Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenUtils.cpp
Ben Marsh 9bf24bb276 Merging //UE4/Release-4.16@3405315 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3409211 by Ben Marsh in Staging-4.16 branch]
2017-04-26 08:28:56 -04:00

467 lines
18 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenUtils.h"
#include "Engine/Blueprint.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/App.h"
#include "Engine/UserDefinedEnum.h"
#include "Engine/UserDefinedStruct.h"
#include "BlueprintNativeCodeGenManifest.h"
#include "Kismet2/KismetReinstanceUtilities.h"
#include "KismetCompilerModule.h"
#include "ModuleDescriptor.h"
#include "PluginDescriptor.h"
#include "GameProjectUtils.h"
#include "Misc/ScopeExit.h"
#include "FindInBlueprintManager.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "TextPackageNamespaceUtil.h"
#include "PlatformInfo.h"
DEFINE_LOG_CATEGORY(LogBlueprintCodeGen)
/*******************************************************************************
* BlueprintNativeCodeGenUtilsImpl
******************************************************************************/
namespace BlueprintNativeCodeGenUtilsImpl
{
static FString CoreModuleName = TEXT("Core");
static FString EngineModuleName = TEXT("Engine");
static FString EngineHeaderFile = TEXT("Engine.h");
/**
* Creates and fills out a new .uplugin file for the converted assets.
*
* @param TargetPaths Defines the file path/name for the plugin file.
* @return True if the file was successfully saved, otherwise false.
*/
static bool GeneratePluginDescFile(const FBlueprintNativeCodeGenPaths& TargetPaths);
/**
* Creates a module implementation and header file for the converted assets'
* module (provides a IMPLEMENT_MODULE() declaration, which is required for
* the module to function).
*
* @param TargetPaths Defines the file path/name for the target files.
* @return True if the files were successfully generated, otherwise false.
*/
static bool GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths);
/**
* Creates and fills out a new .Build.cs file for the plugin's runtime module.
*
* @param Manifest Defines where the module file should be saved, what it should be named, etc..
* @return True if the file was successfully saved, otherwise false.
*/
static bool GenerateModuleBuildFile(const FBlueprintNativeCodeGenManifest& Manifest);
/**
* Determines what the expected native class will be for an asset that was
* or will be converted.
*
* @param ConversionRecord Identifies the asset's original type (which is used to infer the replacement type from).
* @return Either a class, enum, or struct class (depending on the asset's type).
*/
static UClass* ResolveReplacementType(const FConvertedAssetRecord& ConversionRecord);
/** */
static FString NativizedDependenciesFileName() { return TEXT("NativizedAssets_Dependencies"); }
/** */
static bool GenerateNativizedDependenciesSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths);
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile(const FBlueprintNativeCodeGenPaths& TargetPaths)
{
FPluginDescriptor PluginDesc;
const FString FilePath = TargetPaths.PluginFilePath();
FText ErrorMessage;
// attempt to load an existing plugin (in case it has existing source for another platform that we wish to keep)
PluginDesc.Load(FilePath, /*bPluginEnabledByDefault=*/true, ErrorMessage);
PluginDesc.FriendlyName = TargetPaths.GetPluginName();
PluginDesc.CreatedBy = TEXT("Epic Games, Inc.");
PluginDesc.CreatedByURL = TEXT("http://epicgames.com");
PluginDesc.Description = TEXT("A programatically generated plugin which contains source files produced from Blueprint assets. The aim of this is to help performance by eliminating script overhead for the converted assets (using the source files in place of thier coresponding assets).");
PluginDesc.DocsURL = TEXT("@TODO");
PluginDesc.SupportURL = TEXT("https://answers.unrealengine.com/");
PluginDesc.Category = TEXT("Intermediate");
PluginDesc.bEnabledByDefault = true;
PluginDesc.bCanContainContent = false;
PluginDesc.bIsBetaVersion = true; // @TODO: change once we're confident in the feature
const FName ModuleName = *TargetPaths.RuntimeModuleName();
FModuleDescriptor* ModuleDesc = PluginDesc.Modules.FindByPredicate([ModuleName](const FModuleDescriptor& Module)->bool
{
return (Module.Name == ModuleName);
}
);
if (ModuleDesc == nullptr)
{
ModuleDesc = &PluginDesc.Modules[ PluginDesc.Modules.Add(FModuleDescriptor()) ];
}
else
{
ModuleDesc->WhitelistPlatforms.Empty();
}
if (ensure(ModuleDesc))
{
ModuleDesc->Name = ModuleName;
ModuleDesc->Type = EHostType::CookedOnly;
// load at startup (during engine init), after game modules have been loaded
ModuleDesc->LoadingPhase = ELoadingPhase::Default;
const FName PlatformName = TargetPaths.GetTargetPlatformName();
for (PlatformInfo::FPlatformEnumerator PlatformIt = PlatformInfo::EnumeratePlatformInfoArray(); PlatformIt; ++PlatformIt)
{
if (PlatformIt->TargetPlatformName == PlatformName)
{
// We use the 'UBTTargetId' because this white-list expects the
// string to correspond to UBT's UnrealTargetPlatform enum (and by proxy, FPlatformMisc::GetUBTPlatform)
ModuleDesc->WhitelistPlatforms.AddUnique(PlatformIt->UBTTargetId.ToString());
}
}
}
bool bSuccess = PluginDesc.Save(FilePath, /*bPluginEnabledByDefault=*/false, ErrorMessage);
if (!bSuccess)
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate the plugin description file: %s"), *ErrorMessage.ToString());
}
return bSuccess;
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths)
{
FText FailureReason;
TArray<FString> PchIncludes;
PchIncludes.Add(EngineHeaderFile);
PchIncludes.Add(TEXT("GeneratedCodeHelpers.h"));
PchIncludes.Add(NativizedDependenciesFileName() + TEXT(".h"));
TArray<FString> FilesToIncludeInModuleHeader;
GConfig->GetArray(TEXT("BlueprintNativizationSettings"), TEXT("FilesToIncludeInModuleHeader"), FilesToIncludeInModuleHeader, GEditorIni);
PchIncludes.Append(FilesToIncludeInModuleHeader);
bool bSuccess = GameProjectUtils::GeneratePluginModuleHeaderFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::HFile), PchIncludes, FailureReason);
if (bSuccess)
{
const FString NoStartupCode = TEXT("");
bSuccess &= GameProjectUtils::GeneratePluginModuleCPPFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::CppFile),
TargetPaths.RuntimeModuleName(), NoStartupCode, FailureReason);
}
if (!bSuccess)
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module source files: %s"), *FailureReason.ToString());
}
return bSuccess;
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenUtilsImpl::GenerateNativizedDependenciesSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths)
{
FText FailureReason;
bool bSuccess = true;
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
const FString BaseFilename = NativizedDependenciesFileName();
{
const FString HeaderFilePath = FPaths::Combine(*TargetPaths.RuntimeSourceDir(FBlueprintNativeCodeGenPaths::HFile), *BaseFilename) + TEXT(".h");
const FString HeaderFileContent = CodeGenBackend.DependenciesGlobalMapHeaderCode();
bSuccess &= GameProjectUtils::WriteOutputFile(HeaderFilePath, HeaderFileContent, FailureReason);
}
{
const FString SourceFilePath = FPaths::Combine(*TargetPaths.RuntimeSourceDir(FBlueprintNativeCodeGenPaths::CppFile), *BaseFilename) + TEXT(".cpp");
const FString SourceFileContent = FString::Printf( TEXT("#include \"%s.h\"\n%s"), *BaseFilename, *CodeGenBackend.DependenciesGlobalMapBodyCode(TargetPaths.RuntimeModuleName()) );
bSuccess &= GameProjectUtils::WriteOutputFile(SourceFilePath, SourceFileContent, FailureReason);
}
if (!bSuccess)
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate NativizedDependencies source files: %s"), *FailureReason.ToString());
}
return bSuccess;
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile(const FBlueprintNativeCodeGenManifest& Manifest)
{
FModuleManager& ModuleManager = FModuleManager::Get();
TArray<FString> PublicDependencies;
// for IModuleInterface
PublicDependencies.Add(CoreModuleName);
// for Engine.h
PublicDependencies.Add(EngineModuleName);
if (GameProjectUtils::ProjectHasCodeFiles())
{
const FString GameModuleName = FApp::GetGameName();
if (ModuleManager.ModuleExists(*GameModuleName))
{
PublicDependencies.Add(GameModuleName);
}
}
auto IndludeAdditionalPublicDependencyModules = [&](const TCHAR* AdditionalPublicDependencyModuleSection)
{
TArray<FString> AdditionalPublicDependencyModuleNames;
GConfig->GetArray(TEXT("BlueprintNativizationSettings"), AdditionalPublicDependencyModuleSection, AdditionalPublicDependencyModuleNames, GEditorIni);
PublicDependencies.Append(AdditionalPublicDependencyModuleNames);
};
IndludeAdditionalPublicDependencyModules(TEXT("AdditionalPublicDependencyModuleNames"));
if (Manifest.GetCompilerNativizationOptions().ServerOnlyPlatform) //or !ClientOnlyPlatform ?
{
IndludeAdditionalPublicDependencyModules(TEXT("AdditionalPublicDependencyModuleNamesServer"));
}
if (Manifest.GetCompilerNativizationOptions().ClientOnlyPlatform)
{
IndludeAdditionalPublicDependencyModules(TEXT("AdditionalPublicDependencyModuleNamesClient"));
}
TArray<FString> PrivateDependencies;
const TArray<UPackage*>& ModulePackages = Manifest.GetModuleDependencies();
PrivateDependencies.Reserve(ModulePackages.Num());
for (UPackage* ModulePkg : ModulePackages)
{
const FString PkgModuleName = FPackageName::GetLongPackageAssetName(ModulePkg->GetName());
if (ModuleManager.ModuleExists(*PkgModuleName))
{
if (Manifest.GetCompilerNativizationOptions().ExcludedModules.Contains(FName(*PkgModuleName)))
{
continue;
}
if (!PublicDependencies.Contains(PkgModuleName))
{
PrivateDependencies.Add(PkgModuleName);
}
}
else
{
UE_LOG(LogBlueprintCodeGen, Warning, TEXT("Failed to find module for package: %s"), *PkgModuleName);
}
}
FBlueprintNativeCodeGenPaths TargetPaths = Manifest.GetTargetPaths();
FText ErrorMessage;
bool bSuccess = GameProjectUtils::GenerateGameModuleBuildFile(TargetPaths.RuntimeBuildFile(), TargetPaths.RuntimeModuleName(),
PublicDependencies, PrivateDependencies, ErrorMessage);
if (!bSuccess)
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module build file: %s"), *ErrorMessage.ToString());
}
return bSuccess;
}
//------------------------------------------------------------------------------
static UClass* BlueprintNativeCodeGenUtilsImpl::ResolveReplacementType(const FConvertedAssetRecord& ConversionRecord)
{
const UClass* AssetType = ConversionRecord.AssetType;
check(AssetType != nullptr);
if (AssetType->IsChildOf<UUserDefinedEnum>())
{
return UEnum::StaticClass();
}
else if (AssetType->IsChildOf<UUserDefinedStruct>())
{
return UScriptStruct::StaticClass();
}
else if (AssetType->IsChildOf<UBlueprint>())
{
return UDynamicClass::StaticClass();
}
else
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Unsupported asset type (%s); cannot determine replacement type."), *AssetType->GetName());
}
return nullptr;
}
/*******************************************************************************
* FBlueprintNativeCodeGenUtils
******************************************************************************/
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenUtils::FinalizePlugin(const FBlueprintNativeCodeGenManifest& Manifest)
{
bool bSuccess = true;
FBlueprintNativeCodeGenPaths TargetPaths = Manifest.GetTargetPaths();
bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile(Manifest);
bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(TargetPaths);
bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GenerateNativizedDependenciesSourceFiles(TargetPaths);
bSuccess = bSuccess && BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile(TargetPaths);
return bSuccess;
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource, TSharedPtr<FNativizationSummary> NativizationSummary, const FCompilerNativizationOptions& NativizationOptions)
{
auto UDEnum = Cast<UUserDefinedEnum>(Obj);
auto UDStruct = Cast<UUserDefinedStruct>(Obj);
auto BPGC = Cast<UClass>(Obj);
auto InBlueprintObj = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : Cast<UBlueprint>(Obj);
OutHeaderSource->Empty();
OutCppSource->Empty();
if (InBlueprintObj)
{
if (EBlueprintStatus::BS_Error == InBlueprintObj->Status)
{
UE_LOG(LogBlueprintCodeGen, Error, TEXT("Cannot convert \"%s\". It has errors."), *InBlueprintObj->GetPathName());
return;
}
check(InBlueprintObj->GetOutermost() != GetTransientPackage());
if (!ensureMsgf(InBlueprintObj->GeneratedClass, TEXT("Invalid generated class for %s"), *InBlueprintObj->GetName()))
{
return;
}
check(OutHeaderSource.IsValid());
check(OutCppSource.IsValid());
FDisableGatheringDataOnScope DisableFib;
const FString TempPackageName = FString::Printf(TEXT("/Temp/__TEMP_BP__%s"), *InBlueprintObj->GetOutermost()->GetPathName());
UPackage* TempPackage = CreatePackage(nullptr, *TempPackageName);
check(TempPackage);
ON_SCOPE_EXIT
{
TempPackage->RemoveFromRoot();
TempPackage->MarkPendingKill();
};
TextNamespaceUtil::ForcePackageNamespace(TempPackage, TextNamespaceUtil::GetPackageNamespace(InBlueprintObj));
UBlueprint* DuplicateBP = nullptr;
{
FBlueprintDuplicationScopeFlags BPDuplicationFlags(FBlueprintDuplicationScopeFlags::NoExtraCompilation
| FBlueprintDuplicationScopeFlags::TheSameTimelineGuid
| FBlueprintDuplicationScopeFlags::ValidatePinsUsingSourceClass
| FBlueprintDuplicationScopeFlags::TheSameNodeGuid);
DuplicateBP = DuplicateObject<UBlueprint>(InBlueprintObj, TempPackage, *InBlueprintObj->GetName());
}
ensure((nullptr != DuplicateBP->GeneratedClass) && (InBlueprintObj->GeneratedClass != DuplicateBP->GeneratedClass));
ON_SCOPE_EXIT
{
DuplicateBP->RemoveFromRoot();
DuplicateBP->MarkPendingKill();
};
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
CodeGenBackend.GetOriginalClassMap().Add(*DuplicateBP->GeneratedClass, *InBlueprintObj->GeneratedClass);
CodeGenBackend.NativizationSummary() = NativizationSummary;
{
TSharedPtr<FBlueprintCompileReinstancer> Reinstancer = FBlueprintCompileReinstancer::Create(DuplicateBP->GeneratedClass);
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
TGuardValue<bool> GuardTemplateNameFlag(GCompilingBlueprint, true);
FCompilerResultsLog Results;
FKismetCompilerOptions CompileOptions;
CompileOptions.CompileType = EKismetCompileType::Cpp;
CompileOptions.OutCppSourceCode = OutCppSource;
CompileOptions.OutHeaderSourceCode = OutHeaderSource;
CompileOptions.NativizationOptions = NativizationOptions;
Compiler.CompileBlueprint(DuplicateBP, CompileOptions, Results);
Compiler.RemoveBlueprintGeneratedClasses(DuplicateBP);
}
if (EBlueprintType::BPTYPE_Interface == DuplicateBP->BlueprintType && OutCppSource.IsValid())
{
OutCppSource->Empty(); // ugly temp hack
}
}
else if ((UDEnum || UDStruct) && OutHeaderSource.IsValid())
{
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
if (UDEnum)
{
Compiler.GenerateCppCodeForEnum(UDEnum, *OutHeaderSource, *OutCppSource);
}
else if (UDStruct)
{
*OutHeaderSource = Compiler.GenerateCppCodeForStruct(UDStruct, NativizationOptions);
}
}
else
{
ensure(false);
}
}
/*******************************************************************************
* FScopedFeedbackContext
******************************************************************************/
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::FScopedFeedbackContext()
: OldContext(GWarn)
, ErrorCount(0)
, WarningCount(0)
{
TreatWarningsAsErrors = GWarn->TreatWarningsAsErrors;
GWarn = this;
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::~FScopedFeedbackContext()
{
GWarn = OldContext;
}
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::HasErrors()
{
return (ErrorCount > 0) || (TreatWarningsAsErrors && (WarningCount > 0));
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category)
{
switch (Verbosity)
{
case ELogVerbosity::Warning:
{
++WarningCount;
}
break;
case ELogVerbosity::Error:
case ELogVerbosity::Fatal:
{
++ErrorCount;
}
break;
default:
break;
}
OldContext->Serialize(V, Verbosity, Category);
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Flush()
{
WarningCount = ErrorCount = 0;
OldContext->Flush();
}