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Made sure that FHotReloadModule still reported slow task progress while stuck in a busy loop ReviewedBy Anderew.Rodham [CL 2435569 by Matthew Griffin in Main branch]
1611 lines
58 KiB
C++
1611 lines
58 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "HotReloadPrivatePCH.h"
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#include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h"
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#include "ScopedTimers.h"
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#include "DesktopPlatformModule.h"
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#if WITH_ENGINE
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#include "HotReloadClassReinstancer.h"
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#include "EngineAnalytics.h"
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#endif
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DEFINE_LOG_CATEGORY(LogHotReload);
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#define LOCTEXT_NAMESPACE "HotReload"
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namespace EThreeStateBool
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{
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enum Type
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{
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False,
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True,
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Unknown
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};
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static bool ToBool(EThreeStateBool::Type Value)
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{
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switch (Value)
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{
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case EThreeStateBool::False:
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return false;
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case EThreeStateBool::True:
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return true;
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default:
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UE_LOG(LogHotReload, Fatal, TEXT("Can't convert EThreeStateBool to bool value because it's Unknown"));
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break;
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}
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return false;
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}
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static EThreeStateBool::Type FromBool(bool Value)
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{
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return Value ? EThreeStateBool::True : EThreeStateBool::False;
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}
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};
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/**
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* Module for HotReload support
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*/
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class FHotReloadModule : public IHotReloadModule, FSelfRegisteringExec
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{
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public:
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FHotReloadModule()
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{
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ModuleCompileReadPipe = nullptr;
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bRequestCancelCompilation = false;
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bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
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bDirectoryWatcherInitialized = false;
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}
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/** FSelfRegisteringExec implementation */
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virtual bool Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar ) override;
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/** IHotReloadInterface implementation */
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virtual void Tick() override;
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virtual void SaveConfig() override;
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virtual bool RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges = true, bool bForceCodeProject = false) override;
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virtual bool IsCurrentlyCompiling() const override { return ModuleCompileProcessHandle.IsValid(); }
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virtual void RequestStopCompilation() override { bRequestCancelCompilation = true; }
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virtual void AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer) override;
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virtual ECompilationResult::Type RebindPackages(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar) override;
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virtual ECompilationResult::Type DoHotReloadFromEditor() override;
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virtual FHotReloadEvent& OnHotReload() override { return HotReloadEvent; }
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virtual FModuleCompilerStartedEvent& OnModuleCompilerStarted() override { return ModuleCompilerStartedEvent; }
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virtual FModuleCompilerFinishedEvent& OnModuleCompilerFinished() override { return ModuleCompilerFinishedEvent; }
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virtual FString GetModuleCompileMethod(FName InModuleName) override;
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virtual bool IsAnyGameModuleLoaded() override;
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private:
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/**
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* Enumerates compilation methods for modules.
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*/
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enum class EModuleCompileMethod
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{
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Runtime,
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External,
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Unknown
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};
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/**
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* Helper structure to hold on to module state while asynchronously recompiling DLLs
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*/
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struct FModuleToRecompile
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{
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/** Name of the module */
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FString ModuleName;
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/** Desired module file name suffix, or empty string if not needed */
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FString ModuleFileSuffix;
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/** The module file name to use after a compilation succeeds, or an empty string if not changing */
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FString NewModuleFilename;
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};
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/**
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* Helper structure to store the compile time and method for a module
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*/
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struct FModuleCompilationData
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{
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/** Has a timestamp been set for the .dll file */
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bool bHasFileTimeStamp;
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/** Last known timestamp for the .dll file */
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FDateTime FileTimeStamp;
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/** Last known compilation method of the .dll file */
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EModuleCompileMethod CompileMethod;
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FModuleCompilationData()
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: bHasFileTimeStamp(false)
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, CompileMethod(EModuleCompileMethod::Unknown)
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{ }
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};
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/**
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* Adds a callback to directory watcher for the game binaries folder.
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*/
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void InitHotReloadWatcher();
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/**
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* Removes a directory watcher callback
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*/
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void ShutdownHotReloadWatcher();
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/**
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* Performs hot-reload from IDE (when game DLLs change)
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*/
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void DoHotReloadFromIDE();
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/**
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* Performs internal module recompilation
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*/
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ECompilationResult::Type RebindPackagesInternal(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar);
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/**
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* Does the actual hot-reload, unloads old modules, loads new ones
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*/
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ECompilationResult::Type DoHotReloadInternal(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray<FName> InDependentModules, FOutputDevice &HotReloadAr);
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/**
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* Callback for async ompilation
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*/
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void DoHotReloadCallback(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray<FName> InDependentModules, FOutputDevice &HotReloadAr);
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/**
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* Gets all currently loaded game module names and optionally, the file names for those modules
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*/
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void GetGameModules(TArray<FString>& OutGameModules, TArray<FString>* OutGameModuleFilePaths = nullptr);
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/**
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* Gets packages to re-bind and dependent modules.
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*/
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void GetPackagesToRebindAndDependentModules(const TArray<FString>& InGameModuleNames, TArray<UPackage*>& OutPackagesToRebind, TArray<FName>& OutDependentModules);
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#if WITH_ENGINE
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/**
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* Called from CoreUObject to re-instance hot-reloaded classes
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*/
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void ReinstanceClass(UClass* OldClass, UClass* NewClass);
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#endif
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/**
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* Tick function for FTicker: checks for re-loaded modules and does hot-reload from IDE
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*/
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bool Tick(float DeltaTime);
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/**
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* Directory watcher callback
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*/
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void OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges);
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/**
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* Broadcasts that a hot reload just finished.
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*
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* @param bWasTriggeredAutomatically True if the hot reload was invoked automatically by the hot reload system after detecting a changed DLL
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*/
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void BroadcastHotReload( bool bWasTriggeredAutomatically )
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{
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HotReloadEvent.Broadcast( bWasTriggeredAutomatically );
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}
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/**
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* Sends analytics event about the re-load
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*/
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static void RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount);
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/**
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* Declares a type of delegates that is executed after a module recompile has finished.
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*
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* The first argument signals whether compilation has finished.
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* The second argument shows whether compilation was successful or not.
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*/
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DECLARE_DELEGATE_TwoParams( FRecompileModulesCallback, bool, ECompilationResult::Type );
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/**
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* Tries to recompile the specified modules in the background. When recompiling finishes, the specified callback
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* delegate will be triggered, passing along a bool that tells you whether the compile action succeeded. This
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* function never tries to unload modules or to reload the modules after they finish compiling. You should do
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* that yourself in the recompile completion callback!
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*
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* @param ModuleNames Names of the modules to recompile
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* @param RecompileModulesCallback Callback function to execute after compilation finishes (whether successful or not.)
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* @param bWaitForCompletion True if the function should not return until recompilation attempt has finished and callbacks have fired
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* @param Ar Output device for logging compilation status
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* @return True if the recompile action was kicked off successfully. If this returns false, then the recompile callback will never fire. In the case where bWaitForCompletion=false, this will also return false if the compilation failed for any reason.
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*/
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bool RecompileModulesAsync( const TArray< FName > ModuleNames, const FRecompileModulesCallback& InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice &Ar );
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/** Called for successfully re-complied module */
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void OnModuleCompileSucceeded(FName ModuleName, const FString& NewModuleFilename);
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/**
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* Tries to recompile the specified DLL using UBT. Does not interact with modules. This is a low level routine.
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*
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* @param ModuleNames List of modules to recompile, including the module name and optional file suffix.
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* @param Ar Output device for logging compilation status.
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* @param bForceCodeProject Even if it's a non-code project, treat it as code-based project
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*/
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bool RecompileModuleDLLs(const TArray< FModuleToRecompile >& ModuleNames, FOutputDevice& Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject);
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/** Returns arguments to pass to UnrealBuildTool when compiling modules */
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static FString MakeUBTArgumentsForModuleCompiling();
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/**
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* Starts compiling DLL files for one or more modules.
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*
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* @param GameName The name of the game.
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* @param ModuleNames The list of modules to compile.
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* @param InRecompileModulesCallback Callback function to make when module recompiles.
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* @param Ar
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* @param bInFailIfGeneratedCodeChanges If true, fail the compilation if generated headers change.
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* @param InAdditionalCmdLineArgs Additional arguments to pass to UBT.
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* @param bForceCodeProject Compile as code-based project even if there's no game modules loaded
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* @return true if successful, false otherwise.
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*/
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bool StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
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const FRecompileModulesCallback& InRecompileModulesCallback, FOutputDevice& Ar, bool bInFailIfGeneratedCodeChanges,
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const FString& InAdditionalCmdLineArgs, bool bForceCodeProject);
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/** Launches UnrealBuildTool with the specified command line parameters */
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bool InvokeUnrealBuildToolForCompile(const FString& InCmdLineParams, FOutputDevice &Ar);
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/** Checks to see if a pending compilation action has completed and optionally waits for it to finish. If completed, fires any appropriate callbacks and reports status provided bFireEvents is true. */
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void CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool& bCompileStillInProgress, bool& bCompileSucceeded, FOutputDevice& Ar, bool bFireEvents = true);
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/** Called when the compile data for a module need to be update in memory and written to config */
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void UpdateModuleCompileData(FName ModuleName);
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/** Called when a new module is added to the manager to get the saved compile data from config */
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static void ReadModuleCompilationInfoFromConfig(FName ModuleName, FModuleCompilationData& CompileData);
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/** Saves the module's compile data to config */
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static void WriteModuleCompilationInfoToConfig(FName ModuleName, const FModuleCompilationData& CompileData);
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/** Access the module's file and read the timestamp from the file system. Returns true if the timestamp was read successfully. */
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bool GetModuleFileTimeStamp(FName ModuleName, FDateTime& OutFileTimeStamp) const;
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/** Checks if the specified array of modules to recompile contains only game modules */
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bool ContainsOnlyGameModules(const TArray< FModuleToRecompile >& ModuleNames) const;
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/** Callback registered with ModuleManager to know if any new modules have been loaded */
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void ModulesChangedCallback(FName ModuleName, EModuleChangeReason ReasonForChange);
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/** FTicker delegate (hot-reload from IDE) */
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FTickerDelegate TickerDelegate;
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/** Handle to the registered TickerDelegate */
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FDelegateHandle TickerDelegateHandle;
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/** Callback when game binaries folder changes */
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IDirectoryWatcher::FDirectoryChanged BinariesFolderChangedDelegate;
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/** Handle to the registered delegate above */
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FDelegateHandle BinariesFolderChangedDelegateHandle;
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/** True if currently hot-reloading from editor (suppresses hot-reload from IDE) */
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bool bIsHotReloadingFromEditor;
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struct FRecompiledModule
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{
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FString Name;
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FString NewFilename;
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FRecompiledModule() {}
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FRecompiledModule(const FString& InName, const FString& InFilename)
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: Name(InName)
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, NewFilename(InFilename)
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{}
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};
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/** New module DLLs */
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TArray<FRecompiledModule> NewModules;
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/** Moduels that have been recently recompiled from the editor **/
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TSet<FString> ModulesRecentlyCompiledInTheEditor;
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/** Delegate broadcast when a module has been hot-reloaded */
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FHotReloadEvent HotReloadEvent;
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/** Array of modules that we're currently recompiling */
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TArray< FModuleToRecompile > ModulesBeingCompiled;
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/** Array of modules that we're going to recompile */
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TArray< FModuleToRecompile > ModulesThatWereBeingRecompiled;
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/** Last known compilation data for each module */
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TMap<FName, TSharedRef<FModuleCompilationData>> ModuleCompileData;
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/** Multicast delegate which will broadcast a notification when the compiler starts */
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FModuleCompilerStartedEvent ModuleCompilerStartedEvent;
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/** Multicast delegate which will broadcast a notification when the compiler finishes */
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FModuleCompilerFinishedEvent ModuleCompilerFinishedEvent;
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/** When compiling a module using an external application, stores the handle to the process that is running */
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FProcHandle ModuleCompileProcessHandle;
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/** When compiling a module using an external application, this is the process read pipe handle */
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void* ModuleCompileReadPipe;
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/** When compiling a module using an external application, this is the text that was read from the read pipe handle */
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FString ModuleCompileReadPipeText;
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/** Callback to execute after an asynchronous recompile has completed (whether successful or not.) */
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FRecompileModulesCallback RecompileModulesCallback;
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/** true if we should attempt to cancel the current async compilation */
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bool bRequestCancelCompilation;
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/** Tracks the validity of the game module existance */
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EThreeStateBool::Type bIsAnyGameModuleLoaded;
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/** True if the directory watcher has been successfully initialized */
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bool bDirectoryWatcherInitialized;
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};
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namespace HotReloadDefs
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{
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const static FString CompilationInfoConfigSection("ModuleFileTracking");
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// These strings should match the values of the enum EModuleCompileMethod in ModuleManager.h
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// and should be handled in ReadModuleCompilationInfoFromConfig() & WriteModuleCompilationInfoToConfig() below
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const static FString CompileMethodRuntime("Runtime");
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const static FString CompileMethodExternal("External");
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const static FString CompileMethodUnknown("Unknown");
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// Add one minute epsilon to timestamp comparision
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const static FTimespan TimeStampEpsilon(0, 1, 0);
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}
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IMPLEMENT_MODULE(FHotReloadModule, HotReload);
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void FHotReloadModule::StartupModule()
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{
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bIsHotReloadingFromEditor = false;
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#if WITH_ENGINE
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// Register re-instancing delegate (Core)
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FCoreUObjectDelegates::ReplaceHotReloadClassDelegate.BindRaw(this, &FHotReloadModule::ReinstanceClass);
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#endif
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// Register directory watcher delegate
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InitHotReloadWatcher();
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// Register hot-reload from IDE ticker
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TickerDelegate = FTickerDelegate::CreateRaw(this, &FHotReloadModule::Tick);
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TickerDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickerDelegate);
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FModuleManager::Get().OnModulesChanged().AddRaw(this, &FHotReloadModule::ModulesChangedCallback);
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}
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void FHotReloadModule::ShutdownModule()
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{
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FTicker::GetCoreTicker().RemoveTicker(TickerDelegateHandle);
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ShutdownHotReloadWatcher();
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}
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bool FHotReloadModule::Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar )
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{
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#if !UE_BUILD_SHIPPING
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if ( FParse::Command( &Cmd, TEXT( "Module" ) ) )
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{
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#if WITH_HOT_RELOAD
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// Recompile <ModuleName>
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if( FParse::Command( &Cmd, TEXT( "Recompile" ) ) )
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{
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const FString ModuleNameStr = FParse::Token( Cmd, 0 );
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if( !ModuleNameStr.IsEmpty() )
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{
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const FName ModuleName( *ModuleNameStr );
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const bool bReloadAfterRecompile = true;
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const bool bForceCodeProject = false;
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const bool bFailIfGeneratedCodeChanges = true;
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RecompileModule( ModuleName, bReloadAfterRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
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}
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return true;
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}
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#endif // WITH_HOT_RELOAD
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}
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#endif // !UE_BUILD_SHIPPING
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return false;
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}
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void FHotReloadModule::Tick()
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{
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// We never want to block on a pending compile when checking compilation status during Tick(). We're
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// just checking so that we can fire callbacks if and when compilation has finished.
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const bool bWaitForCompletion = false;
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// Ignored output variables
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bool bCompileStillInProgress = false;
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bool bCompileSucceeded = false;
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FOutputDeviceNull NullOutput;
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CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, NullOutput );
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}
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void FHotReloadModule::SaveConfig()
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{
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// Find all the modules
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TArray<FModuleStatus> Modules;
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FModuleManager::Get().QueryModules(Modules);
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// Update the compile data for each one
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for( const FModuleStatus &Module : Modules )
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{
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UpdateModuleCompileData(*Module.Name);
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}
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}
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FString FHotReloadModule::GetModuleCompileMethod(FName InModuleName)
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{
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if (!ModuleCompileData.Contains(InModuleName))
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{
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UpdateModuleCompileData(InModuleName);
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}
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switch(ModuleCompileData.FindChecked(InModuleName).Get().CompileMethod)
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{
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case EModuleCompileMethod::External:
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return HotReloadDefs::CompileMethodExternal;
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case EModuleCompileMethod::Runtime:
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return HotReloadDefs::CompileMethodRuntime;
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default:
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return HotReloadDefs::CompileMethodUnknown;
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}
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}
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bool FHotReloadModule::RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject)
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{
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#if WITH_HOT_RELOAD
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UE_LOG(LogHotReload, Log, TEXT("Recompiling module %s..."), *InModuleName.ToString());
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// This is an internal request for hot-reload (not from IDE)
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bIsHotReloadingFromEditor = true;
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// A list of modules that have been recompiled in the editor is going to prevent false
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// hot-reload from IDE events as this call is blocking any potential callbacks coming from the filesystem
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// and bIsHotReloadingFromEditor may not be enough to prevent those from being treated as actual hot-reload from IDE modules
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ModulesRecentlyCompiledInTheEditor.Empty();
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FFormatNamedArguments Args;
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Args.Add( TEXT("CodeModuleName"), FText::FromName( InModuleName ) );
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const FText StatusUpdate = FText::Format( NSLOCTEXT("ModuleManager", "Recompile_SlowTaskName", "Compiling {CodeModuleName}..."), Args );
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FScopedSlowTask SlowTask(2, StatusUpdate);
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SlowTask.MakeDialog();
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ModuleCompilerStartedEvent.Broadcast();
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// Update our set of known modules, in case we don't already know about this module
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FModuleManager::Get().AddModule( InModuleName );
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// Only use rolling module names if the module was already loaded into memory. This allows us to try compiling
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|
// the module without actually having to unload it first.
|
|
const bool bWasModuleLoaded = FModuleManager::Get().IsModuleLoaded( InModuleName );
|
|
const bool bUseRollingModuleNames = bWasModuleLoaded;
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
bool bWasSuccessful = true;
|
|
if( bUseRollingModuleNames )
|
|
{
|
|
// First, try to compile the module. If the module is already loaded, we won't unload it quite yet. Instead
|
|
// make sure that it compiles successfully.
|
|
|
|
// Find a unique file name for the module
|
|
FString UniqueSuffix;
|
|
FString UniqueModuleFileName;
|
|
FModuleManager::Get().MakeUniqueModuleFilename( InModuleName, UniqueSuffix, UniqueModuleFileName );
|
|
|
|
TArray< FModuleToRecompile > ModulesToRecompile;
|
|
FModuleToRecompile ModuleToRecompile;
|
|
ModuleToRecompile.ModuleName = InModuleName.ToString();
|
|
ModuleToRecompile.ModuleFileSuffix = UniqueSuffix;
|
|
ModuleToRecompile.NewModuleFilename = UniqueModuleFileName;
|
|
ModulesToRecompile.Add( ModuleToRecompile );
|
|
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(UniqueModuleFileName));
|
|
bWasSuccessful = RecompileModuleDLLs(ModulesToRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
if( bWasSuccessful )
|
|
{
|
|
// Shutdown the module if it's already running
|
|
if( bWasModuleLoaded )
|
|
{
|
|
Ar.Logf( TEXT( "Unloading module before compile." ) );
|
|
FModuleManager::Get().UnloadOrAbandonModuleWithCallback( InModuleName, Ar );
|
|
}
|
|
|
|
if( !bUseRollingModuleNames )
|
|
{
|
|
// Try to recompile the DLL
|
|
TArray< FModuleToRecompile > ModulesToRecompile;
|
|
FModuleToRecompile ModuleToRecompile;
|
|
ModuleToRecompile.ModuleName = InModuleName.ToString();
|
|
if (FModuleManager::Get().IsModuleLoaded(InModuleName))
|
|
{
|
|
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(FModuleManager::Get().GetModuleFilename(InModuleName)));
|
|
}
|
|
else
|
|
{
|
|
ModuleToRecompile.NewModuleFilename = FModuleManager::Get().GetGameBinariesDirectory() / FModuleManager::GetCleanModuleFilename(InModuleName, true);
|
|
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(ModuleToRecompile.NewModuleFilename));
|
|
}
|
|
ModulesToRecompile.Add( ModuleToRecompile );
|
|
bWasSuccessful = RecompileModuleDLLs(ModulesToRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
|
|
}
|
|
|
|
// Reload the module if it was loaded before we recompiled
|
|
if( bWasSuccessful && (bWasModuleLoaded || bForceCodeProject) && bReloadAfterRecompile )
|
|
{
|
|
Ar.Logf( TEXT( "Reloading module after successful compile." ) );
|
|
bWasSuccessful = FModuleManager::Get().LoadModuleWithCallback( InModuleName, Ar );
|
|
}
|
|
}
|
|
|
|
if (bForceCodeProject && bWasSuccessful)
|
|
{
|
|
BroadcastHotReload(false);
|
|
}
|
|
|
|
bIsHotReloadingFromEditor = false;
|
|
|
|
return bWasSuccessful;
|
|
#else
|
|
return false;
|
|
#endif // WITH_HOT_RELOAD
|
|
}
|
|
|
|
/** Type hash for a UObject Function Pointer, maybe not a great choice, but it should be sufficient for the needs here. **/
|
|
inline uint32 GetTypeHash(Native A)
|
|
{
|
|
return *(uint32*)&A;
|
|
}
|
|
|
|
/** Map from old function pointer to new function pointer for hot reload. */
|
|
static TMap<Native, Native> HotReloadFunctionRemap;
|
|
|
|
/** Adds and entry for the UFunction native pointer remap table */
|
|
void FHotReloadModule::AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer)
|
|
{
|
|
Native OtherNewFunction = HotReloadFunctionRemap.FindRef(OldFunctionPointer);
|
|
check(!OtherNewFunction || OtherNewFunction == NewFunctionPointer);
|
|
check(NewFunctionPointer);
|
|
check(OldFunctionPointer);
|
|
HotReloadFunctionRemap.Add(OldFunctionPointer, NewFunctionPointer);
|
|
}
|
|
|
|
ECompilationResult::Type FHotReloadModule::DoHotReloadFromEditor()
|
|
{
|
|
// Get all game modules we want to compile
|
|
TArray<FString> GameModuleNames;
|
|
GetGameModules(GameModuleNames);
|
|
|
|
// Don't wait -- we want compiling to happen asynchronously
|
|
const bool bWaitForCompletion = false;
|
|
|
|
TArray<UPackage*> PackagesToRebind;
|
|
TArray<FName> DependentModules;
|
|
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
|
|
// Analytics
|
|
double Duration = 0.0;
|
|
|
|
if (GameModuleNames.Num() > 0)
|
|
{
|
|
FScopedDurationTimer Timer(Duration);
|
|
|
|
GetPackagesToRebindAndDependentModules(GameModuleNames, PackagesToRebind, DependentModules);
|
|
|
|
Result = RebindPackagesInternal(PackagesToRebind, DependentModules, bWaitForCompletion, *GLog);
|
|
}
|
|
|
|
RecordAnalyticsEvent(TEXT("Editor"), Result, Duration, PackagesToRebind.Num(), DependentModules.Num());
|
|
|
|
return Result;
|
|
}
|
|
|
|
void FHotReloadModule::DoHotReloadCallback(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray< FName > InDependentModules, FOutputDevice &HotReloadAr)
|
|
{
|
|
DoHotReloadInternal(bRecompileFinished, CompilationResult, Packages, InDependentModules, HotReloadAr);
|
|
}
|
|
|
|
ECompilationResult::Type FHotReloadModule::DoHotReloadInternal(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray< FName > InDependentModules, FOutputDevice &HotReloadAr)
|
|
{
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
#if WITH_HOT_RELOAD
|
|
if (CompilationResult == ECompilationResult::Succeeded)
|
|
{
|
|
FFeedbackContext& ErrorsFC = UClass::GetDefaultPropertiesFeedbackContext();
|
|
ErrorsFC.Errors.Empty();
|
|
ErrorsFC.Warnings.Empty();
|
|
// Rebind the hot reload DLL
|
|
TGuardValue<bool> GuardIsHotReload(GIsHotReload, true);
|
|
TGuardValue<bool> GuardIsInitialLoad(GIsInitialLoad, true);
|
|
HotReloadFunctionRemap.Empty(); // redundant
|
|
|
|
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS); // we create a new CDO in the transient package...this needs to go away before we try again.
|
|
|
|
// Load the new modules up
|
|
bool bReloadSucceeded = false;
|
|
for (TArray<UPackage*>::TConstIterator CurPackageIt(Packages); CurPackageIt; ++CurPackageIt)
|
|
{
|
|
UPackage* Package = *CurPackageIt;
|
|
FName ShortPackageName = FPackageName::GetShortFName(Package->GetFName());
|
|
|
|
// Abandon the old module. We can't unload it because various data structures may be living
|
|
// that have vtables pointing to code that would become invalidated.
|
|
FModuleManager::Get().AbandonModule(ShortPackageName);
|
|
|
|
// Module should never be loaded at this point
|
|
check(!FModuleManager::Get().IsModuleLoaded(ShortPackageName));
|
|
|
|
// Load the newly-recompiled module up (it will actually have a different DLL file name at this point.)
|
|
FModuleManager::Get().LoadModule(ShortPackageName);
|
|
bReloadSucceeded = FModuleManager::Get().IsModuleLoaded(ShortPackageName);
|
|
if (!bReloadSucceeded)
|
|
{
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, reload failed %s."), *Package->GetName());
|
|
Result = ECompilationResult::OtherCompilationError;
|
|
break;
|
|
}
|
|
}
|
|
// Load dependent modules.
|
|
for (int32 Nx = 0; Nx < InDependentModules.Num(); ++Nx)
|
|
{
|
|
const FName ModuleName = InDependentModules[Nx];
|
|
|
|
FModuleManager::Get().UnloadOrAbandonModuleWithCallback(ModuleName, HotReloadAr);
|
|
const bool bLoaded = FModuleManager::Get().LoadModuleWithCallback(ModuleName, HotReloadAr);
|
|
if (!bLoaded)
|
|
{
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Unable to reload module %s"), *ModuleName.GetPlainNameString());
|
|
}
|
|
}
|
|
|
|
if (ErrorsFC.Errors.Num() || ErrorsFC.Warnings.Num())
|
|
{
|
|
TArray<FString> All;
|
|
All = ErrorsFC.Errors;
|
|
All += ErrorsFC.Warnings;
|
|
|
|
ErrorsFC.Errors.Empty();
|
|
ErrorsFC.Warnings.Empty();
|
|
|
|
FString AllInOne;
|
|
for (int32 Index = 0; Index < All.Num(); Index++)
|
|
{
|
|
AllInOne += All[Index];
|
|
AllInOne += TEXT("\n");
|
|
}
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Some classes could not be reloaded:\n%s"), *AllInOne);
|
|
}
|
|
|
|
if (bReloadSucceeded)
|
|
{
|
|
int32 Count = 0;
|
|
// Remap all native functions (and gather scriptstructs)
|
|
TArray<UScriptStruct*> ScriptStructs;
|
|
for (FRawObjectIterator It; It; ++It)
|
|
{
|
|
if (UFunction* Function = Cast<UFunction>(*It))
|
|
{
|
|
if (Native NewFunction = HotReloadFunctionRemap.FindRef(Function->GetNativeFunc()))
|
|
{
|
|
Count++;
|
|
Function->SetNativeFunc(NewFunction);
|
|
}
|
|
}
|
|
|
|
if (UScriptStruct* ScriptStruct = Cast<UScriptStruct>(*It))
|
|
{
|
|
if (Packages.ContainsByPredicate([=](UPackage* Package) { return ScriptStruct->IsIn(Package); }) && ScriptStruct->GetCppStructOps())
|
|
{
|
|
ScriptStructs.Add(ScriptStruct);
|
|
}
|
|
}
|
|
}
|
|
// now let's set up the script structs...this relies on super behavior, so null them all, then set them all up. Internally this sets them up hierarchically.
|
|
for (int32 ScriptIndex = 0; ScriptIndex < ScriptStructs.Num(); ScriptIndex++)
|
|
{
|
|
ScriptStructs[ScriptIndex]->ClearCppStructOps();
|
|
}
|
|
for (int32 ScriptIndex = 0; ScriptIndex < ScriptStructs.Num(); ScriptIndex++)
|
|
{
|
|
ScriptStructs[ScriptIndex]->PrepareCppStructOps();
|
|
check(ScriptStructs[ScriptIndex]->GetCppStructOps());
|
|
}
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload successful (%d functions remapped %d scriptstructs remapped)"), Count, ScriptStructs.Num());
|
|
|
|
HotReloadFunctionRemap.Empty();
|
|
Result = ECompilationResult::Succeeded;
|
|
}
|
|
|
|
|
|
const bool bWasTriggeredAutomatically = !bIsHotReloadingFromEditor;
|
|
BroadcastHotReload( bWasTriggeredAutomatically );
|
|
}
|
|
else if (ECompilationResult::Failed(CompilationResult) && bRecompileFinished)
|
|
{
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, recompile failed"));
|
|
Result = ECompilationResult::OtherCompilationError;
|
|
}
|
|
#endif
|
|
bIsHotReloadingFromEditor = false;
|
|
return Result;
|
|
}
|
|
|
|
ECompilationResult::Type FHotReloadModule::RebindPackages(TArray<UPackage*> InPackages, TArray<FName> DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar)
|
|
{
|
|
ECompilationResult::Type Result = ECompilationResult::Unknown;
|
|
double Duration = 0.0;
|
|
{
|
|
FScopedDurationTimer RebindTimer(Duration);
|
|
Result = RebindPackagesInternal(InPackages, DependentModules, bWaitForCompletion, Ar);
|
|
}
|
|
RecordAnalyticsEvent(TEXT("Rebind"), Result, Duration, InPackages.Num(), DependentModules.Num());
|
|
|
|
return Result;
|
|
}
|
|
|
|
ECompilationResult::Type FHotReloadModule::RebindPackagesInternal(TArray<UPackage*> InPackages, TArray<FName> DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar)
|
|
{
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
#if WITH_HOT_RELOAD
|
|
bool bCanRebind = InPackages.Num() > 0;
|
|
|
|
// Verify that we're going to be able to rebind the specified packages
|
|
if (bCanRebind)
|
|
{
|
|
for (UPackage* Package : InPackages)
|
|
{
|
|
check(Package);
|
|
|
|
if (Package->GetOuter() != NULL)
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("Could not rebind package for %s, package is either not bound yet or is not a DLL."), *Package->GetName());
|
|
bCanRebind = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We can only proceed if a compile isn't already in progress
|
|
if (IsCurrentlyCompiling())
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("Could not rebind package because a module compile is already in progress."));
|
|
bCanRebind = false;
|
|
}
|
|
|
|
if (bCanRebind)
|
|
{
|
|
bIsHotReloadingFromEditor = true;
|
|
|
|
const double StartTime = FPlatformTime::Seconds();
|
|
|
|
TArray< FName > ModuleNames;
|
|
for (UPackage* Package : InPackages)
|
|
{
|
|
// Attempt to recompile this package's module
|
|
FName ShortPackageName = FPackageName::GetShortFName(Package->GetFName());
|
|
ModuleNames.Add(ShortPackageName);
|
|
}
|
|
|
|
// Add dependent modules.
|
|
ModuleNames.Append(DependentModules);
|
|
|
|
// Start compiling modules
|
|
const bool bCompileStarted = RecompileModulesAsync(
|
|
ModuleNames,
|
|
FRecompileModulesCallback::CreateRaw< FHotReloadModule, TArray<UPackage*>, TArray<FName>, FOutputDevice& >(this, &FHotReloadModule::DoHotReloadCallback, InPackages, DependentModules, Ar),
|
|
bWaitForCompletion,
|
|
Ar);
|
|
|
|
if (bCompileStarted)
|
|
{
|
|
if (bWaitForCompletion)
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("HotReload operation took %4.1fs."), float(FPlatformTime::Seconds() - StartTime));
|
|
bIsHotReloadingFromEditor = false;
|
|
}
|
|
else
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("Starting HotReload took %4.1fs."), float(FPlatformTime::Seconds() - StartTime));
|
|
}
|
|
Result = ECompilationResult::Succeeded;
|
|
}
|
|
else
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("RebindPackages failed because the compiler could not be started."));
|
|
Result = ECompilationResult::OtherCompilationError;
|
|
bIsHotReloadingFromEditor = false;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("RebindPackages not possible for specified packages (or application was compiled in monolithic mode.)"));
|
|
}
|
|
return Result;
|
|
}
|
|
|
|
#if WITH_ENGINE
|
|
void FHotReloadModule::ReinstanceClass(UClass* OldClass, UClass* NewClass)
|
|
{
|
|
FHotReloadClassReinstancer ReinstanceHelper(NewClass, OldClass);
|
|
if (ReinstanceHelper.ClassNeedsReinstancing())
|
|
{
|
|
UE_LOG(LogHotReload, Log, TEXT("Re-instancing %s after hot-reload."), NewClass ? *NewClass->GetName() : *OldClass->GetName());
|
|
ReinstanceHelper.ReinstanceObjectsAndUpdateDefaults();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void FHotReloadModule::GetGameModules(TArray<FString>& OutGameModules, TArray<FString>* OutGameModuleFilePaths )
|
|
{
|
|
// Ask the module manager for a list of currently-loaded gameplay modules
|
|
TArray< FModuleStatus > ModuleStatuses;
|
|
FModuleManager::Get().QueryModules(ModuleStatuses);
|
|
|
|
for (TArray< FModuleStatus >::TConstIterator ModuleStatusIt(ModuleStatuses); ModuleStatusIt; ++ModuleStatusIt)
|
|
{
|
|
const FModuleStatus& ModuleStatus = *ModuleStatusIt;
|
|
|
|
// We only care about game modules that are currently loaded
|
|
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
|
|
{
|
|
OutGameModules.Add(ModuleStatus.Name);
|
|
if( OutGameModuleFilePaths != nullptr )
|
|
{
|
|
OutGameModuleFilePaths->Add(ModuleStatus.FilePath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges)
|
|
{
|
|
if (bIsHotReloadingFromEditor)
|
|
{
|
|
// DO NOTHING, this case is handled by RebindPackages
|
|
return;
|
|
}
|
|
|
|
TArray< FString > GameModuleNames;
|
|
TArray< FString > GameModuleFilePaths;
|
|
GetGameModules(GameModuleNames, &GameModuleFilePaths);
|
|
|
|
if (GameModuleNames.Num() > 0)
|
|
{
|
|
// Check if any of the game DLLs has been added
|
|
for (auto& Change : FileChanges)
|
|
{
|
|
#if PLATFORM_MAC
|
|
// On the Mac the Add event is for a temporary linker(?) file that gets immediately renamed
|
|
// to a dylib. In the future we may want to support modified event for all platforms anyway once
|
|
// shadow copying works with hot-reload.
|
|
if (Change.Action == FFileChangeData::FCA_Modified)
|
|
#else
|
|
if (Change.Action == FFileChangeData::FCA_Added)
|
|
#endif
|
|
{
|
|
const FString Filename = FPaths::GetCleanFilename(Change.Filename);
|
|
if (Filename.EndsWith(FPlatformProcess::GetModuleExtension()))
|
|
{
|
|
for( int32 GameModuleIndex = 0; GameModuleIndex < GameModuleNames.Num(); ++GameModuleIndex )
|
|
{
|
|
const FString& GameModuleName = GameModuleNames[ GameModuleIndex ];
|
|
const FString& GameModuleFilePath = GameModuleFilePaths[ GameModuleIndex ];
|
|
|
|
const FString GameModuleFileNameWithoutExtension = FPaths::GetBaseFilename( GameModuleFilePath );
|
|
if( Filename.StartsWith( GameModuleFileNameWithoutExtension + TEXT( "-" ) ) ) // Hot reload always adds a numbered suffix preceded by a hyphen, but otherwise the module name must match exactly!
|
|
{
|
|
if ( !NewModules.ContainsByPredicate([&](const FRecompiledModule& Module){ return Module.Name == GameModuleName; }) &&
|
|
!ModulesRecentlyCompiledInTheEditor.Contains(FPaths::ConvertRelativePathToFull(Change.Filename)))
|
|
{
|
|
// Add to queue. We do not hot-reload here as there may potentially be other modules being compiled.
|
|
NewModules.Add(FRecompiledModule(GameModuleName, Change.Filename));
|
|
UE_LOG(LogHotReload, Log, TEXT("New module detected: %s"), *Filename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::InitHotReloadWatcher()
|
|
{
|
|
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
|
|
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule.Get();
|
|
if (DirectoryWatcher)
|
|
{
|
|
// Watch the game binaries folder for new files
|
|
FString BinariesPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir() / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory());
|
|
if (FPaths::DirectoryExists(BinariesPath))
|
|
{
|
|
BinariesFolderChangedDelegate = IDirectoryWatcher::FDirectoryChanged::CreateRaw(this, &FHotReloadModule::OnHotReloadBinariesChanged);
|
|
bDirectoryWatcherInitialized = DirectoryWatcher->RegisterDirectoryChangedCallback_Handle(BinariesPath, BinariesFolderChangedDelegate, BinariesFolderChangedDelegateHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::ShutdownHotReloadWatcher()
|
|
{
|
|
FDirectoryWatcherModule* DirectoryWatcherModule = FModuleManager::GetModulePtr<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
|
|
if( DirectoryWatcherModule != nullptr )
|
|
{
|
|
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule->Get();
|
|
if (DirectoryWatcher)
|
|
{
|
|
FString BinariesPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir() / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory());
|
|
DirectoryWatcher->UnregisterDirectoryChangedCallback_Handle(BinariesPath, BinariesFolderChangedDelegateHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FHotReloadModule::Tick(float DeltaTime)
|
|
{
|
|
if (NewModules.Num())
|
|
{
|
|
// We have new modules in the queue, but make sure UBT has finished compiling all of them
|
|
if (!FDesktopPlatformModule::Get()->IsUnrealBuildToolRunning())
|
|
{
|
|
DoHotReloadFromIDE();
|
|
NewModules.Empty();
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogHotReload, Verbose, TEXT("Detected %d reloaded modules but UnrealBuildTool is still running"), NewModules.Num());
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FHotReloadModule::GetPackagesToRebindAndDependentModules(const TArray<FString>& InGameModuleNames, TArray<UPackage*>& OutPackagesToRebind, TArray<FName>& OutDependentModules)
|
|
{
|
|
for (auto& GameModuleName : InGameModuleNames)
|
|
{
|
|
FString PackagePath(FString(TEXT("/Script/")) + GameModuleName);
|
|
UPackage* Package = FindPackage(NULL, *PackagePath);
|
|
if (Package != NULL)
|
|
{
|
|
OutPackagesToRebind.Add(Package);
|
|
}
|
|
else
|
|
{
|
|
OutDependentModules.Add(*GameModuleName);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::DoHotReloadFromIDE()
|
|
{
|
|
TArray<FString> GameModuleNames;
|
|
TArray<UPackage*> PackagesToRebind;
|
|
TArray<FName> DependentModules;
|
|
double Duration = 0.0;
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
|
|
GetGameModules(GameModuleNames);
|
|
|
|
if (GameModuleNames.Num() > 0)
|
|
{
|
|
FScopedDurationTimer Timer(Duration);
|
|
|
|
UE_LOG(LogHotReload, Log, TEXT("Starting Hot-Reload from IDE"));
|
|
|
|
FScopedSlowTask SlowTask(100.f, LOCTEXT("CompilingGameCode", "Compiling Game Code"));
|
|
SlowTask.MakeDialog();
|
|
|
|
// Update compile data before we start compiling
|
|
for (auto& NewModule : NewModules)
|
|
{
|
|
// Move on 10% / num items
|
|
SlowTask.EnterProgressFrame(10.f/NewModules.Num());
|
|
|
|
UpdateModuleCompileData(*NewModule.Name);
|
|
OnModuleCompileSucceeded(*NewModule.Name, NewModule.NewFilename);
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
GetPackagesToRebindAndDependentModules(GameModuleNames, PackagesToRebind, DependentModules);
|
|
|
|
SlowTask.EnterProgressFrame(80);
|
|
check(PackagesToRebind.Num() || DependentModules.Num())
|
|
{
|
|
const bool bRecompileFinished = true;
|
|
const ECompilationResult::Type RecompileResult = ECompilationResult::Succeeded;
|
|
Result = DoHotReloadInternal(bRecompileFinished, RecompileResult, PackagesToRebind, DependentModules, *GLog);
|
|
}
|
|
}
|
|
|
|
RecordAnalyticsEvent(TEXT("IDE"), Result, Duration, PackagesToRebind.Num(), DependentModules.Num());
|
|
}
|
|
|
|
void FHotReloadModule::RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount)
|
|
{
|
|
#if WITH_ENGINE
|
|
if (FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray< FAnalyticsEventAttribute > ReloadAttribs;
|
|
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("ReloadFrom"), ReloadFrom));
|
|
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Result"), ECompilationResult::ToString(Result)));
|
|
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Duration"), FString::Printf(TEXT("%.4lf"), Duration)));
|
|
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("Packages"), FString::Printf(TEXT("%d"), PackageCount)));
|
|
ReloadAttribs.Add(FAnalyticsEventAttribute(TEXT("DependentModules"), FString::Printf(TEXT("%d"), DependentModulesCount)));
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.HotReload"), ReloadAttribs);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool FHotReloadModule::RecompileModulesAsync( const TArray< FName > ModuleNames, const FRecompileModulesCallback& InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice &Ar )
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
// NOTE: This method of recompiling always using a rolling file name scheme, since we never want to unload before
|
|
// we start recompiling, and we need the output DLL to be unlocked before we invoke the compiler
|
|
|
|
ModuleCompilerStartedEvent.Broadcast();
|
|
|
|
TArray< FModuleToRecompile > ModulesToRecompile;
|
|
|
|
for( TArray< FName >::TConstIterator CurModuleIt( ModuleNames ); CurModuleIt; ++CurModuleIt )
|
|
{
|
|
const FName CurModuleName = *CurModuleIt;
|
|
|
|
// Update our set of known modules, in case we don't already know about this module
|
|
FModuleManager::Get().AddModule( CurModuleName );
|
|
|
|
FString NewModuleFileNameOnSuccess = FModuleManager::Get().GetModuleFilename(CurModuleName);
|
|
|
|
// Find a unique file name for the module
|
|
FString UniqueSuffix;
|
|
FString UniqueModuleFileName;
|
|
FModuleManager::Get().MakeUniqueModuleFilename( CurModuleName, UniqueSuffix, UniqueModuleFileName );
|
|
|
|
// If the recompile succeeds, we'll update our cached file name to use the new unique file name
|
|
// that we setup for the module
|
|
NewModuleFileNameOnSuccess = UniqueModuleFileName;
|
|
|
|
FModuleToRecompile ModuleToRecompile;
|
|
ModuleToRecompile.ModuleName = CurModuleName.ToString();
|
|
ModuleToRecompile.ModuleFileSuffix = UniqueSuffix;
|
|
ModuleToRecompile.NewModuleFilename = UniqueModuleFileName;
|
|
ModulesToRecompile.Add( ModuleToRecompile );
|
|
}
|
|
|
|
// Kick off compilation!
|
|
const FString AdditionalArguments = MakeUBTArgumentsForModuleCompiling();
|
|
const bool bFailIfGeneratedCodeChanges = false;
|
|
const bool bForceCodeProject = false;
|
|
bool bWasSuccessful = StartCompilingModuleDLLs(FApp::GetGameName(), ModulesToRecompile, InRecompileModulesCallback, Ar, bFailIfGeneratedCodeChanges, AdditionalArguments, bForceCodeProject);
|
|
if (bWasSuccessful)
|
|
{
|
|
// Go ahead and check for completion right away. This is really just so that we can handle the case
|
|
// where the user asked us to wait for the compile to finish before returning.
|
|
bool bCompileStillInProgress = false;
|
|
bool bCompileSucceeded = false;
|
|
FOutputDeviceNull NullOutput;
|
|
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, NullOutput );
|
|
if( !bCompileStillInProgress && !bCompileSucceeded )
|
|
{
|
|
bWasSuccessful = false;
|
|
}
|
|
}
|
|
|
|
return bWasSuccessful;
|
|
#else
|
|
return false;
|
|
#endif // WITH_HOT_RELOAD
|
|
}
|
|
|
|
void FHotReloadModule::OnModuleCompileSucceeded(FName ModuleName, const FString& NewModuleFilename)
|
|
{
|
|
// If the compile succeeded, update the module info entry with the new file name for this module
|
|
FModuleManager::Get().SetModuleFilename(ModuleName, NewModuleFilename);
|
|
|
|
#if WITH_HOT_RELOAD
|
|
// UpdateModuleCompileData() should have been run before compiling so the
|
|
// data in ModuleInfo should be correct for the pre-compile dll file.
|
|
FModuleCompilationData& CompileData = ModuleCompileData.FindChecked(ModuleName).Get();
|
|
|
|
FDateTime FileTimeStamp;
|
|
bool bGotFileTimeStamp = GetModuleFileTimeStamp(ModuleName, FileTimeStamp);
|
|
|
|
CompileData.bHasFileTimeStamp = bGotFileTimeStamp;
|
|
CompileData.FileTimeStamp = FileTimeStamp;
|
|
|
|
if (CompileData.bHasFileTimeStamp)
|
|
{
|
|
CompileData.CompileMethod = EModuleCompileMethod::Runtime;
|
|
}
|
|
else
|
|
{
|
|
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
|
|
}
|
|
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
|
|
#endif
|
|
}
|
|
|
|
bool FHotReloadModule::RecompileModuleDLLs(const TArray< FModuleToRecompile >& ModuleNames, FOutputDevice& Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject)
|
|
{
|
|
bool bCompileSucceeded = false;
|
|
#if WITH_HOT_RELOAD
|
|
const FString AdditionalArguments = MakeUBTArgumentsForModuleCompiling();
|
|
if (StartCompilingModuleDLLs(FApp::GetGameName(), ModuleNames, FRecompileModulesCallback(), Ar, bFailIfGeneratedCodeChanges, AdditionalArguments, bForceCodeProject))
|
|
{
|
|
const bool bWaitForCompletion = true; // Always wait
|
|
bool bCompileStillInProgress = false;
|
|
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, Ar );
|
|
}
|
|
#endif
|
|
return bCompileSucceeded;
|
|
}
|
|
|
|
FString FHotReloadModule::MakeUBTArgumentsForModuleCompiling()
|
|
{
|
|
FString AdditionalArguments;
|
|
if ( FPaths::IsProjectFilePathSet() )
|
|
{
|
|
// We have to pass FULL paths to UBT
|
|
FString FullProjectPath = FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath());
|
|
|
|
// @todo projectdirs: Currently non-Rocket projects that exist under the UE4 root are compiled by UBT with no .uproject file
|
|
// name passed in (see bIsProjectTarget in VCProject.cs), which causes intermediate libraries to be saved to the Engine
|
|
// intermediate folder instead of the project's intermediate folder. We're emulating this behavior here for module
|
|
// recompiling, so that compiled modules will be able to find their import libraries in the original folder they were compiled.
|
|
if( FRocketSupport::IsRocket() || !FullProjectPath.StartsWith( FPaths::ConvertRelativePathToFull( FPaths::RootDir() ) ) )
|
|
{
|
|
const FString ProjectFilenameWithQuotes = FString::Printf(TEXT("\"%s\""), *FullProjectPath);
|
|
AdditionalArguments += FString::Printf(TEXT("%s "), *ProjectFilenameWithQuotes);
|
|
}
|
|
|
|
if (FRocketSupport::IsRocket())
|
|
{
|
|
AdditionalArguments += TEXT("-rocket ");
|
|
}
|
|
}
|
|
|
|
return AdditionalArguments;
|
|
}
|
|
|
|
bool FHotReloadModule::StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
|
|
const FRecompileModulesCallback& InRecompileModulesCallback, FOutputDevice& Ar, bool bInFailIfGeneratedCodeChanges,
|
|
const FString& InAdditionalCmdLineArgs, bool bForceCodeProject)
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
// Keep track of what we're compiling
|
|
ModulesBeingCompiled = ModuleNames;
|
|
ModulesThatWereBeingRecompiled = ModulesBeingCompiled;
|
|
|
|
const TCHAR* BuildPlatformName = FPlatformMisc::GetUBTPlatform();
|
|
const TCHAR* BuildConfigurationName = FModuleManager::GetUBTConfiguration();
|
|
|
|
RecompileModulesCallback = InRecompileModulesCallback;
|
|
|
|
// Pass a module file suffix to UBT if we have one
|
|
FString ModuleArg;
|
|
for( int32 CurModuleIndex = 0; CurModuleIndex < ModuleNames.Num(); ++CurModuleIndex )
|
|
{
|
|
if( !ModuleNames[ CurModuleIndex ].ModuleFileSuffix.IsEmpty() )
|
|
{
|
|
ModuleArg += FString::Printf( TEXT( " -ModuleWithSuffix %s %s" ), *ModuleNames[ CurModuleIndex ].ModuleName, *ModuleNames[ CurModuleIndex ].ModuleFileSuffix );
|
|
}
|
|
else
|
|
{
|
|
ModuleArg += FString::Printf( TEXT( " -Module %s" ), *ModuleNames[ CurModuleIndex ].ModuleName );
|
|
}
|
|
Ar.Logf( TEXT( "Recompiling %s..." ), *ModuleNames[ CurModuleIndex ].ModuleName );
|
|
|
|
// prepare the compile info in the FModuleInfo so that it can be compared after compiling
|
|
FName ModuleFName(*ModuleNames[ CurModuleIndex ].ModuleName);
|
|
UpdateModuleCompileData(ModuleFName);
|
|
}
|
|
|
|
FString ExtraArg;
|
|
#if UE_EDITOR
|
|
// NOTE: When recompiling from the editor, we're passed the game target name, not the editor target name, but we'll
|
|
// pass "-editorrecompile" to UBT which tells UBT to figure out the editor target to use for this game, since
|
|
// we can't possibly know what the target is called from within the engine code.
|
|
ExtraArg = TEXT( "-editorrecompile " );
|
|
#endif
|
|
|
|
if (bInFailIfGeneratedCodeChanges)
|
|
{
|
|
// Additional argument to let UHT know that we can only compile the module if the generated code didn't change
|
|
ExtraArg += TEXT( "-FailIfGeneratedCodeChanges " );
|
|
}
|
|
|
|
// If there's nothing to compile, don't bother linking the DLLs as the old ones are up-to-date
|
|
ExtraArg += TEXT("-canskiplink ");
|
|
|
|
// Shared PCH does no work with hot-reloading engine/editor modules as we don't scan all modules for them.
|
|
if (!ContainsOnlyGameModules(ModuleNames))
|
|
{
|
|
ExtraArg += TEXT("-nosharedpch ");
|
|
}
|
|
|
|
FString TargetName = GameName;
|
|
|
|
#if WITH_EDITOR
|
|
// If there are no game modules loaded, then it's not a code-based project and the target
|
|
// for UBT should be the editor.
|
|
if (!bForceCodeProject && !IsAnyGameModuleLoaded())
|
|
{
|
|
TargetName = TEXT("UE4Editor");
|
|
}
|
|
#endif
|
|
|
|
FString CmdLineParams = FString::Printf( TEXT( "%s%s %s %s %s%s" ),
|
|
*TargetName, *ModuleArg,
|
|
BuildPlatformName, BuildConfigurationName,
|
|
*ExtraArg, *InAdditionalCmdLineArgs );
|
|
|
|
const bool bInvocationSuccessful = InvokeUnrealBuildToolForCompile(CmdLineParams, Ar);
|
|
if ( !bInvocationSuccessful )
|
|
{
|
|
// No longer compiling modules
|
|
ModulesBeingCompiled.Empty();
|
|
|
|
ModuleCompilerFinishedEvent.Broadcast(FString(), ECompilationResult::OtherCompilationError, false);
|
|
|
|
// Fire task completion delegate
|
|
|
|
RecompileModulesCallback.ExecuteIfBound( false, ECompilationResult::OtherCompilationError );
|
|
RecompileModulesCallback.Unbind();
|
|
}
|
|
|
|
return bInvocationSuccessful;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool FHotReloadModule::InvokeUnrealBuildToolForCompile(const FString& InCmdLineParams, FOutputDevice &Ar)
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
|
|
// Make sure we're not already compiling something!
|
|
check(!IsCurrentlyCompiling());
|
|
|
|
// Setup output redirection pipes, so that we can harvest compiler output and display it ourselves
|
|
void* PipeRead = NULL;
|
|
void* PipeWrite = NULL;
|
|
|
|
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
|
|
ModuleCompileReadPipeText = TEXT("");
|
|
|
|
FProcHandle ProcHandle = FDesktopPlatformModule::Get()->InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite);
|
|
|
|
// We no longer need the Write pipe so close it.
|
|
// We DO need the Read pipe however...
|
|
FPlatformProcess::ClosePipe(0, PipeWrite);
|
|
|
|
if (!ProcHandle.IsValid())
|
|
{
|
|
// We're done with the process handle now
|
|
ModuleCompileProcessHandle.Reset();
|
|
ModuleCompileReadPipe = NULL;
|
|
}
|
|
else
|
|
{
|
|
ModuleCompileProcessHandle = ProcHandle;
|
|
ModuleCompileReadPipe = PipeRead;
|
|
}
|
|
|
|
return ProcHandle.IsValid();
|
|
#else
|
|
return false;
|
|
#endif // WITH_HOT_RELOAD
|
|
}
|
|
|
|
void FHotReloadModule::CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool& bCompileStillInProgress, bool& bCompileSucceeded, FOutputDevice& Ar, bool bFireEvents)
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
bCompileStillInProgress = false;
|
|
ECompilationResult::Type CompilationResult = ECompilationResult::OtherCompilationError;
|
|
|
|
// Is there a compilation in progress?
|
|
if( IsCurrentlyCompiling() )
|
|
{
|
|
bCompileStillInProgress = true;
|
|
|
|
FText StatusUpdate;
|
|
if ( ModulesBeingCompiled.Num() > 0 )
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("CodeModuleName"), FText::FromString( ModulesBeingCompiled[0].ModuleName ) );
|
|
StatusUpdate = FText::Format( NSLOCTEXT("FModuleManager", "CompileSpecificModuleStatusMessage", "{CodeModuleName}: Compiling modules..."), Args );
|
|
}
|
|
else
|
|
{
|
|
StatusUpdate = NSLOCTEXT("FModuleManager", "CompileStatusMessage", "Compiling modules...");
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(0, StatusUpdate, GIsSlowTask);
|
|
SlowTask.MakeDialog();
|
|
|
|
// Check to see if the compile has finished yet
|
|
int32 ReturnCode = -1;
|
|
while (bCompileStillInProgress)
|
|
{
|
|
// Store the return code in a temp variable for now because it still gets overwritten
|
|
// when the process is running.
|
|
int32 ProcReturnCode = -1;
|
|
if( FPlatformProcess::GetProcReturnCode( ModuleCompileProcessHandle, &ProcReturnCode ) )
|
|
{
|
|
ReturnCode = ProcReturnCode;
|
|
bCompileStillInProgress = false;
|
|
}
|
|
|
|
if (bRequestCancelCompilation)
|
|
{
|
|
FPlatformProcess::TerminateProc(ModuleCompileProcessHandle);
|
|
bCompileStillInProgress = bRequestCancelCompilation = false;
|
|
}
|
|
|
|
if( bCompileStillInProgress )
|
|
{
|
|
ModuleCompileReadPipeText += FPlatformProcess::ReadPipe(ModuleCompileReadPipe);
|
|
|
|
if( !bWaitForCompletion )
|
|
{
|
|
// We haven't finished compiling, but we were asked to return immediately
|
|
|
|
break;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(0.0f);
|
|
|
|
// Give up a small timeslice if we haven't finished recompiling yet
|
|
FPlatformProcess::Sleep( 0.01f );
|
|
}
|
|
}
|
|
|
|
bRequestCancelCompilation = false;
|
|
|
|
if( !bCompileStillInProgress )
|
|
{
|
|
// Compilation finished, now we need to grab all of the text from the output pipe
|
|
ModuleCompileReadPipeText += FPlatformProcess::ReadPipe(ModuleCompileReadPipe);
|
|
|
|
// This includes 'canceled' (-1) and 'up-to-date' (-2)
|
|
CompilationResult = (ECompilationResult::Type)ReturnCode;
|
|
|
|
// If compilation succeeded for all modules, go back to the modules and update their module file names
|
|
// in case we recompiled the modules to a new unique file name. This is needed so that when the module
|
|
// is reloaded after the recompile, we load the new DLL file name, not the old one.
|
|
// Note that we don't want to do anything in case the build was canceled or source code has not changed.
|
|
if(CompilationResult == ECompilationResult::Succeeded)
|
|
{
|
|
for( int32 CurModuleIndex = 0; CurModuleIndex < ModulesThatWereBeingRecompiled.Num(); ++CurModuleIndex )
|
|
{
|
|
const FModuleToRecompile& CurModule = ModulesThatWereBeingRecompiled[ CurModuleIndex ];
|
|
|
|
// Were we asked to assign a new file name for this module?
|
|
if( !CurModule.NewModuleFilename.IsEmpty() )
|
|
{
|
|
// If the compile succeeded, update the module info entry with the new file name for this module
|
|
OnModuleCompileSucceeded(FName(*CurModule.ModuleName), CurModule.NewModuleFilename);
|
|
}
|
|
}
|
|
}
|
|
ModulesThatWereBeingRecompiled.Empty();
|
|
|
|
// We're done with the process handle now
|
|
ModuleCompileProcessHandle.Close();
|
|
ModuleCompileProcessHandle.Reset();
|
|
|
|
FPlatformProcess::ClosePipe(ModuleCompileReadPipe, 0);
|
|
|
|
Ar.Log(*ModuleCompileReadPipeText);
|
|
const FString FinalOutput = ModuleCompileReadPipeText;
|
|
ModuleCompileReadPipe = NULL;
|
|
ModuleCompileReadPipeText = TEXT("");
|
|
|
|
// No longer compiling modules
|
|
ModulesBeingCompiled.Empty();
|
|
|
|
bCompileSucceeded = !ECompilationResult::Failed(CompilationResult);
|
|
|
|
if ( bFireEvents )
|
|
{
|
|
const bool bShowLogOnSuccess = false;
|
|
ModuleCompilerFinishedEvent.Broadcast(FinalOutput, CompilationResult, !bCompileSucceeded || bShowLogOnSuccess);
|
|
|
|
// Fire task completion delegate
|
|
RecompileModulesCallback.ExecuteIfBound( true, CompilationResult );
|
|
RecompileModulesCallback.Unbind();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: Compilation is still in progress"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: There is no compilation in progress right now"));
|
|
}
|
|
#endif // WITH_HOT_RELOAD
|
|
}
|
|
|
|
void FHotReloadModule::UpdateModuleCompileData(FName ModuleName)
|
|
{
|
|
// Find or create a compile data object for this module
|
|
TSharedRef<FModuleCompilationData>* CompileDataPtr = ModuleCompileData.Find(ModuleName);
|
|
if(CompileDataPtr == nullptr)
|
|
{
|
|
CompileDataPtr = &ModuleCompileData.Add(ModuleName, TSharedRef<FModuleCompilationData>(new FModuleCompilationData()));
|
|
}
|
|
|
|
// reset the compile data before updating it
|
|
FModuleCompilationData& CompileData = CompileDataPtr->Get();
|
|
CompileData.bHasFileTimeStamp = false;
|
|
CompileData.FileTimeStamp = FDateTime(0);
|
|
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
|
|
|
|
#if WITH_HOT_RELOAD
|
|
ReadModuleCompilationInfoFromConfig(ModuleName, CompileData);
|
|
|
|
FDateTime FileTimeStamp;
|
|
bool bGotFileTimeStamp = GetModuleFileTimeStamp(ModuleName, FileTimeStamp);
|
|
|
|
if (!bGotFileTimeStamp)
|
|
{
|
|
// File missing? Reset the cached timestamp and method to defaults and save them.
|
|
CompileData.bHasFileTimeStamp = false;
|
|
CompileData.FileTimeStamp = FDateTime(0);
|
|
CompileData.CompileMethod = EModuleCompileMethod::Unknown;
|
|
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
|
|
}
|
|
else
|
|
{
|
|
if (CompileData.bHasFileTimeStamp)
|
|
{
|
|
if (FileTimeStamp > CompileData.FileTimeStamp + HotReloadDefs::TimeStampEpsilon)
|
|
{
|
|
// The file is newer than the cached timestamp
|
|
// The file must have been compiled externally
|
|
CompileData.FileTimeStamp = FileTimeStamp;
|
|
CompileData.CompileMethod = EModuleCompileMethod::External;
|
|
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The cached timestamp and method are default value so this file has no history yet
|
|
// We can only set its timestamp and save
|
|
CompileData.bHasFileTimeStamp = true;
|
|
CompileData.FileTimeStamp = FileTimeStamp;
|
|
WriteModuleCompilationInfoToConfig(ModuleName, CompileData);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FHotReloadModule::ReadModuleCompilationInfoFromConfig(FName ModuleName, FModuleCompilationData& CompileData)
|
|
{
|
|
FString DateTimeString;
|
|
if (GConfig->GetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.TimeStamp"), *ModuleName.ToString()), DateTimeString, GEditorUserSettingsIni))
|
|
{
|
|
FDateTime TimeStamp;
|
|
if (!DateTimeString.IsEmpty() && FDateTime::Parse(DateTimeString, TimeStamp))
|
|
{
|
|
CompileData.bHasFileTimeStamp = true;
|
|
CompileData.FileTimeStamp = TimeStamp;
|
|
|
|
FString CompileMethodString;
|
|
if (GConfig->GetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.LastCompileMethod"), *ModuleName.ToString()), CompileMethodString, GEditorUserSettingsIni))
|
|
{
|
|
if (CompileMethodString.Equals(HotReloadDefs::CompileMethodRuntime, ESearchCase::IgnoreCase))
|
|
{
|
|
CompileData.CompileMethod = EModuleCompileMethod::Runtime;
|
|
}
|
|
else if (CompileMethodString.Equals(HotReloadDefs::CompileMethodExternal, ESearchCase::IgnoreCase))
|
|
{
|
|
CompileData.CompileMethod = EModuleCompileMethod::External;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::WriteModuleCompilationInfoToConfig(FName ModuleName, const FModuleCompilationData& CompileData)
|
|
{
|
|
FString DateTimeString;
|
|
if (CompileData.bHasFileTimeStamp)
|
|
{
|
|
DateTimeString = CompileData.FileTimeStamp.ToString();
|
|
}
|
|
|
|
GConfig->SetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.TimeStamp"), *ModuleName.ToString()), *DateTimeString, GEditorUserSettingsIni);
|
|
|
|
FString CompileMethodString = HotReloadDefs::CompileMethodUnknown;
|
|
if (CompileData.CompileMethod == EModuleCompileMethod::Runtime)
|
|
{
|
|
CompileMethodString = HotReloadDefs::CompileMethodRuntime;
|
|
}
|
|
else if (CompileData.CompileMethod == EModuleCompileMethod::External)
|
|
{
|
|
CompileMethodString = HotReloadDefs::CompileMethodExternal;
|
|
}
|
|
|
|
GConfig->SetString(*HotReloadDefs::CompilationInfoConfigSection, *FString::Printf(TEXT("%s.LastCompileMethod"), *ModuleName.ToString()), *CompileMethodString, GEditorUserSettingsIni);
|
|
}
|
|
|
|
bool FHotReloadModule::GetModuleFileTimeStamp(FName ModuleName, FDateTime& OutFileTimeStamp) const
|
|
{
|
|
FString Filename = FModuleManager::Get().GetModuleFilename(ModuleName);
|
|
if (IFileManager::Get().FileSize(*Filename) > 0)
|
|
{
|
|
OutFileTimeStamp = FDateTime(IFileManager::Get().GetTimeStamp(*Filename));
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FHotReloadModule::IsAnyGameModuleLoaded()
|
|
{
|
|
if (bIsAnyGameModuleLoaded == EThreeStateBool::Unknown)
|
|
{
|
|
bool bGameModuleFound = false;
|
|
// Ask the module manager for a list of currently-loaded gameplay modules
|
|
TArray< FModuleStatus > ModuleStatuses;
|
|
FModuleManager::Get().QueryModules(ModuleStatuses);
|
|
|
|
for (auto ModuleStatusIt = ModuleStatuses.CreateConstIterator(); ModuleStatusIt; ++ModuleStatusIt)
|
|
{
|
|
const FModuleStatus& ModuleStatus = *ModuleStatusIt;
|
|
|
|
// We only care about game modules that are currently loaded
|
|
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
|
|
{
|
|
// There is at least one loaded game module.
|
|
bGameModuleFound = true;
|
|
break;
|
|
}
|
|
}
|
|
bIsAnyGameModuleLoaded = EThreeStateBool::FromBool(bGameModuleFound);
|
|
}
|
|
return EThreeStateBool::ToBool(bIsAnyGameModuleLoaded);
|
|
}
|
|
|
|
bool FHotReloadModule::ContainsOnlyGameModules(const TArray<FModuleToRecompile>& ModulesToCompile) const
|
|
{
|
|
const FString AbsoluteGameDir(FPaths::ConvertRelativePathToFull(FPaths::GameDir()));
|
|
bool bOnlyGameModules = true;
|
|
for (auto& ModuleToCompile : ModulesToCompile)
|
|
{
|
|
const FString FullModulePath(FPaths::ConvertRelativePathToFull(ModuleToCompile.NewModuleFilename));
|
|
if (!FullModulePath.StartsWith(AbsoluteGameDir))
|
|
{
|
|
bOnlyGameModules = false;
|
|
break;
|
|
}
|
|
}
|
|
return bOnlyGameModules;
|
|
}
|
|
|
|
void FHotReloadModule::ModulesChangedCallback(FName ModuleName, EModuleChangeReason ReasonForChange)
|
|
{
|
|
// Force update game modules state on the next call to IsAnyGameModuleLoaded
|
|
bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
|
|
|
|
// If the hot reload directory watcher hasn't been initialized yet (because the binaries directory did not exist) try to initialize it now
|
|
if (!bDirectoryWatcherInitialized)
|
|
{
|
|
InitHotReloadWatcher();
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |