metadata was specified
*/
void ParseFieldMetaData(TMap<FName, FString>& MetaData, const TCHAR* FieldName);
/**
* Formats the current comment, if any, and adds it to the metadata as a tooltip.
*
* @param MetaData the metadata map to store the tooltip in
*/
void AddFormattedPrevCommentAsTooltipMetaData(TMap<FName, FString>& MetaData);
/**
* Tries to parse the token as an access protection specifier (public:, protected:, or private:)
*
* @return EAccessSpecifier this is, or zero if it is none
*/
EAccessSpecifier ParseAccessProtectionSpecifier(FToken& Token);
const TCHAR* NestTypeName( ENestType NestType );
FClass* GetQualifiedClass(const FClasses& AllClasses, const TCHAR* Thing);
/**
* Increase the nesting level, setting the new top nesting level to
* the one specified. If pushing a function or state and it overrides a similar
* thing declared on a lower nesting level, verifies that the override is legal.
*
* @param NestType the new nesting type
* @param InNode @todo
*/
void PushNest(ENestType NestType, UStruct* InNode, FUnrealSourceFile* SourceFile = nullptr);
void PopNest(ENestType NestType, const TCHAR* Descr);
/**
* Tasks that need to be done after popping function declaration
* from parsing stack.
*
* @param AllClasses The class tree for current package.
* @param PoppedFunction Function that have just been popped.
*/
void PostPopFunctionDeclaration(FClasses& AllClasses, UFunction* PoppedFunction);
/**
* Tasks that need to be done after popping interface definition
* from parsing stack.
*
* @param AllClasses The class tree for current package.
* @param CurrentInterface Interface that have just been popped.
*/
void PostPopNestInterface(FClasses& AllClasses, UClass* CurrentInterface);
/**
* Tasks that need to be done after popping class definition
* from parsing stack.
*
* @param CurrentClass Class that have just been popped.
*/
void PostPopNestClass(UClass* CurrentClass);
/**
* Binds all delegate properties declared in ValidationScope the delegate functions specified in the variable declaration, verifying that the function is a valid delegate
* within the current scope. This must be done once the entire class has been parsed because instance delegate properties must be declared before the delegate declaration itself.
*
* @todo: this function will no longer be required once the post-parse fixup phase is added (TTPRO #13256)
*
* @param AllClasses the class tree for CurrentPackage
* @param Struct the struct to validate delegate properties for
* @param Scope the current scope
* @param DelegateCache cached map of delegates that have already been found; used for faster lookup.
*/
void FixupDelegateProperties(FClasses& AllClasses, UStruct* ValidationScope, FScope& Scope, TMap<FName, UFunction*>& DelegateCache);
// Retry functions.
void InitScriptLocation( FScriptLocation& Retry );
void ReturnToLocation( const FScriptLocation& Retry, bool Binary=1, bool Text=1 );
/**
* If the property has already been seen during compilation, then return add. If not,
* then return replace so that INI files don't mess with header exporting
*
* @param PropertyName the string token for the property
*
* @return FNAME_Replace_Not_Safe_For_Threading or FNAME_Add
*/
EFindName GetFindFlagForPropertyName(const TCHAR* PropertyName);
static void ValidatePropertyIsDeprecatedIfNecessary(FPropertyBase& VarProperty, const FToken* OuterPropertyType);
private:
// Source file currently parsed by UHT.
FUnrealSourceFile* CurrentSourceFile;
// Module currently parsed by UHT.
const FManifestModule* CurrentlyParsedModule;
// True if the module currently being parsed is part of the engine, as opposed to being part of a game
bool bIsCurrentModulePartOfEngine;
/**
* Tries to match constructor parameter list. Assumes that constructor
* name is already matched.
*
* If fails it reverts all parsing done.
*
* @param Token Token to start parsing from.
*
* @returns True if matched. False otherwise.
*/
bool TryToMatchConstructorParameterList(FToken Token);
// Parses possible version declaration in generated code, e.g. GENERATED_BODY(<some_version>).
void CompileVersionDeclaration(UStruct* Struct);
// Verifies that all specified class's UProperties with function associations have valid targets
void VerifyPropertyMarkups( UClass* TargetClass );
// Verifies the target function meets the criteria for a blueprint property getter
void VerifyBlueprintPropertyGetter(UProperty* Property, UFunction* TargetFunction);
// Verifies the target function meets the criteria for a blueprint property setter
void VerifyBlueprintPropertySetter(UProperty* Property, UFunction* TargetFunction);
// Verifies the target function meets the criteria for a replication notify callback
void VerifyRepNotifyCallback(UProperty* Property, UFunction* TargetFunction);
};
/////////////////////////////////////////////////////
// FHeaderPreParser
class FHeaderPreParser : public FBaseParser
{
public:
FHeaderPreParser()
{
}
void ParseClassDeclaration(
const TCHAR* Filename,
const TCHAR* InputText,
int32 InLineNumber,
const TCHAR*
StartingMatchID,
FName& out_StrippedClassName,
FString& out_ClassName,
FString& out_BaseClassName,
TArray<FHeaderProvider>& out_ClassNames,
const TArray<FSimplifiedParsingClassInfo>& ParsedClassArray
);
};