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#rb trivial #preflight 6166c0d5bf7be80001d33794 #ROBOMERGE-AUTHOR: tim.smith #ROBOMERGE-SOURCE: CL 17798658 in //UE5/Release-5.0/... via CL 17801707 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v881-17767770) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17801876 by tim smith in ue5-release-engine-test branch]
914 lines
25 KiB
C++
914 lines
25 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LiveCodingModule.h"
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#include "Modules/ModuleManager.h"
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#include "Features/IModularFeatures.h"
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#include "HAL/IConsoleManager.h"
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#include "Misc/CoreDelegates.h"
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#include "LiveCodingLog.h"
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#include "External/LC_Commands.h"
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#include "External/LC_EntryPoint.h"
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#include "External/LC_API.h"
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#include "Misc/App.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/MessageDialog.h"
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#include "LiveCodingSettings.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#include "Windows/WindowsHWrapper.h"
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#include "Algo/Sort.h"
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#include "Algo/BinarySearch.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#include "Kismet2/ReloadUtilities.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Framework/Notifications/NotificationManager.h"
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#else
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#include "UObject/Reload.h"
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#endif
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#if WITH_ENGINE
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#include "Engine/Engine.h"
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#include "UObject/UObjectIterator.h"
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#include "UObject/StrongObjectPtr.h"
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#endif
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IMPLEMENT_MODULE(FLiveCodingModule, LiveCoding)
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#define LOCTEXT_NAMESPACE "LiveCodingModule"
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bool GIsCompileActive = false;
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bool GTriggerReload = false;
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bool GHasLoadedPatch = false;
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commands::PostCompileResult GPostCompileResult = commands::PostCompileResult::Success;
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FString GLiveCodingConsolePath;
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FString GLiveCodingConsoleArguments;
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FLiveCodingModule* GLiveCodingModule = nullptr;
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#if IS_MONOLITHIC
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extern const TCHAR* GLiveCodingEngineDir;
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extern const TCHAR* GLiveCodingProject;
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#endif
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#if !WITH_EDITOR
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class FNullReload : public IReload
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{
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public:
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FNullReload(FLiveCodingModule& InLiveCodingModule)
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: LiveCodingModule(InLiveCodingModule)
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{
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BeginReload(EActiveReloadType::LiveCoding, *this);
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}
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~FNullReload()
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{
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EndReload();
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}
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virtual EActiveReloadType GetType() const
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{
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return EActiveReloadType::LiveCoding;
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}
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virtual const TCHAR* GetPrefix() const
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{
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return TEXT("LIVECODING");
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}
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virtual void NotifyFunctionRemap(FNativeFuncPtr NewFunctionPointer, FNativeFuncPtr OldFunctionPointer)
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{
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}
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virtual void NotifyChange(UClass* New, UClass* Old) override
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{
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}
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virtual void NotifyChange(UEnum* New, UEnum* Old) override
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{
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}
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virtual void NotifyChange(UScriptStruct* New, UScriptStruct* Old) override
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{
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}
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virtual void NotifyChange(UPackage* New, UPackage* Old) override
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{
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}
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virtual bool GetEnableReinstancing(bool bHasChanged) const
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{
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if (bHasChanged && !bEnabledMessage)
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{
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bEnabledMessage = true;
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bHasReinstancingOccurred = true;
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static const TCHAR* Message = TEXT("Object structure changes detected. LiveCoding re-instancing isn't supported in builds without the editor");
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UE_LOG(LogLiveCoding, Error, TEXT("%s"), Message);
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#if WITH_ENGINE
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(uint64(uintptr_t(&LiveCodingModule)), 5.f, FColor::Red, Message);
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}
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#endif
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}
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return false;
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}
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virtual void Reinstance()
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{
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}
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bool HasReinstancingOccurred() const
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{
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return bHasReinstancingOccurred;
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}
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void Reset()
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{
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bHasReinstancingOccurred = false;
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}
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private:
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FLiveCodingModule& LiveCodingModule;
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mutable bool bEnabledMessage = false;
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mutable bool bHasReinstancingOccurred = false;
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};
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#endif
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FLiveCodingModule::FLiveCodingModule()
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: FullEnginePluginsDir(FPaths::ConvertRelativePathToFull(FPaths::EnginePluginsDir()))
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, FullProjectDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()))
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, FullProjectPluginsDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectPluginsDir()))
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{
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GLiveCodingModule = this;
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}
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FLiveCodingModule::~FLiveCodingModule()
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{
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GLiveCodingModule = nullptr;
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}
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void FLiveCodingModule::StartupModule()
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{
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Settings = GetMutableDefault<ULiveCodingSettings>();
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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EnableCommand = ConsoleManager.RegisterConsoleCommand(
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TEXT("LiveCoding"),
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TEXT("Enables live coding support"),
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FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::EnableForSession, true),
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ECVF_Cheat
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);
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CompileCommand = ConsoleManager.RegisterConsoleCommand(
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TEXT("LiveCoding.Compile"),
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TEXT("Initiates a live coding compile"),
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FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::Compile),
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ECVF_Cheat
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);
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#if IS_MONOLITHIC
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FString DefaultEngineDir = GLiveCodingEngineDir;
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#else
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FString DefaultEngineDir = FPaths::EngineDir();
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#endif
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#if USE_DEBUG_LIVE_CODING_CONSOLE
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static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole-Win64-Debug.exe");
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#else
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static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole.exe");
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#endif
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ConsolePathVariable = ConsoleManager.RegisterConsoleVariable(
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TEXT("LiveCoding.ConsolePath"),
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FPaths::ConvertRelativePathToFull(DefaultEngineDir / DefaultConsolePath),
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TEXT("Path to the live coding console application"),
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ECVF_Cheat
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);
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#if IS_MONOLITHIC
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FString SourceProject = (GLiveCodingProject != nullptr)? GLiveCodingProject : TEXT("");
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#else
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FString SourceProject = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : TEXT("");
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#endif
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SourceProjectVariable = ConsoleManager.RegisterConsoleVariable(
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TEXT("LiveCoding.SourceProject"),
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FPaths::ConvertRelativePathToFull(SourceProject),
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TEXT("Path to the project that this target was built from"),
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ECVF_Cheat
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);
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EndFrameDelegateHandle = FCoreDelegates::OnEndFrame.AddRaw(this, &FLiveCodingModule::Tick);
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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SettingsSection = SettingsModule->RegisterSettings("Editor", "General", "Live Coding",
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LOCTEXT("LiveCodingSettingsName", "Live Coding"),
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LOCTEXT("LiveCodintSettingsDescription", "Settings for recompiling C++ code while the engine is running."),
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GetMutableDefault<ULiveCodingSettings>()
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);
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}
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LppStartup();
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if (Settings->bEnabled && !FApp::IsUnattended())
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{
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if(Settings->Startup == ELiveCodingStartupMode::Automatic)
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{
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StartLiveCoding();
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ShowConsole();
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}
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else if(Settings->Startup == ELiveCodingStartupMode::AutomaticButHidden)
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{
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GLiveCodingConsoleArguments = L"-Hidden";
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StartLiveCoding();
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}
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}
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if(FParse::Param(FCommandLine::Get(), TEXT("LiveCoding")))
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{
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StartLiveCoding();
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}
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bEnabledLastTick = Settings->bEnabled;
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bEnableReinstancingLastTick = IsReinstancingEnabled();
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}
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void FLiveCodingModule::ShutdownModule()
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{
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LppShutdown();
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FCoreDelegates::OnEndFrame.Remove(EndFrameDelegateHandle);
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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ConsoleManager.UnregisterConsoleObject(SourceProjectVariable);
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ConsoleManager.UnregisterConsoleObject(ConsolePathVariable);
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ConsoleManager.UnregisterConsoleObject(CompileCommand);
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ConsoleManager.UnregisterConsoleObject(EnableCommand);
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}
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void FLiveCodingModule::EnableByDefault(bool bEnable)
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{
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if(Settings->bEnabled != bEnable)
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{
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Settings->bEnabled = bEnable;
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if(SettingsSection.IsValid())
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{
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SettingsSection->Save();
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}
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}
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EnableForSession(bEnable);
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}
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bool FLiveCodingModule::IsEnabledByDefault() const
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{
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return Settings->bEnabled;
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}
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void FLiveCodingModule::EnableForSession(bool bEnable)
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{
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if (bEnable)
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{
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EnableErrorText = FText::GetEmpty();
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if(!bStarted)
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{
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StartLiveCoding();
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ShowConsole();
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}
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else
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{
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bEnabledForSession = true;
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ShowConsole();
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}
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}
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else
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{
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if(bStarted)
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{
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UE_LOG(LogLiveCoding, Display, TEXT("Console will be hidden but remain running in the background. Restart to disable completely."));
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LppSetActive(false);
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LppSetVisible(false);
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bEnabledForSession = false;
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}
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}
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}
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bool FLiveCodingModule::IsEnabledForSession() const
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{
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return bEnabledForSession;
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}
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FText FLiveCodingModule::GetEnableErrorText() const
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{
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return EnableErrorText;
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}
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bool FLiveCodingModule::CanEnableForSession() const
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{
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#if !IS_MONOLITHIC
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FModuleManager& ModuleManager = FModuleManager::Get();
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if(ModuleManager.HasAnyOverridenModuleFilename())
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{
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return false;
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}
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#endif
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return true;
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}
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bool FLiveCodingModule::HasStarted() const
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{
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return bStarted;
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}
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void FLiveCodingModule::ShowConsole()
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{
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if (bStarted)
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{
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LppSetVisible(true);
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LppSetActive(true);
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LppShowConsole();
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}
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}
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void FLiveCodingModule::Compile()
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{
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if(!GIsCompileActive)
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{
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EnableForSession(true);
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if(bStarted)
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{
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UpdateModules(); // Need to do this immediately rather than waiting until next tick
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LppTriggerRecompile();
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GIsCompileActive = true;
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}
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}
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}
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bool FLiveCodingModule::IsCompiling() const
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{
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return GIsCompileActive;
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}
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void FLiveCodingModule::Tick()
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{
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if (LppWantsRestart())
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{
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LppRestart(lpp::LPP_RESTART_BEHAVIOR_REQUEST_EXIT, 0);
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}
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if (Settings->bEnabled != bEnabledLastTick && Settings->Startup != ELiveCodingStartupMode::Manual)
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{
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EnableForSession(Settings->bEnabled);
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bEnabledLastTick = Settings->bEnabled;
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if (IsEnabledByDefault() && !IsEnabledForSession())
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{
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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."));
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}
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}
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else if (IsEnabledForSession() && IsReinstancingEnabled() != bEnableReinstancingLastTick)
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{
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bEnableReinstancingLastTick = IsReinstancingEnabled();
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LppSetReinstancingFlow(bEnableReinstancingLastTick);
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}
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if (bUpdateModulesInTick)
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{
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UpdateModules();
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bUpdateModulesInTick = false;
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}
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AttemptSyncLivePatching();
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}
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void FLiveCodingModule::AttemptSyncLivePatching()
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{
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// We use to wait for all commands to finish, but that causes a lock up if starting PIE after a compilation
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// request caused another command to be sent to the live coding console. For example, the registering of
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// another lazy load module at PIE start would cause this problem.
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for (int Index = LppPendingTokens.Num(); Index-- > 0;)
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{
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if (LppTryWaitForToken(LppPendingTokens[Index]))
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{
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LppPendingTokens.RemoveAt(Index);
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}
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}
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// Needs to happen after updating modules, since "Quick Restart" functionality may try to install patch immediately
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extern void LppSyncPoint();
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LppSyncPoint();
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if ((!GIsCompileActive || GTriggerReload) && Reload.IsValid())
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{
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if (GHasLoadedPatch)
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{
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#if WITH_COREUOBJECT && WITH_ENGINE
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// Collect the existing objects
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TArray<UObject*> StartingObjects;
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if (Reload->GetEnableReinstancing(false))
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{
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StartingObjects.Reserve(1024); // Arbitrary
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for (TObjectIterator<UObject> It(EObjectFlags::RF_NoFlags); It; ++It)
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{
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StartingObjects.Add(*It);
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}
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Algo::Sort(StartingObjects);
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}
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// During the module loading process, the list of changed classes will be recorded. Invoking this method will
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// result in the RegisterForReinstancing method being invoked which in turn records the classes in the ClassesToReinstance
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// member variable being populated.
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ProcessNewlyLoadedUObjects();
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// Complete the process of re-instancing without doing a GC
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#if WITH_EDITOR
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Reload->Finalize(false);
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#endif
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TArray<TStrongObjectPtr<UObject>> NewObjects;
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if (Reload->GetEnableReinstancing(false))
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{
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// Loop through the objects again looking for anything new that isn't associated with a
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// reinstanced class.
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for (TObjectIterator<UObject> It(EObjectFlags::RF_NoFlags); It; ++It)
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{
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if (Algo::BinarySearch(StartingObjects, *It) == INDEX_NONE)
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{
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if (!It->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists))
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{
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NewObjects.Add(TStrongObjectPtr<UObject>(*It));
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}
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}
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}
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// Loop through all of the classes looking for classes that have been re-instanced. Reset the CDO
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// to something that will never change. Since these classes have been replaced, they should NEVER
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// have their CDos accessed again. In the future we should try to figure out a better solution the issue
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// where the reinstanced crashes recreating the default object probably due to a mismatch between then
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// new constructor being invoked and the blueprint data associated with the old class. With LC, the
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// old constructor has been replaced.
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static UObject* DummyDefaultObject = UObject::StaticClass()->ClassDefaultObject;
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for (TObjectIterator<UClass> It; It; ++It)
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{
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UClass* Class = *It;
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if (Class->GetName().StartsWith(TEXT("LIVECODING_")) ||
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Class->GetName().StartsWith(TEXT("REINST_")))
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{
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Class->ClassDefaultObject = DummyDefaultObject;
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}
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}
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}
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// Broadcast event prior to GC. Otherwise some things are holding onto references
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FCoreUObjectDelegates::ReloadCompleteDelegate.Broadcast(EReloadCompleteReason::None);
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// Perform the GC to try and destruct all the objects which will be invoking the old destructors.
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CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS, true);
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#endif
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// Second sync point to finish off the patching
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if (GTriggerReload)
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{
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LppSyncPoint();
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}
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#if WITH_COREUOBJECT && WITH_ENGINE
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// Remove the reference to any new objects
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NewObjects.Empty();
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#endif
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OnPatchCompleteDelegate.Broadcast();
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GHasLoadedPatch = false;
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bHasReinstancingOccurred |= Reload->HasReinstancingOccurred();
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}
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else if (GTriggerReload)
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{
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LppSyncPoint();
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}
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if (!GIsCompileActive)
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{
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static const FString Success("Live coding succeeded");
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// Reset this first so it does its logging first
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Reload.Reset();
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switch (GPostCompileResult)
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{
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case commands::PostCompileResult::Success:
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if (bHasReinstancingOccurred)
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{
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if (!IsReinstancingEnabled())
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{
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UE_LOG(LogLiveCoding, Warning, TEXT("%s, %s"), *Success, TEXT("data type changes with re-instancing disabled is not supported and will likely lead to a crash"));
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}
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else
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{
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#if WITH_EDITOR
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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"));
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#else
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UE_LOG(LogLiveCoding, Warning, TEXT("%s, %s"), *Success, TEXT("data type changes may cause unexpected failures"));
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#endif
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}
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}
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else
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{
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UE_LOG(LogLiveCoding, Display, TEXT("%s"), *Success);
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}
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break;
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case commands::PostCompileResult::NoChanges:
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UE_LOG(LogLiveCoding, Display, TEXT("%s, %s"), *Success, TEXT("no code changes detected"));
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break;
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case commands::PostCompileResult::Cancelled:
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UE_LOG(LogLiveCoding, Error, TEXT("Live coding cancelled"));
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break;
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case commands::PostCompileResult::Failure:
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UE_LOG(LogLiveCoding, Error, TEXT("Live coding failed, please see Live console for more information"));
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break;
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default:
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check(false);
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}
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#if WITH_EDITOR
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static const FText SuccessText = LOCTEXT("Success", "Live coding succeeded");
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static const FText NoChangesText = LOCTEXT("NoChanges", "No code changes were detected.");
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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.");
|
|
static const FText DisabledText = LOCTEXT("ReinstancingDisabled", "Data type changes with re-instancing disabled is not supported and will likely lead to a crash.");
|
|
|
|
switch (GPostCompileResult)
|
|
{
|
|
case commands::PostCompileResult::Success:
|
|
if (bHasReinstancingOccurred)
|
|
{
|
|
if (!IsReinstancingEnabled())
|
|
{
|
|
ShowNotification(true, SuccessText, &DisabledText);
|
|
}
|
|
else
|
|
{
|
|
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()
|
|
{
|
|
EnableErrorText = FText::GetEmpty();
|
|
if(!bStarted)
|
|
{
|
|
// Make sure there aren't any hot reload modules already active
|
|
if (!CanEnableForSession())
|
|
{
|
|
EnableErrorText = LOCTEXT("NoLiveCodingCompileAfterHotReload", "Live Coding cannot be enabled while hot-reloaded modules are active. Please close the editor and build from your IDE before restarting.");
|
|
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))
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("Executable"), FText::FromString(GLiveCodingConsolePath));
|
|
const static FText FormatString = LOCTEXT("LiveCodingMissingExecutable", "Unable to start live coding session. Missing executable '{Executable}'. Use the LiveCoding.ConsolePath console variable to modify.");
|
|
EnableErrorText = FText::Format(FormatString, Args);
|
|
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))
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("ProjectFile"), FText::FromString(SourceProject));
|
|
const static FText FormatString = LOCTEXT("LiveCodingMissingProjectFile", "Unable to start live coding session. Unable to find source project file '{ProjectFile}'.");
|
|
EnableErrorText = FText::Format(FormatString, Args);
|
|
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
|
|
if (IsReinstancingEnabled())
|
|
{
|
|
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
|
|
GLiveCodingModule->Reload.Reset(new FReload(EActiveReloadType::LiveCoding, TEXT("LIVECODING"), *GLog));
|
|
GLiveCodingModule->Reload->SetEnableReinstancing(GLiveCodingModule->IsReinstancingEnabled());
|
|
GLiveCodingModule->Reload->SetSendReloadCompleteNotification(false);
|
|
#else
|
|
GLiveCodingModule->Reload.Reset(new FNullReload(*GLiveCodingModule));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FLiveCodingModule::IsReinstancingEnabled() const
|
|
{
|
|
#if WITH_EDITOR
|
|
return Settings->bEnableReinstancing;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool FLiveCodingModule::AutomaticallyCompileNewClasses() const
|
|
{
|
|
return Settings->bAutomaticallyCompileNewClasses;
|
|
}
|
|
|
|
// 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
|