Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp
Marc Audy a66199e8a7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3582363 by Marc.Audy

	Make ComponentToWorld fully private and remove deprecation informing of this
	#jira UE-46286

Change 3582885 by Ben.Zeigler

	#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime

Change 3584468 by Ben.Zeigler

	#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints

Change 3584596 by Marc.Audy

	(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
	#jira UE-48346

Change 3586057 by Ben.Zeigler

	#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate

Change 3588211 by Marc.Audy

	PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
	#jira UE-48318

Change 3588826 by Marc.Audy

	Don't ensure when connecting the output pin of a create delegate node to a wildcard input
	#jira UE-48157

Change 3588827 by Marc.Audy

	Always throw error when unable to validate a link connection instead of allowing totally broken content to compile

Change 3588872 by Ben.Zeigler

	#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports

Change 3589134 by Dan.Oconnor

	Mirror 3585244 from Release 4.17
	Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
	#jira UE-48189

Change 3589140 by Dan.Oconnor

	Mirror 3588406 from Release-4.17
	Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references

	#jira UE-48464

Change 3589141 by Dan.Oconnor

	Mirror 3588681 from Release-4.17
	Set Default values and CallInEditor meta data for event nodes

	#jira UE-48386

Change 3590690 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4

Change 3590909 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
	WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.

Change 3591386 by Marc.Audy

	Split pins are now correctly handled when expanding macros and functions.
	#jira UE-47747

Change 3591939 by Dan.Oconnor

	Mirror 3591923 from Release-4.17
	Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
	#jira UE-48250

Change 3593243 by Marc.Audy

	PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
	#jira UE-48534

Change 3593407 by Marc.Audy

	Properly expose Lex::To/FromString for FName

Change 3593648 by Marc.Audy

	Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes

Change 3593917 by Marc.Audy

	Improved comment

Change 3594501 by Marc.Audy

	Fix biased shuffle algorithm
	#jira UE-48432

Change 3594699 by Ben.Zeigler

	#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
	Fix InstancedStaticMesh to not ensure when loaded via the async loading thread

Change 3595327 by Phillip.Kavan

	#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.

	Change summary:
	- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
	- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
	- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
	- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
	- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
	- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
	- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
	- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
	- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
	- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
	- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
	- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
	- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
	- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
	- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.

Change 3596499 by Marc.Audy

	Fix non-editor CIS error

Change 3596653 by Marc.Audy

	When a transaction is cancelled the previous redo buffer will now be restored instead of lost
	#jira UE-48513

Change 3598187 by Ben.Zeigler

	Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
	Fix functional tests to work in editor builds with -game by forcing an asset registry scan

Change 3598193 by Ben.Zeigler

	Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.

Change 3600168 by Marc.Audy

	(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
	#jira UE-47467

Change 3600457 by Ben.Zeigler

	Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error

Change 3600462 by Ben.Zeigler

	Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms

Change 3600685 by Marc.Audy

	(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
	#jira UE-47467

Change 3600859 by Marc.Audy

	(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
	#jira UE-48672

Change 3600918 by Marc.Audy

	Transient child actor components should create transient child actors.
	#jira UE-48605

Change 3601012 by Ben.Zeigler

	Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
	Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.

Change 3602595 by Marc.Audy

	(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
	#jira UE-48684

Change 3602644 by Ben.Zeigler

	Add game game thread asserts to streamable manager to track down possible async loading thread issues

Change 3602745 by Ben.Zeigler

	Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them

Change 3602807 by Phillip.Kavan

	#jira UE-48426
	- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.

	Change summary:
	- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.

Change 3602856 by Ben.Zeigler

	Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues

Change 3602903 by Marc.Audy

	Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
	#jira UE-39362

Change 3602963 by Marc.Audy

	PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
	#jira UE-46960

Change 3603249 by Marc.Audy

	Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
	#jira UE-43328

Change 3603311 by Ben.Zeigler

	Add -nocodesign option to disable code signing during staging

Change 3603504 by Ben.Zeigler

	#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector

Change 3604790 by Marc.Audy

	Fix inability to undo Add Pin via context menu to make container nodes.
	#jira UE-48751

Change 3605079 by mason.seay

	Renamed component from Cube to Cylinder, because it's actually a Cylinder

Change 3605113 by Mieszko.Zielinski

	PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)


Change 3605276 by mason.seay

	Fixed comment error in level bp

Change 3605706 by Zak.Middleton

	#ue4 - Fix redundant GetDefault<>.

	#jira none

Change 3605850 by Zak.Middleton

	#ue4 -  Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.

	(Mirror CL 3602849 in Fortnite)

	#jira FORT-51215, UT-6139

Change 3607677 by Dan.Oconnor

	Mirror 3597636 from Release-4.17
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607704 by Dan.Oconnor

	Back out changelist 3607677 - want to obliterate integration record

Change 3607727 by Dan.Oconnor

	Mirror 3597636 from Release-4.17 - now with integrations converted to edits
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607735 by Dan.Oconnor

	Mirror 3606248 from Release-4.17
	When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)

	#jira UE-48697, UE-48465

Change 3607919 by Ben.Zeigler

	#jira UE- 48815
	Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
	Copy of CL #3607743

Change 3608447 by mason.seay

	Fixing deprecated node

Change 3608779 by Ben.Zeigler

	#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again

Change 3609860 by Marc.Audy

	Allow uint8:1 properties to be used as expose on spawn

	#jira FORT-52043

Change 3609877 by Marc.Audy

	Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
	Reduce size UBlueprintGeneratedClass by 32 bytes

	#jira FORT-52043

Change 3609944 by Marc.Audy

	Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)

Change 3610009 by mason.seay

	Moving assets to another folder for organization

Change 3610840 by Ben.Zeigler

	#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
	Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.

Change 3610961 by Ben.Zeigler

	Fix it so when a test times out it writes out the full report with a proper error
	Fix typo with ErrorCount

Change 3611183 by Marc.Audy

	(4.17.2) Don't crash clicking the variable of a deleted component
	#jira UE-47678

Change 3611262 by Ben.Zeigler

	#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates

Change 3611667 by Phillip.Kavan

	#jira UE-48450
	- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.

Change 3612641 by Marc.Audy

	Private StaticMesh, remove deprecation warning

Change 3612990 by Marc.Audy

	Reduce memory footprint of UClass

Change 3613137 by Ben.Zeigler

	#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated

Change 3613161 by Ben.Zeigler

	#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
	PR #3899

Change 3613192 by Ben.Zeigler

	#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools

Change 3613320 by Mason.Seay

	Submitting deleted redirectors

Change 3613321 by Marc.Audy

	Shrink AActor 32 bytes

Change 3613326 by Marc.Audy

	Move Serialize to be editoronly

Change 3613358 by Phillip.Kavan

	#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.

Change 3613827 by Marc.Audy

	Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)

Change 3613841 by Ben.Zeigler

	#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes

Change 3614031 by Marc.Audy

	Fix initialization order

Change 3614033 by Marc.Audy

	Use Reset instead of Empty in get functions

Change 3615211 by Ben.Zeigler

	Fix CIS warning

Change 3615386 by Ben.Zeigler

	#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it

Change 3615571 by Ben.Zeigler

	#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections

Change 3615844 by Marc.Audy

	(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
	#jira UE-48977

Change 3615887 by Marc.Audy

	(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
	#jira UE-48970

Change 3615965 by Dan.Oconnor

	Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies

	#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692

Change 3616149 by mason.seay

	Updated BP for more thorough Find in BP testing

Change 3616261 by Dan.Oconnor

	Mirror 3594264 and 3594798 from Release-4.17
	Fix crash after compiling a blueprint that has an invalid ParentClass
	#jira UE-48430, UE-48903

Change 3616816 by Zak.Middleton

	#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).

	#jira UE-48351

Change 3616934 by Phillip.Kavan

	#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.

	Change summary:
	- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.

Change 3616946 by Phillip.Kavan

	#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.

Change 3618007 by Marc.Audy

	(4.17.2) Ensure that RootComponent is correct after undo/redo
	#jira UE-48995

Change 3618014 by Phillip.Kavan

	#jira UE-49025 - Fix global FiB menu item names.

Change 3618206 by Dan.Oconnor

	Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO

	#jira UE-47991, UE-47726

Change 3618211 by Dan.Oconnor

	Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic

Change 3618299 by Zak.Middleton

	#ue4 - Fix comment in GetComponents (UActorComponent version)

	#jira none

Change 3618409 by Marc.Audy

	Make linker placeholder properly support map and set properties
	#jira UE-48925

Change 3618436 by Marc.Audy

	Fix shadow variable

Change 3618682 by Ben.Zeigler

	Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged

Change 3618783 by Ben.Zeigler

	Fix several issues with the Component Transform details UI
	#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
	#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
	#jira UE-48960 Correctly notify blueprint system when component transforms are changed
	#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
	Fix the "Reset to Defaults" icon to be correct in transform details

Change 3618904 by Ben.Zeigler

	#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI

Change 3618984 by Zak.Middleton

	#ue4 - Reduce memory churn/allocations when duplicating for PIE.

	#jira none

Change 3619895 by Marc.Audy

	Very minor cleanup

Change 3620129 by Marc.Audy

	PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
	#jira UE-49083

Change 3620350 by Lukasz.Furman

	restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
	copy of CL# 3618825, 3618828
	#ue4

Change 3620628 by Zak.Middleton

	#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.

	Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.

	This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.

	#jira UE-49035

Change 3620700 by Lukasz.Furman

	moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
	#ue4

Change 3620716 by mason.seay

	Test map for flow control save issue

Change 3620723 by mason.seay

	Minor improvement

Change 3620792 by Ben.Zeigler

	Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS

Change 3621084 by Marc.Audy

	Fix NegateInt/Float in StandardMacros
	#jira UE-36242
	#jira UE-36470

Change 3621152 by Marc.Audy

	Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
	#jira UE-49111

Change 3621246 by mason.seay

	Test BP for UE-48800

Change 3621257 by Michael.Noland

	Animation: Corrected a comment on the LegIK node

Change 3621480 by Zak.Middleton

	#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.

	#jira UE-39088
	#github PR 2985 (modified)

Change 3621685 by Phillip.Kavan

	#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.

	Change summary:
	- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
	- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.

Change 3622629 by Marc.Audy

	Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle

Change 3622779 by Zak.Middleton

	#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).

	#jira none

Change 3623020 by Marc.Audy

	Fix initialization order

Change 3623021 by Marc.Audy

	Reorganize USceneComponent to improve cache coherency

Change 3623261 by Ben.Zeigler

	#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.

Change 3623294 by Marc.Audy

	Realign UActorComponent to avoid members crossing cache lines

Change 3623383 by Marc.Audy

	Compress UParticleSystemComponent and fix up cases of members crossing cache lines

Change 3623492 by Marc.Audy

	(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
	#jira UE-49189
	#jira UE-49196

Change 3623573 by Ben.Zeigler

	#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor

Change 3623642 by Dan.Oconnor

	Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated

	#jira UE-49211

Change 3623719 by Marc.Audy

	PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
	#jira UE-42970

Change 3624191 by Marc.Audy

	Cache GetWorld()

Change 3624232 by Marc.Audy

	Remove accidentally checked in change

Change 3624688 by Marc.Audy

	PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
	Force feedback component can also ignore time dilation
	#jira UE-44155

Change 3624880 by Marc.Audy

	PR #3970: SpawnObject not checking for a nullptr causing an editor crash

Change 3625740 by Mason.Seay

	Check in the correct file this time...

Change 3625806 by Ben.Zeigler

	#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future

Change 3626128 by Marc.Audy

	Fix dragging off component tree in to graph showing an error message
	#jira UE-49114

Change 3626655 by Ben.Zeigler

	#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not

Change 3626740 by Marc.Audy

	Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
	#jira UE-49276

Change 3626831 by Marc.Audy

	Remove BOM

Change 3627162 by Phillip.Kavan

	#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.

	- Regression introduced in CL# 3613358.

Change 3628051 by Marc.Audy

	Fix spelling of redundant
	#jira UE-49343

Change 3596437 by Marc.Audy

	Don't copy metadata unnecessarily

Change 3613302 by Marc.Audy

	Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
	Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
	Reduce size of USceneComponent by 112 bytes.
	Reduce size of FLightingChannels from 3 bytes to 1.
	Reduce size of FBodyInstance by 16 bytes.

Change 3620363 by Lukasz.Furman

	split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
	copy of CL# 3620248
	#ue4

Change 3622569 by Marc.Audy

	Remove unnecessarily deprecated visibility member and use redirect instead

Change 3624879 by Marc.Audy

	Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
	Adjust existing game calls to ClientPlayrForceFeedback to use new API

[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00

2040 lines
67 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SourceCodeNavigation.h"
#include "HAL/PlatformStackWalk.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/ScopeLock.h"
#include "Async/AsyncWork.h"
#include "Modules/ModuleManager.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "UObject/Package.h"
#include "UObject/MetaData.h"
#include "Misc/PackageName.h"
#include "Async/TaskGraphInterfaces.h"
#include "EditorStyleSet.h"
#include "GameFramework/Actor.h"
#include "GameFramework/Pawn.h"
#include "TickableEditorObject.h"
#include "UnrealEdMisc.h"
#include "ISourceCodeAccessor.h"
#include "ISourceCodeAccessModule.h"
#include "Interfaces/IHttpResponse.h"
#include "Interfaces/IHttpRequest.h"
#include "HttpModule.h"
#if PLATFORM_WINDOWS
#include "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include <DbgHelp.h>
#include <TlHelp32.h>
#include <psapi.h>
#include "HideWindowsPlatformTypes.h"
#elif PLATFORM_MAC
#include <mach-o/dyld.h>
#include <mach-o/nlist.h>
#include <mach-o/stab.h>
#include <cxxabi.h>
#include "ApplePlatformSymbolication.h"
#endif
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "DesktopPlatformModule.h"
DEFINE_LOG_CATEGORY(LogSelectionDetails);
#define LOCTEXT_NAMESPACE "SourceCodeNavigation"
#define SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR 0 // @todo editcode: Not sure if we want this by default (make user-configurable?)
#define SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES 0 // @todo editcode: Always skip these? Make optional in UI?
namespace SourceCodeNavigationDefs
{
FString IDEInstallerFilename("UE4_SuggestedIDEInstaller");
}
/**
* Caches information about source symbols for fast look-up
*/
class FSourceSymbolDatabase
{
public:
/**
* Attempts to locate function symbols for the specified module and class name
*
* @param ModuleName Module name to search
* @param ClassName Class name to search
* @param OutFunctionSymbolNames Functions that we found (if return value was true)
* @param OutIsCompleteList True if the list returned contains all known functions, or false if the list is known to be incomplete (e.g., we're still actively digesting functions and updating the list, so you should call this again to get the full list later.)
*
* @return True if functions were found, otherwise false
*/
bool QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/**
* Sets the function names for the specified module and class name
*
* @param ModuleName Module name to set functions for
* @param ClassName Class name to set functions for
* @param FunctionSymbolNames Functions to set for this module and class
*/
void SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames );
private:
struct FClass
{
/** List of function symbols within the class */
TArray< FString > FunctionSymbolNames;
/** True if all functions have been gathered for this class */
bool bIsCompleteList;
};
struct FModule
{
/** Maps class names to functions in that class */
TMap< FString, FClass > Classes;
};
/** Maps module names to classes in that module */
TMap< FString, FModule > Modules;
};
bool FSourceSymbolDatabase::QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
OutIsCompleteList = false;
FModule* FoundModule = Modules.Find( ModuleName );
bool bWasFound = false;
if( FoundModule != NULL )
{
FClass* FoundClass = FoundModule->Classes.Find( ClassName );
if( FoundClass != NULL )
{
// Copy function list into the output array
OutFunctionSymbolNames = FoundClass->FunctionSymbolNames;
OutIsCompleteList = FoundClass->bIsCompleteList;
bWasFound = true;
}
}
return bWasFound;
}
void FSourceSymbolDatabase::SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames )
{
FModule& Module = Modules.FindOrAdd( ModuleName );
FClass& Class = Module.Classes.FindOrAdd( ClassName );
// Copy function list into our array
Class.FunctionSymbolNames = FunctionSymbolNames;
Class.bIsCompleteList = true;
}
/**
* Async task for gathering symbols
*/
class FAsyncSymbolGatherer : public FNonAbandonableTask
{
public:
/** Constructor */
FAsyncSymbolGatherer( const FString& InitModuleName, const FString& InitClassName )
: AskedToAbortCount( 0 ),
ModuleName( InitModuleName ),
ClassName( InitClassName )
{
}
/** Performs work on thread */
void DoWork();
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return AskedToAbortCount.GetValue() > 0;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncSymbolGatherer, STATGROUP_ThreadPoolAsyncTasks);
}
private:
/** True if we've been asked to abort work in progress at the next opportunity */
FThreadSafeCounter AskedToAbortCount;
/** Module name we're looking for symbols in */
FString ModuleName;
/** Class name we're looking for symbols in */
FString ClassName;
};
FSourceFileDatabase::FSourceFileDatabase()
: bIsDirty(true)
{
// Register to be notified when new .Build.cs files are added to the project
FSourceCodeNavigation::AccessOnNewModuleAdded().AddRaw(this, &FSourceFileDatabase::OnNewModuleAdded);
}
FSourceFileDatabase::~FSourceFileDatabase()
{
FSourceCodeNavigation::AccessOnNewModuleAdded().RemoveAll(this);
}
void FSourceFileDatabase::UpdateIfNeeded()
{
if (!bIsDirty)
{
return;
}
bIsDirty = false;
ModuleNames.Reset();
DisallowedHeaderNames.Empty();
// Find all the build rules within the game and engine directories
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Developer")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Editor")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Runtime")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::ProjectDir() / TEXT("Source")), TEXT("*.Build.cs"));
// Find list of disallowed header names in native (non-plugin) directories
TArray<FString> HeaderFiles;
for (const FString& ModuleName : ModuleNames)
{
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Classes")), TEXT("*.h"), true, false, false);
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Public")), TEXT("*.h"), true, false, false);
}
for (const FString& HeaderFile : HeaderFiles)
{
DisallowedHeaderNames.Add(FPaths::GetBaseFilename(HeaderFile));
}
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
DisallowedHeaderNames.Remove(ClassIt->GetName());
}
// Find all the plugin directories
TArray<FString> PluginNames;
FindRootFilesRecursive(PluginNames, *(FPaths::EngineDir() / TEXT("Plugins")), TEXT("*.uplugin"));
FindRootFilesRecursive(PluginNames, *(FPaths::ProjectDir() / TEXT("Plugins")), TEXT("*.uplugin"));
// Add all the files within plugin directories
for (const FString& PluginName : PluginNames)
{
FindRootFilesRecursive(ModuleNames, *(FPaths::GetPath(PluginName) / TEXT("Source")), TEXT("*.Build.cs"));
}
}
void FSourceFileDatabase::FindRootFilesRecursive(TArray<FString> &FileNames, const FString &BaseDirectory, const FString &Wildcard)
{
// Find all the files within this directory
TArray<FString> BasedFileNames;
IFileManager::Get().FindFiles(BasedFileNames, *(BaseDirectory / Wildcard), true, false);
// Append to the result if we have any, otherwise recurse deeper
if (BasedFileNames.Num() == 0)
{
TArray<FString> DirectoryNames;
IFileManager::Get().FindFiles(DirectoryNames, *(BaseDirectory / TEXT("*")), false, true);
for (int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
FindRootFilesRecursive(FileNames, BaseDirectory / DirectoryNames[Idx], Wildcard);
}
}
else
{
for (int32 Idx = 0; Idx < BasedFileNames.Num(); Idx++)
{
FileNames.Add(BaseDirectory / BasedFileNames[Idx]);
}
}
}
void FSourceFileDatabase::OnNewModuleAdded(FName InModuleName)
{
bIsDirty = true;
}
DECLARE_DELEGATE_RetVal( bool, FShouldAbortDelegate );
class FSourceCodeNavigationImpl
: public FTickableEditorObject
{
public:
/**
* Static: Queries singleton instance
*
* @return Singleton instance of FSourceCodeNavigationImpl
*/
static FSourceCodeNavigationImpl& Get()
{
static FSourceCodeNavigationImpl SingletonInstance;
return SingletonInstance;
}
FSourceCodeNavigationImpl()
: bAsyncWorkIsInProgress(false)
{
}
/** Destructor */
~FSourceCodeNavigationImpl();
/**
* Locates the source file and line for a specific function in a specific module and navigates an external editing to that source line
*
* @param FunctionSymbolName The function to navigate tool (e.g. "MyClass::MyFunction")
* @param FunctionModuleName The module to search for this function's symbols (e.g. "GameName-Win64-Debug")
* @param bIgnoreLineNumber True if we should just go to the source file and not a specific line within the file
*/
void NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber );
/**
* Gathers all functions within a C++ class using debug symbols
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param ShouldAbortDelegate Called frequently to check to see if the task should be aborted
*/
void GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate );
/** Makes sure that debug symbols are loaded */
void SetupModuleSymbols();
/**
* Returns any function symbols that we've cached that match the request, and if possible, queues asynchronous task to gather symbols that are not yet cached.
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param OutFunctionSymbolNames List of function symbols found for this module and class combination. May not be a complete list.
* @param OutIsCompleteList True if the returned list of functions is complete, or false if we're still processing data.
*/
void TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/** A batch of symbol queries have started */
void SymbolQueryStarted();
/** The final symbol query in a batch completed */
void SymbolQueryFinished();
/** Handler called when the installer for the suggested IDE has finished downloading */
void OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete);
/** Launches the IDE installer process */
void LaunchIDEInstaller(const FString& Filepath);
/** @return The name of the IDE installer file for the platform */
FString GetSuggestedIDEInstallerFileName();
protected:
/** FTickableEditorObject interface */
virtual void Tick( float DeltaTime ) override;
virtual bool IsTickable() const override
{
return true;
}
virtual TStatId GetStatId() const override;
private:
/** Source symbol database. WARNING: This is accessed by multiple threads and requires a mutex to read/write! */
FSourceSymbolDatabase SourceSymbolDatabase;
/** Async task that gathers symbols */
TSharedPtr< FAsyncTask< FAsyncSymbolGatherer > > AsyncSymbolGatherer;
/** Object used for synchronization via a scoped lock **/
FCriticalSection SynchronizationObject;
/** Describes a list element for a pending symbol gather request */
struct FSymbolGatherRequest
{
/** Name of module */
FString ModuleName;
/** Name of the C++ class */
FString ClassName;
/** Equality operator (case sensitive!) */
inline bool operator==( const FSymbolGatherRequest& RHS ) const
{
return FCString::Strcmp( *ModuleName, *RHS.ModuleName ) == 0 &&
FCString::Strcmp( *ClassName, *RHS.ClassName ) == 0;
}
};
/** List of classes that are enqueued for symbol harvesting, as soon as the current gather finishes */
TArray< FSymbolGatherRequest > ClassesToGatherSymbolsFor;
/** The AsyncSymbolGatherer is working */
bool bAsyncWorkIsInProgress;
/** The source code symbol query in progress message */
TWeakPtr<SNotificationItem> SymbolQueryNotificationPtr;
/** Multi-cast delegate that fires after any symbols have finished digesting */
FSourceCodeNavigation::FOnSymbolQueryFinished OnSymbolQueryFinished;
/** Multi-cast delegate that fires after a compiler is not found. */
FSourceCodeNavigation::FOnCompilerNotFound OnCompilerNotFound;
/** Multi-cast delegate that fires after a new module (.Build.cs file) has been added */
FSourceCodeNavigation::FOnNewModuleAdded OnNewModuleAdded;
friend class FSourceCodeNavigation;
};
/** Performs work on thread */
void FAsyncSymbolGatherer::DoWork()
{
FSourceCodeNavigationImpl::Get().GatherFunctions(
ModuleName, ClassName,
FShouldAbortDelegate::CreateRaw( this, &FAsyncSymbolGatherer::ShouldAbort ) );
}
FSourceCodeNavigationImpl::~FSourceCodeNavigationImpl()
{
// Make sure async tasks are completed before we exit
// @todo editcode: These could take awhile to finish. Can we kill them in progress?
if( AsyncSymbolGatherer.IsValid() )
{
AsyncSymbolGatherer->EnsureCompletion();
AsyncSymbolGatherer.Reset();
}
}
void FSourceCodeNavigationImpl::SetupModuleSymbols()
{
// Initialize stack walking as it loads up symbol information which we require.
// @todo editcode: For modules that were loaded after the first time appInitStackWalking is called, we may need to load those modules into DbgHelp (see LoadProcessModules)
FPlatformStackWalk::InitStackWalking();
}
void FSourceCodeNavigationImpl::NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
ISourceCodeAccessor& SourceCodeAccessor = SourceCodeAccessModule.GetAccessor();
#if PLATFORM_WINDOWS
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// Setup our symbol info structure so that DbgHelp can write to it
ANSICHAR SymbolInfoBuffer[ sizeof( IMAGEHLP_SYMBOL64 ) + MAX_SYM_NAME ];
PIMAGEHLP_SYMBOL64 SymbolInfoPtr = reinterpret_cast< IMAGEHLP_SYMBOL64*>( SymbolInfoBuffer );
SymbolInfoPtr->SizeOfStruct = sizeof( SymbolInfoBuffer );
SymbolInfoPtr->MaxNameLength = MAX_SYM_NAME;
FString FullyQualifiedSymbolName = FunctionSymbolName;
if( !FunctionModuleName.IsEmpty() )
{
FullyQualifiedSymbolName = FString::Printf( TEXT( "%s!%s" ), *FunctionModuleName, *FunctionSymbolName );
}
// Ask DbgHelp to locate information about this symbol by name
// NOTE: Careful! This function is not thread safe, but we're calling it from a separate thread!
if( SymGetSymFromName64( ProcessHandle, TCHAR_TO_ANSI( *FullyQualifiedSymbolName ), SymbolInfoPtr ) )
{
// Setup our file and line info structure so that DbgHelp can write to it
IMAGEHLP_LINE64 FileAndLineInfo;
FileAndLineInfo.SizeOfStruct = sizeof( FileAndLineInfo );
// Query file and line number information for this symbol from DbgHelp
uint32 SourceColumnNumber = 0;
if( SymGetLineFromAddr64( ProcessHandle, SymbolInfoPtr->Address, (::DWORD *)&SourceColumnNumber, &FileAndLineInfo ) )
{
const FString SourceFileName( (const ANSICHAR*)(FileAndLineInfo.FileName) );
int32 SourceLineNumber = 1;
if( bIgnoreLineNumber )
{
SourceColumnNumber = 1;
}
else
{
SourceLineNumber = FileAndLineInfo.LineNumber;
}
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Found symbols for [%s] - File [%s], Line [%i], Column [%i]" ),
*FunctionSymbolName,
*SourceFileName,
(uint32)FileAndLineInfo.LineNumber,
SourceColumnNumber );
// Open this source file in our IDE and take the user right to the line number
SourceCodeAccessor.OpenFileAtLine( SourceFileName, SourceLineNumber, SourceColumnNumber );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find source file and line number for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find symbols for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
#elif PLATFORM_MAC
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == FunctionModuleName)
{
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = nullptr;
struct dysymtab_command const* DsymTable = nullptr;
struct uuid_command* UUIDCommand = nullptr;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule64->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
else if (Command && Command->cmd == LC_UUID)
{
UUIDCommand = (struct uuid_command*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable && UUIDCommand);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString SymbolName;
if (DemangledName)
{
// C++ function
SymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(SymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
SymbolName = SymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = SymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = SymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = SymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
SymbolName = SymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
SymbolName = MangledSymbolName;
}
if(FunctionSymbolName == SymbolName)
{
CFUUIDBytes UUIDBytes;
FMemory::Memcpy(&UUIDBytes, UUIDCommand->uuid, sizeof(CFUUIDBytes));
CFUUIDRef UUIDRef = CFUUIDCreateFromUUIDBytes(kCFAllocatorDefault, UUIDBytes);
CFStringRef UUIDString = CFUUIDCreateString(kCFAllocatorDefault, UUIDRef);
FString UUID((NSString*)UUIDString);
CFRelease(UUIDString);
CFRelease(UUIDRef);
uint64 Address = SymbolEntry.n_value;
uint64 BaseAddress = (uint64)IndexModule64;
FString AtoSCommand = FString::Printf(TEXT("\"%s\" -s %s -l 0x%lx 0x%lx"), *FullModulePath, *UUID, BaseAddress, Address);
int32 ReturnCode = 0;
FString Results;
const FString AtoSPath = FString::Printf(TEXT("%sBinaries/Mac/UnrealAtoS"), *FPaths::EngineDir() );
FPlatformProcess::ExecProcess( *AtoSPath, *AtoSCommand, &ReturnCode, &Results, NULL );
if(ReturnCode == 0)
{
int32 FirstIndex = -1;
int32 LastIndex = -1;
if(Results.FindChar(TCHAR('('), FirstIndex) && Results.FindLastChar(TCHAR('('), LastIndex) && FirstIndex != LastIndex)
{
int32 CloseIndex = -1;
int32 ColonIndex = -1;
if(Results.FindLastChar(TCHAR(':'), ColonIndex) && Results.FindLastChar(TCHAR(')'), CloseIndex))
{
int32 FileNamePos = LastIndex+1;
int32 FileNameLen = ColonIndex-FileNamePos;
FString FileName = Results.Mid(FileNamePos, FileNameLen);
FString LineNumber = Results.Mid(ColonIndex + 1, CloseIndex-(ColonIndex + 1));
SourceCodeAccessor.OpenFileAtLine( FileName, FCString::Atoi(*LineNumber), 0 );
}
}
}
break;
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
FCriticalSection FSourceCodeNavigation::CriticalSection;
FSourceFileDatabase FSourceCodeNavigation::Instance;
bool FSourceCodeNavigation::bCachedIsCompilerAvailable = false;
void FSourceCodeNavigation::Initialize()
{
class FAsyncInitializeSourceFileDatabase : public FNonAbandonableTask
{
public:
/** Performs work on thread */
void DoWork()
{
FSourceCodeNavigation::GetSourceFileDatabase();
}
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return false;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncInitializeSourceFileDatabase, STATGROUP_ThreadPoolAsyncTasks);
}
};
RefreshCompilerAvailability();
// Initialize SourceFileDatabase instance asynchronously
(new FAutoDeleteAsyncTask<FAsyncInitializeSourceFileDatabase>)->StartBackgroundTask();
}
const FSourceFileDatabase& FSourceCodeNavigation::GetSourceFileDatabase()
{
#if !( PLATFORM_WINDOWS && defined(__clang__) ) // @todo clang: This code causes a strange stack overflow issue when compiling using Clang on Windows
// Lock so that nothing may proceed while the AsyncTask is constructing the FSourceFileDatabase for the first time
FScopeLock Lock(&CriticalSection);
Instance.UpdateIfNeeded();
#endif
return Instance;
}
void FSourceCodeNavigation::NavigateToFunctionSourceAsync( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
if ( !IsCompilerAvailable() )
{
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return;
}
// @todo editcode: This will potentially take a long time to execute. We need a way to tell the async task
// system that this may block internally and it should always have it's own thread. Also
// we may need a way to kill these tasks on shutdown, or when an action is cancelled/overridden
// by the user interactively
struct FNavigateFunctionParams
{
FString FunctionSymbolName;
FString FunctionModuleName;
bool bIgnoreLineNumber;
};
TSharedRef< FNavigateFunctionParams > NavigateFunctionParams( new FNavigateFunctionParams() );
NavigateFunctionParams->FunctionSymbolName = FunctionSymbolName;
NavigateFunctionParams->FunctionModuleName = FunctionModuleName;
NavigateFunctionParams->bIgnoreLineNumber = bIgnoreLineNumber;
struct FLocal
{
/** Wrapper functions to asynchronously look-up symbols and navigate to source code. We do this
asynchronously because symbol look-up can often take some time */
static void PreloadSymbolsTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
{
// Make sure debug symbols are loaded and ready
FSourceCodeNavigationImpl::Get().SetupModuleSymbols();
}
static void NavigateToFunctionSourceTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent, TSharedRef< FNavigateFunctionParams > Params, TSharedPtr< SNotificationItem > CompileNotificationPtr )
{
// Call the navigate function!
FSourceCodeNavigationImpl::Get().NavigateToFunctionSource( Params->FunctionSymbolName, Params->FunctionModuleName, Params->bIgnoreLineNumber );
// clear the notification
CompileNotificationPtr->SetCompletionState( SNotificationItem::CS_Success );
CompileNotificationPtr->ExpireAndFadeout();
}
};
FNotificationInfo Info( LOCTEXT("ReadingSymbols", "Reading C++ Symbols") );
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
Info.ExpireDuration = 2.0f;
Info.bFireAndForget = false;
TSharedPtr< SNotificationItem > CompileNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if (CompileNotificationPtr.IsValid())
{
CompileNotificationPtr->SetCompletionState(SNotificationItem::CS_Pending);
}
// Kick off asynchronous task to load symbols
DECLARE_CYCLE_STAT(TEXT("FDelegateGraphTask.EditorSourceCodeNavigation"),
STAT_FDelegateGraphTask_EditorSourceCodeNavigation,
STATGROUP_TaskGraphTasks);
FGraphEventRef PreloadSymbolsAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(FDelegateGraphTask::FDelegate::CreateStatic(&FLocal::PreloadSymbolsTaskWrapper), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation)));
// add a dependent task to run on the main thread when symbols are loaded
FGraphEventRef UnusedAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(
FDelegateGraphTask::FDelegate::CreateStatic(
&FLocal::NavigateToFunctionSourceTaskWrapper, NavigateFunctionParams, CompileNotificationPtr), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation),
PreloadSymbolsAsyncResult, ENamedThreads::GameThread, ENamedThreads::GameThread
)
);
}
void FSourceCodeNavigationImpl::GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate )
{
TArray< FString > FunctionSymbolNames;
#if PLATFORM_WINDOWS
// Initialize stack walking as it loads up symbol information which we require.
SetupModuleSymbols();
struct FCallbackUserData
{
FCallbackUserData( TArray< FString >& InitFunctionSymbolNames, const FShouldAbortDelegate& InitShouldAbortDelegate )
: FunctionSymbolNames( InitFunctionSymbolNames ),
ShouldAbortDelegate( InitShouldAbortDelegate )
{
}
TArray< FString >& FunctionSymbolNames;
const FShouldAbortDelegate& ShouldAbortDelegate;
};
struct Local
{
static BOOL CALLBACK EnumSymbolsCallback( PSYMBOL_INFO pSymInfo, ULONG SymbolSize, PVOID UserContext )
{
FCallbackUserData& CallbackUserData = *static_cast< FCallbackUserData* >( UserContext );
ANSICHAR SymbolBuffer[ MAX_SYM_NAME ];
FCStringAnsi::Strncpy( SymbolBuffer, pSymInfo->Name, pSymInfo->NameLen + 1 );
FString FunctionSymbolName( SymbolBuffer );
// Strip off the class name if we have one
FString FoundClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FoundClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
#if !SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR
// Filter class constructor
else if( FunctionName == FoundClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
#endif
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !CallbackUserData.FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( CallbackUserData.FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
bool bShouldAbort = false;
if( CallbackUserData.ShouldAbortDelegate.IsBound() )
{
bShouldAbort = CallbackUserData.ShouldAbortDelegate.Execute();
}
// Return true to continue searching, otherwise false
return !bShouldAbort;
}
};
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
const FString SearchMask( FString::Printf( TEXT( "%s!%s::*" ), *ModuleName, *ClassName ) );
FCallbackUserData CallbackUserData( FunctionSymbolNames, ShouldAbortDelegate );
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// NOTE: This function sometimes takes a VERY long time to complete (multiple seconds!)
const bool bSuccessful = !!SymEnumSymbols(
ProcessHandle, // Process handle
0, // DLL base address (or zero, to search multiple modules)
TCHAR_TO_ANSI( *SearchMask ), // Search mask string (see docs)
&Local::EnumSymbolsCallback, // Callback function
&CallbackUserData ); // User data pointer for callback
if( bSuccessful )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "GatherFunctions: Unable to enumerate symbols for module '%s', search mask '%s' [%s]" ),
*ModuleName,
*SearchMask,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif
#elif PLATFORM_MAC
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == ModuleName)
{
bool bSucceeded = true;
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = NULL;
struct dysymtab_command const* DsymTable = NULL;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule32->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
bSucceeded = FileOK;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
if(FString(MangledSymbolName).Contains(ClassName))
{
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString FunctionSymbolName;
if (DemangledName)
{
// C++ function
FunctionSymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(FunctionSymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
FunctionSymbolName = FunctionSymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = FunctionSymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = FunctionSymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = FunctionSymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
FunctionSymbolName = FunctionSymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
FunctionSymbolName = MangledSymbolName;
}
// Strip off the class name if we have one
FString FunctionClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FunctionClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// @todo editcode: Not sure if we want this by default (make user-configurable?)
const bool bShowConstructorAndDestructor = false;
if (ClassName != FunctionClassName)
{
bPassedFilter = false;
}
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
else if( FunctionName.StartsWith( TEXT( "vtable for" ) ) || FunctionName.StartsWith( TEXT( "scalar deleting" ) ) || FunctionName.StartsWith( TEXT( "vector deleting" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
// Filter class constructor
else if( !bShowConstructorAndDestructor && FunctionName == FunctionClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( !bShowConstructorAndDestructor && FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
if( ShouldAbortDelegate.IsBound() && ShouldAbortDelegate.Execute())
{
bSucceeded = false;
break;
}
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
else
{
bSucceeded = false;
}
if(bSucceeded)
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
void FSourceCodeNavigation::GatherFunctionsForActors( TArray< AActor* >& Actors, const EGatherMode::Type GatherMode, TArray< FEditCodeMenuClass >& Classes )
{
// NOTE: It's important for this function to execute very quickly, especially when GatherMode is "ClassesOnly". This
// is because the code may execute every time the user right clicks on an actor in the level editor, before the menu
// is able to be summoned. We need the UI to be responsive!
struct Local
{
static FEditCodeMenuClass& GetClassInfo( TArray< FEditCodeMenuClass >& InClasses, const FString& ModuleName, const FString& ClassName, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
check( !ClassName.IsEmpty() );
// Check to see if we already have this class name in our list
FEditCodeMenuClass* FoundClass = NULL;
for( int32 CurClassIndex = 0; CurClassIndex < InClasses.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = InClasses[ CurClassIndex ];
if( CurClass.Name == ClassName )
{
FoundClass = &CurClass;
break;
}
}
// Add a new class to our list if we need to
if( FoundClass == NULL )
{
FoundClass = new( InClasses ) FEditCodeMenuClass();
FoundClass->Name = ClassName;
FoundClass->bIsCompleteList = true; // Until proven otherwise!
FoundClass->ReferencedObject = ReferencedObject;
FoundClass->ModuleName = ModuleName;
}
else
{
check(FoundClass->ReferencedObject.Get() == ReferencedObject);
}
return *FoundClass;
}
static void AddFunction( TArray< FEditCodeMenuClass >& InClasses, const FFunctionSymbolInfo& FunctionSymbolInfo, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
if( ensure( !FunctionSymbolInfo.ClassName.IsEmpty() ) )
{
// Keep track of the current function
FEditCodeMenuClass& ClassInfo = GetClassInfo(InClasses, FunctionSymbolInfo.ModuleName, FunctionSymbolInfo.ClassName, ReferencedObject);
ClassInfo.Functions.Add( FunctionSymbolInfo );
}
else
{
// No class for this function. We'll ignore it as we only want to show functions for this class
}
}
};
// Skip low-level classes that we never want users to see. These usually have a lot of symbols
// that slow down digestion times and clutter the UI too.
TSet< FString > ClassesWithIncompleteFunctionLists;
for( TArray< AActor* >::TIterator It( Actors ); It; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
// Grab the class of this actor
UClass* ActorClass = Actor->GetClass();
check( ActorClass != NULL );
// Walk the inheritance hierarchy for this class
for( UClass* CurClass = ActorClass; CurClass != NULL; CurClass = CurClass->GetSuperClass() )
{
// Skip low-level classes if we were asked to do that. Here, we'll require the class to have
// been derived from a low level actor/pawn class.
#if !SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES
if( !CurClass->IsChildOf( AActor::StaticClass() ) || // @todo editcode: A bit hacky here, hard-coding types
CurClass == AActor::StaticClass() ||
CurClass == APawn::StaticClass() )
{
continue;
}
#endif
const FString CPlusPlusClassName( FString( CurClass->GetPrefixCPP() ) + CurClass->GetName() );
// Figure out the module file name that this class' C++ code lives in
FString ModuleName = FPaths::GetBaseFilename(FPlatformProcess::ExecutableName()); // Default to the executable module
// Only bother getting the correct module if we're gathering functions, too, since it can slow down the process a bit.
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
FindClassModuleName( CurClass, ModuleName );
}
{
// Assume there are always C++ functions to gather. This isn't necessarily correct but it's too
// slow to check to be sure when only asked to gather classes. Besides, currently we display
// functions for UObject which everything derives from, so there are always *some* functions, just
// not necessarily for every class we report.
bool bIsCompleteList = false;
// True to gather functions from the symbol database (slow, but has every function.)
// False to gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
const bool bGetFunctionsFromSymbolDatabase = false; // @todo editcode: Should we get rid of the unused code path here?
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
if( bGetFunctionsFromSymbolDatabase )
{
// Gather functions from symbol database (slow, but has every function.)
TArray< FString > GatheredFunctionSymbolNames;
FSourceCodeNavigationImpl::Get().TryToGatherFunctions( ModuleName, CPlusPlusClassName, GatheredFunctionSymbolNames, bIsCompleteList );
for( int32 CurFunctionIndex = 0; CurFunctionIndex < GatheredFunctionSymbolNames.Num(); ++CurFunctionIndex )
{
const FString& FunctionSymbolName = GatheredFunctionSymbolNames[ CurFunctionIndex ];
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
}
else
{
// Gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
// Find all of the editable functions in this class
for( int32 CurFunctionIndex = 0; CurFunctionIndex < CurClass->NativeFunctionLookupTable.Num(); ++CurFunctionIndex )
{
// Convert the function name (e.g., "execOnTouched") to an FString so we can manipulate it easily
const FString ImplFunctionName = CurClass->NativeFunctionLookupTable[ CurFunctionIndex ].Name.ToString();
// Create a fully-qualified symbol name for this function that includes the class
const FString FunctionSymbolName =
CPlusPlusClassName + // The C++ class name (e.g. "APawn")
FString( TEXT( "::" ) ) + // C++ class scoping
ImplFunctionName; // The function name (e.g. "OnTouched")
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
// We always have complete data when gathering directly from the native function table
bIsCompleteList = true;
}
}
if( !bIsCompleteList )
{
// Find the class and mark it incomplete
FEditCodeMenuClass& ClassInfo = Local::GetClassInfo( Classes, ModuleName, CPlusPlusClassName );
ClassInfo.bIsCompleteList = false;
}
}
}
}
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
// Sort function lists
for( int32 CurClassIndex = 0; CurClassIndex < Classes.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = Classes[ CurClassIndex ];
struct FCompareSymbolName
{
FORCEINLINE bool operator()( const FFunctionSymbolInfo& A, const FFunctionSymbolInfo& B ) const
{
return A.SymbolName < B.SymbolName;
}
};
CurClass.Functions.Sort( FCompareSymbolName() );
}
}
}
bool FSourceCodeNavigation::NavigateToFunctionAsync(UFunction* InFunction)
{
return NavigateToFunction(InFunction);
}
static TArray<ISourceCodeNavigationHandler*> SourceCodeNavigationHandlers;
void FSourceCodeNavigation::AddNavigationHandler(ISourceCodeNavigationHandler* handler)
{
SourceCodeNavigationHandlers.Add(handler);
}
void FSourceCodeNavigation::RemoveNavigationHandler(ISourceCodeNavigationHandler* handler)
{
SourceCodeNavigationHandlers.Remove(handler);
}
bool FSourceCodeNavigation::CanNavigateToClass(const UClass* InClass)
{
if (!InClass)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->CanNavigateToClass(InClass))
{
return true;
}
}
return InClass->HasAllClassFlags(CLASS_Native) && FSourceCodeNavigation::IsCompilerAvailable();
}
bool FSourceCodeNavigation::NavigateToClass(const UClass* InClass)
{
if (!InClass)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->NavigateToClass(InClass))
{
return true;
}
}
FString ClassHeaderPath;
if (FSourceCodeNavigation::FindClassHeaderPath(InClass, ClassHeaderPath) && IFileManager::Get().FileSize(*ClassHeaderPath) != INDEX_NONE)
{
FString AbsoluteHeaderPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ClassHeaderPath);
FSourceCodeNavigation::OpenSourceFile(AbsoluteHeaderPath);
return true;
}
return false;
}
bool FSourceCodeNavigation::CanNavigateToFunction(const UFunction* InFunction)
{
if (!InFunction)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->CanNavigateToFunction(InFunction))
{
return true;
}
}
UClass* OwningClass = InFunction->GetOwnerClass();
return OwningClass->HasAllClassFlags(CLASS_Native) && FSourceCodeNavigation::IsCompilerAvailable();
}
bool FSourceCodeNavigation::NavigateToFunction(const UFunction* InFunction)
{
if (!InFunction)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->NavigateToFunction(InFunction))
{
return true;
}
}
UClass* OwningClass = InFunction->GetOwnerClass();
if( OwningClass->HasAllClassFlags( CLASS_Native ))
{
FString ModuleName;
// Find module name for class
if( FindClassModuleName( OwningClass, ModuleName ))
{
const FString SymbolName = FString::Printf( TEXT( "%s%s::%s" ), OwningClass->GetPrefixCPP(), *OwningClass->GetName(), *InFunction->GetName() );
NavigateToFunctionSourceAsync( SymbolName, ModuleName, false );
return true;
}
}
return false;
}
bool FSourceCodeNavigation::CanNavigateToProperty(const UProperty* InProperty)
{
if (!InProperty)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->CanNavigateToProperty(InProperty))
{
return true;
}
}
return InProperty->IsNative() && IsCompilerAvailable();
}
bool FSourceCodeNavigation::NavigateToProperty(const UProperty* InProperty)
{
if (!InProperty)
{
return false;
}
for (int32 i = 0; i < SourceCodeNavigationHandlers.Num(); ++i)
{
ISourceCodeNavigationHandler* handler = SourceCodeNavigationHandlers[i];
if (handler->NavigateToProperty(InProperty))
{
return true;
}
}
if (InProperty && InProperty->IsNative())
{
FString SourceFilePath;
const bool bFileLocated = FindClassHeaderPath(InProperty, SourceFilePath) &&
IFileManager::Get().FileSize(*SourceFilePath) != INDEX_NONE;
if (bFileLocated)
{
const FString AbsoluteSourcePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*SourceFilePath);
return OpenSourceFile( AbsoluteSourcePath );
}
}
return false;
}
bool FSourceCodeNavigation::FindClassModuleName( UClass* InClass, FString& ModuleName )
{
bool bResult = false;
// Find module name from class
if( InClass )
{
UPackage* ClassPackage = InClass->GetOuterUPackage();
if( ClassPackage )
{
//@Package name transition
FName ShortClassPackageName = FPackageName::GetShortFName(ClassPackage->GetFName());
// Is this module loaded? In many cases, we may not have a loaded module for this class' package,
// as it might be statically linked into the executable, etc.
if( FModuleManager::Get().IsModuleLoaded( ShortClassPackageName ) )
{
// Because the module loaded into memory may have a slightly mutated file name (for
// hot reload, etc), we ask the module manager for the actual file name being used. This
// is important as we need to be sure to get the correct symbols.
FModuleStatus ModuleStatus;
if( ensure( FModuleManager::Get().QueryModule( ShortClassPackageName, ModuleStatus ) ) )
{
// Use the base file name (no path, no extension) as the module name for symbol look up!
ModuleName = FPaths::GetBaseFilename(ModuleStatus.FilePath);
bResult = true;
}
else
{
// This module should always be known. Should never happen.
}
}
}
}
return bResult;
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnSymbolQueryFinished& FSourceCodeNavigation::AccessOnSymbolQueryFinished()
{
return FSourceCodeNavigationImpl::Get().OnSymbolQueryFinished;
}
/** Returns the name of the selected IDE */
FText FSourceCodeNavigation::GetSelectedSourceCodeIDE()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().GetNameText();
}
FText FSourceCodeNavigation::GetSuggestedSourceCodeIDE(bool bShortIDEName)
{
#if PLATFORM_WINDOWS
if ( bShortIDEName )
{
return LOCTEXT("SuggestedCodeIDE_ShortWindows", "Visual Studio");
}
else
{
return LOCTEXT("SuggestedCodeIDE_Windows", "Visual Studio 2017");
}
#elif PLATFORM_MAC
return LOCTEXT("SuggestedCodeIDE_Mac", "Xcode");
#else
return LOCTEXT("SuggestedCodeIDE_Generic", "an IDE to edit source code");
#endif
}
FString FSourceCodeNavigation::GetSuggestedSourceCodeIDEDownloadURL()
{
FString SourceCodeIDEURL;
#if PLATFORM_WINDOWS
// Visual Studio
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Windows"), SourceCodeIDEURL );
#elif PLATFORM_MAC
// Xcode
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Mac"), SourceCodeIDEURL );
#else
// Unknown platform, just link to wikipedia page on IDEs
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Other"), SourceCodeIDEURL );
#endif
return SourceCodeIDEURL;
}
bool FSourceCodeNavigation::GetCanDirectlyInstallSourceCodeIDE()
{
#if PLATFORM_WINDOWS
return true;
#else
return false;
#endif
}
void FSourceCodeNavigation::DownloadAndInstallSuggestedIDE(FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
FSourceCodeNavigationImpl& SourceCodeNavImpl = FSourceCodeNavigationImpl::Get();
// Check to see if the file exists first
auto UserTempDir = FPaths::ConvertRelativePathToFull(FDesktopPlatformModule::Get()->GetUserTempPath());
FString InstallerFullPath = FString::Printf(TEXT("%s%s"), *UserTempDir, *SourceCodeNavImpl.GetSuggestedIDEInstallerFileName());
if (!IPlatformFile::GetPlatformPhysical().FileExists(*InstallerFullPath))
{
FString DownloadURL;
TSharedRef<IHttpRequest> HttpRequest = FHttpModule::Get().CreateRequest();
// Download the installer for the suggested IDE
HttpRequest->OnProcessRequestComplete().BindRaw(&SourceCodeNavImpl, &FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete, OnDownloadComplete);
HttpRequest->SetVerb(TEXT("GET"));
HttpRequest->SetURL(GetSuggestedSourceCodeIDEDownloadURL());
HttpRequest->ProcessRequest();
}
else
{
SourceCodeNavImpl.LaunchIDEInstaller(InstallerFullPath);
OnDownloadComplete.ExecuteIfBound(true);
}
}
void FSourceCodeNavigation::RefreshCompilerAvailability()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
SourceCodeAccessModule.GetAccessor().RefreshAvailability();
bCachedIsCompilerAvailable = SourceCodeAccessModule.GetAccessor().CanAccessSourceCode();
}
bool FSourceCodeNavigation::OpenSourceFile( const FString& AbsoluteSourcePath, int32 LineNumber, int32 ColumnNumber )
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenFileAtLine(AbsoluteSourcePath, LineNumber, ColumnNumber);
}
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSourceFiles(AbsoluteSourcePaths);
}
// Let others know that we've failed to open some source files.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().AddSourceFiles(AbsoluteSourcePaths, GetSourceFileDatabase().GetModuleNames());
}
return false;
}
bool FSourceCodeNavigation::OpenModuleSolution()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSolution();
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnCompilerNotFound& FSourceCodeNavigation::AccessOnCompilerNotFound()
{
return FSourceCodeNavigationImpl::Get().OnCompilerNotFound;
}
FSourceCodeNavigation::FOnNewModuleAdded& FSourceCodeNavigation::AccessOnNewModuleAdded()
{
return FSourceCodeNavigationImpl::Get().OnNewModuleAdded;
}
bool FSourceCodeNavigation::FindModulePath( const FString& ModuleName, FString &OutModulePath )
{
// Try to find a file matching the module name
const TArray<FString>& ModuleNames = GetSourceFileDatabase().GetModuleNames();
FString FindModuleSuffix = FString(TEXT("/")) + ModuleName + ".Build.cs";
for (int32 Idx = 0; Idx < ModuleNames.Num(); Idx++)
{
if (ModuleNames[Idx].EndsWith(FindModuleSuffix))
{
OutModulePath = ModuleNames[Idx].Left(ModuleNames[Idx].Len() - FindModuleSuffix.Len());
return true;
}
}
return false;
}
bool FSourceCodeNavigation::FindClassHeaderPath( const UField *Field, FString &OutClassHeaderPath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
const FString& ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
OutClassHeaderPath = ModuleBasePath / ModuleRelativePath;
return true;
}
}
}
return false;
}
bool FSourceCodeNavigation::FindClassSourcePath( const UField *Field, FString &OutClassSourcePath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
// Given this we can try and find the corresponding .cpp file
const FString& ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
const FString PotentialCppLeafname = FPaths::GetBaseFilename(ModuleRelativePath) + TEXT(".cpp");
FString PotentialCppFilename = ModuleBasePath / FPaths::GetPath(ModuleRelativePath) / PotentialCppLeafname;
// Is the .cpp file in the same folder as the header file?
if(FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
const FString PublicPath = ModuleBasePath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = ModuleBasePath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = ModuleBasePath / "Classes" / ""; // Ensure trailing /
// If the path starts with Public or Classes, try swapping those out with Private
if(PotentialCppFilename.StartsWith(PublicPath))
{
PotentialCppFilename.ReplaceInline(*PublicPath, *PrivatePath);
}
else if(PotentialCppFilename.StartsWith(ClassesPath))
{
PotentialCppFilename.ReplaceInline(*ClassesPath, *PrivatePath);
}
else
{
PotentialCppFilename.Empty();
}
if(!PotentialCppFilename.IsEmpty() && FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
// Still no luck, try and search for the file on the filesystem
TArray<FString> Filenames;
IFileManager::Get().FindFilesRecursive(Filenames, *ModuleBasePath, *PotentialCppLeafname, true, false, false);
if(Filenames.Num() > 0)
{
// Assume it's the first match (we should really only find a single file with a given name within a project anyway)
OutClassSourcePath = Filenames[0];
return true;
}
}
}
}
return false;
}
void FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
if (bWasSuccessful)
{
// Get the user's temp directory
auto UserTempDir = FDesktopPlatformModule::Get()->GetUserTempPath();
// Create the installer file in the temp dir
auto InstallerName = GetSuggestedIDEInstallerFileName();
FString Filepath = FString::Printf(TEXT("%s%s"), *UserTempDir, *InstallerName);
auto InstallerFileHandle = IPlatformFile::GetPlatformPhysical().OpenWrite(*Filepath);
// Copy the content from the response into the installer file
auto InstallerContent = Response->GetContent();
bool bWriteSucceeded = InstallerFileHandle ? InstallerFileHandle->Write(InstallerContent.GetData(), InstallerContent.Num()) : false;
delete InstallerFileHandle;
if (bWriteSucceeded)
{
// Launch the created executable in a separate window to begin the installation
LaunchIDEInstaller(Filepath);
}
else
{
bWasSuccessful = false;
}
}
OnDownloadComplete.ExecuteIfBound(bWasSuccessful);
}
void FSourceCodeNavigationImpl::TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Start out by gathering whatever functions we've already cached
const bool bFoundFunctions = SourceSymbolDatabase.QueryFunctionsForClass( ModuleName, ClassName, OutFunctionSymbolNames, OutIsCompleteList );
if( !bFoundFunctions )
{
OutIsCompleteList = false;
}
if( !bFoundFunctions || !OutIsCompleteList )
{
// Enqueue a task to gather symbols. This will be kicked off the next time we have a chance (as early as next Tick() call)
FSymbolGatherRequest GatherRequest = { ModuleName, ClassName };
ClassesToGatherSymbolsFor.AddUnique( GatherRequest );
}
}
void FSourceCodeNavigationImpl::SymbolQueryStarted()
{
// Starting a new request! Notify the UI.
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->ExpireAndFadeout();
}
FNotificationInfo Info( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryInProgress", "Loading C++ Symbols") );
Info.bFireAndForget = false;
SymbolQueryNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
void FSourceCodeNavigationImpl::SymbolQueryFinished()
{
// Finished all requests! Notify the UI.
TSharedPtr<SNotificationItem> NotificationItem = SymbolQueryNotificationPtr.Pin();
if ( NotificationItem.IsValid() )
{
NotificationItem->SetText( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryComplete", "C++ Symbols Loaded!") );
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
NotificationItem->ExpireAndFadeout();
SymbolQueryNotificationPtr.Reset();
}
// Let others know that we've gathered some new symbols
OnSymbolQueryFinished.Broadcast();
}
FString FSourceCodeNavigationImpl::GetSuggestedIDEInstallerFileName()
{
FString Extension;
#if PLATFORM_WINDOWS
Extension = "exe";
#elif PLATFORM_MAC
Extension = "app";
#endif
return FString::Printf(TEXT("%s.%s"), *SourceCodeNavigationDefs::IDEInstallerFilename, *Extension);
}
void FSourceCodeNavigationImpl::LaunchIDEInstaller(const FString& Filepath)
{
#if PLATFORM_WINDOWS
auto Params = TEXT("--productId \"Microsoft.VisualStudio.Product.Community\" --add \"Microsoft.VisualStudio.Workload.NativeGame\" --add \"Component.Unreal\" --campaign \"EpicGames_UE4\"");
FPlatformProcess::ExecElevatedProcess(*Filepath, Params, nullptr);
#endif
}
void FSourceCodeNavigationImpl::Tick( float DeltaTime )
{
const bool bAsyncWorkAvailable = ClassesToGatherSymbolsFor.Num() > 0;
// Do we have any work to do?
if( bAsyncWorkAvailable )
{
// Are we still busy gathering functions?
const bool bIsBusy = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsDone();
if( !bIsBusy )
{
const FSymbolGatherRequest GatherRequest = ClassesToGatherSymbolsFor[ 0 ];
ClassesToGatherSymbolsFor.RemoveAt( 0 );
// Init stack walking here to ensure that module manager doesn't need to be accessed on the thread inside the asynk task
FPlatformStackWalk::InitStackWalking();
// Start the async task
AsyncSymbolGatherer = MakeShareable( new FAsyncTask< FAsyncSymbolGatherer >( GatherRequest.ModuleName, GatherRequest.ClassName ) );
AsyncSymbolGatherer->StartBackgroundTask();
}
else
{
// Current task is still running, so wait until some other time
}
}
// Determine if starting new work or finishing the last of the queued work
const bool bAsyncWorkWasInProgress = bAsyncWorkIsInProgress;
bAsyncWorkIsInProgress = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsWorkDone();
if (!bAsyncWorkWasInProgress && bAsyncWorkAvailable)
{
SymbolQueryStarted();
}
else if (bAsyncWorkWasInProgress && !bAsyncWorkIsInProgress && !bAsyncWorkAvailable)
{
SymbolQueryFinished();
}
}
TStatId FSourceCodeNavigationImpl::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FSourceCodeNavigationImpl, STATGROUP_Tickables);
}
#undef LOCTEXT_NAMESPACE