Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenManifest.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

544 lines
22 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "App.h" // for GetGameName()
#include "BlueprintNativeCodeGenManifest.h"
#include "BlueprintNativeCodeGenModule.h"
#include "IBlueprintCompilerCppBackendModule.h" // for ConstructBaseFilename()
#include "Engine/Blueprint.h" // for GeneratedClass
#include "JsonObjectConverter.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "Serialization/JsonWriter.h"
DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All);
/*******************************************************************************
* BlueprintNativeCodeGenManifestImpl
******************************************************************************/
namespace BlueprintNativeCodeGenManifestImpl
{
static const int64 CPF_NoFlags = 0x00;
static const FString ManifestFileExt = TEXT(".BpCodeGenManifest.json");
static const FString CppFileExt = TEXT(".cpp");
static const FString HeaderFileExt = TEXT(".h");
static const FString HeaderSubDir = TEXT("Public");
static const FString CppSubDir = TEXT("Private");
static const FString ModuleBuildFileExt = TEXT(".Build.cs");
static const FString PreviewFilePostfix = TEXT("-Preview");
static const FString PluginFileExt = TEXT(".uplugin");
static const FString SourceSubDir = TEXT("Source");
static const FString EditorModulePostfix = TEXT("Editor");
/**
* Populates the provided manifest object with data from the specified file.
*
* @param FilePath A json file path, denoting the file you want loaded and serialized in.
* @param Manifest The target object that you want filled out with data from the file.
* @return True if the manifest was successfully loaded, otherwise false.
*/
static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest);
/**
* Helper function that homogenizes file/directory paths so that they can be
* compared for equivalence against others.
*
* @param DirectoryPath The path that you want sanitized.
* @return A equivalent file/directory path, standardized for comparisons.
*/
static FString GetComparibleDirPath(const FString& DirectoryPath);
/**
* Retrieves the sub-directory for either header or cpp source files
* (depending on which was requested).
*
* @param SourceType Defines the type of source file to return for (header or cpp).
* @return A directory name for the specified source file type.
*/
static const FString& GetSourceSubDir(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
/**
* Retrieves the extension for either header or cpp source files (depending
* on which was requested).
*
* @param SourceType Defines the type of source file to return for (header or cpp).
* @return A file extension (including the leading dot), for the specified source file type.
*/
static const FString& GetSourceFileExt(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
/**
* Constructs a source file path for the specified asset.
*
* @param TargetPaths Specified the destination directory for the file.
* @param Asset The asset you want a header file for.
* @param SourceType Defines the type of source file to generate for (header or cpp).
* @return A target file path for the specified asset to save a header to.
*/
static FString GenerateSourceFileSavePath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset, const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
/**
*
*
* @param TargetPaths
* @param Asset
* @return
*/
static FString GenerateUnconvertedWrapperPath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset);
/**
* Coordinates with the code-gen backend, to produce a base filename (one
* without a file extension).
*
* @param Asset The asset you want a filename for.
* @return A filename (without extension) that matches the #include statements generated by the backend.
*/
static FString GetBaseFilename(const FAssetData& Asset);
/**
* Collects native packages (which reflect distinct modules) that the
* specified object relies upon.
*
* @param AssetObj The object you want dependencies for.
* @param DependenciesOut An output array, which will be filled out with module packages that the target object relies upon.
* @return False if the function failed to collect dependencies for the specified object.
*/
static bool GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut);
/**
* Obtains the reflected name for the native field (class/enum/struct) that
* we'll generate to replace the specified asset.
*
* @param Asset The asset you want a name from.
* @return The name of the asset field (class/enum/struct).
*/
static FString GetFieldName(const FAssetData& Asset);
/**
* The object returned by FAssetData::GetAsset() doesn't always give us the
* target object that will be replaced (for Blueprint's, it would be the
* class instead). So this helper function will suss out the right object
* for you.
*
* @param Asset The asset you want an object for.
* @return A pointer to the targeted object from the asset's package.
*/
static UField* GetTargetAssetObject(const FAssetData& Asset);
/**
* Returns the object path for the field from the specified asset's package
* that is being replaced (Asset.ObjectPath will not suffice, as that
* does not always reflect the object that is being replaced).
*
* @param Asset The asset you want an object-path for.
* @return An object-path for the target field-object within the asset's package.
*/
static FString GetTargetObjectPath(const FAssetData& Asset);
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest)
{
FString ManifestStr;
if (FFileHelper::LoadFileToString(ManifestStr, *FilePath))
{
TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
TSharedPtr<FJsonObject> JsonObject;
if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
{
return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
}
}
return false;
}
//------------------------------------------------------------------------------
static const FString& BlueprintNativeCodeGenManifestImpl::GetSourceSubDir(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
{
return (SourceType == FBlueprintNativeCodeGenPaths::HFile) ? HeaderSubDir : CppSubDir;
}
//------------------------------------------------------------------------------
static const FString& BlueprintNativeCodeGenManifestImpl::GetSourceFileExt(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
{
return (SourceType == FBlueprintNativeCodeGenPaths::HFile) ? HeaderFileExt : CppFileExt;
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset, const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
{
return FPaths::Combine(*TargetPaths.RuntimeSourceDir(SourceType), *GetBaseFilename(Asset)) + GetSourceFileExt(SourceType);
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GenerateUnconvertedWrapperPath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset)
{
const FBlueprintNativeCodeGenPaths::ESourceFileType WrapperFileType = FBlueprintNativeCodeGenPaths::HFile;
return FPaths::Combine(*TargetPaths.RuntimeSourceDir(WrapperFileType), *GetBaseFilename(Asset)) + GetSourceFileExt(WrapperFileType);
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset)
{
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
return CodeGenBackend.ConstructBaseFilename(Asset.GetAsset());
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath)
{
FString NormalizedPath = DirectoryPath;
const FString PathDelim = TEXT("/");
if (!NormalizedPath.EndsWith(PathDelim))
{
// to account for the case where the relative path would resolve to X:
// (when we want "X:/")... ConvertRelativePathToFull() leaves the
// trailing slash, and NormalizeDirectoryName() will remove it (if it is
// not a drive letter)
NormalizedPath += PathDelim;
}
if (FPaths::IsRelative(NormalizedPath))
{
NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath);
}
FPaths::NormalizeDirectoryName(NormalizedPath);
return NormalizedPath;
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut)
{
UPackage* AssetPackage = AssetObj->GetOutermost();
const FLinkerLoad* PkgLinker = FLinkerLoad::FindExistingLinkerForPackage(AssetPackage);
const bool bFoundLinker = (PkgLinker != nullptr);
if (ensureMsgf(bFoundLinker, TEXT("Failed to identify the asset package that '%s' belongs to."), *AssetObj->GetName()))
{
for (const FObjectImport& PkgImport : PkgLinker->ImportMap)
{
if (PkgImport.ClassName != NAME_Package)
{
continue;
}
UPackage* DependentPackage = FindObject<UPackage>(/*Outer =*/nullptr, *PkgImport.ObjectName.ToString(), /*ExactClass =*/true);
if (DependentPackage == nullptr)
{
continue;
}
// we want only native packages, ones that are not editor-only
if ((DependentPackage->GetPackageFlags() & (PKG_CompiledIn | PKG_EditorOnly | PKG_Developer)) == PKG_CompiledIn)
{
DependenciesOut.AddUnique(DependentPackage);// PkgImport.ObjectName.ToString());
}
}
}
return bFoundLinker;
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GetFieldName(const FAssetData& Asset)
{
UField* AssetField = GetTargetAssetObject(Asset);
return (AssetField != nullptr) ? AssetField->GetName() : TEXT("");
}
//------------------------------------------------------------------------------
static UField* BlueprintNativeCodeGenManifestImpl::GetTargetAssetObject(const FAssetData& Asset)
{
UObject* AssetObj = Asset.GetAsset();
UField* AssetField = nullptr;
if (UBlueprint* BlueprintAsset = Cast<UBlueprint>(AssetObj))
{
AssetField = BlueprintAsset->GeneratedClass;
if (!AssetField)
{
UE_LOG(LogNativeCodeGenManifest, Warning, TEXT("null BPGC in %s"), *BlueprintAsset->GetPathName());
}
}
else
{
// only other asset types that we should be converting are enums and
// structs (both UFields)
AssetField = CastChecked<UField>(AssetObj);
}
return AssetField;
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GetTargetObjectPath(const FAssetData& Asset)
{
UField* AssetField = GetTargetAssetObject(Asset);
return (AssetField != nullptr) ? AssetField->GetPathName() : TEXT("");
}
/*******************************************************************************
* FConvertedAssetRecord
******************************************************************************/
//------------------------------------------------------------------------------
FConvertedAssetRecord::FConvertedAssetRecord(const FAssetData& AssetInfo, const FBlueprintNativeCodeGenPaths& TargetPaths)
: AssetType(AssetInfo.GetClass())
, TargetObjPath(BlueprintNativeCodeGenManifestImpl::GetTargetObjectPath(AssetInfo))
{
GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(TargetPaths, AssetInfo, FBlueprintNativeCodeGenPaths::CppFile);
GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(TargetPaths, AssetInfo, FBlueprintNativeCodeGenPaths::HFile);
}
//------------------------------------------------------------------------------
FStringAssetReference FConvertedAssetRecord::ToAssetRef() const
{
return FStringAssetReference(TargetObjPath);
}
/*******************************************************************************
* FUnconvertedDependencyRecord
******************************************************************************/
//------------------------------------------------------------------------------
FUnconvertedDependencyRecord::FUnconvertedDependencyRecord(const FString& InGeneratedWrapperPath)
: GeneratedWrapperPath(InGeneratedWrapperPath)
{
}
/*******************************************************************************
* FBlueprintNativeCodeGenPaths
******************************************************************************/
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::GetDefaultManifestPath()
{
return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt;
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenPaths::FBlueprintNativeCodeGenPaths(const FString& PluginNameIn, const FString& TargetDirIn, const FString& ManifestPathIn)
: TargetDir(TargetDirIn)
, PluginName(PluginNameIn)
, ManifestPath(ManifestPathIn)
{
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::ManifestFilePath() const
{
return ManifestPath;
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::PluginRootDir() const
{
return TargetDir;
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::PluginFilePath() const
{
return FPaths::Combine(*PluginRootDir(), *PluginName) + BlueprintNativeCodeGenManifestImpl::PluginFileExt;;
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::PluginSourceDir() const
{
return FPaths::Combine(*PluginRootDir(), *BlueprintNativeCodeGenManifestImpl::SourceSubDir);
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimeModuleDir() const
{
return FPaths::Combine(*PluginSourceDir(), *RuntimeModuleName());
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimeModuleName() const
{
return PluginName;
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimeBuildFile() const
{
return FPaths::Combine(*RuntimeModuleDir(), *RuntimeModuleName()) + BlueprintNativeCodeGenManifestImpl::ModuleBuildFileExt;
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimeSourceDir(ESourceFileType SourceType) const
{
return FPaths::Combine(*RuntimeModuleDir(), *BlueprintNativeCodeGenManifestImpl::GetSourceSubDir(SourceType));
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimeModuleFile(ESourceFileType SourceType) const
{
return FPaths::Combine(*RuntimeSourceDir(SourceType), *RuntimeModuleName()) + BlueprintNativeCodeGenManifestImpl::GetSourceFileExt(SourceType);
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenPaths::RuntimePCHFilename() const
{
return FPaths::GetCleanFilename(RuntimeModuleFile(HFile));
}
/*******************************************************************************
* FBlueprintNativeCodeGenManifest
******************************************************************************/
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest()
{
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString& InPluginName, const FString& InOutputDir)
{
using namespace BlueprintNativeCodeGenManifestImpl;
PluginName = InPluginName;
OutputDir = InOutputDir;
if (FPaths::IsRelative(OutputDir))
{
FPaths::MakePathRelativeTo(OutputDir, *FPaths::GameDir());
}
if (!ensure(!OutputDir.IsEmpty()))
{
OutputDir = FPaths::Combine(*FPaths::GameIntermediateDir(), *PluginName);
}
FString ManifestFilename = FBlueprintNativeCodeGenPaths::GetDefaultManifestPath();
ManifestFilePath = FPaths::Combine(*GetTargetDir(), *ManifestFilename);
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString& ManifestFilePathIn)
: ManifestFilePath(ManifestFilePathIn)
{
ensureAlwaysMsgf(BlueprintNativeCodeGenManifestImpl::LoadManifest(ManifestFilePathIn, this), TEXT("Missing Manifest for Blueprint code generation: %s"), *ManifestFilePath );
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenPaths FBlueprintNativeCodeGenManifest::GetTargetPaths() const
{
return FBlueprintNativeCodeGenPaths(PluginName, GetTargetDir(), ManifestFilePath);
}
//------------------------------------------------------------------------------
FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetId Key, const FAssetData& AssetInfo)
{
// It is an error to consider a record converted and unconverted. This is probably not negotiable. In order to leave the door
// open for parallelism we need to be able to trivially and consistently determine whether an asset will be converted without
// discovering things as we go.
check(UnconvertedDependencies.Find(Key) == nullptr);
// Similarly we should not convert things over and over and over:
if (FConvertedAssetRecord* Existing = ConvertedAssets.Find(Key))
{
return *Existing;
}
const FBlueprintNativeCodeGenPaths TargetPaths = GetTargetPaths();
UClass* AssetType = AssetInfo.GetClass();
// load the asset (if it isn't already)
const UObject* AssetObj = AssetInfo.GetAsset();
FConvertedAssetRecord* ConversionRecord = &ConvertedAssets.Add(Key, FConvertedAssetRecord(AssetInfo, TargetPaths));
return *ConversionRecord;
}
//------------------------------------------------------------------------------
FUnconvertedDependencyRecord& FBlueprintNativeCodeGenManifest::CreateUnconvertedDependencyRecord(const FAssetId UnconvertedAssetKey, const FAssetData& AssetInfo)
{
// It is an error to create a record multiple times because it is not obvious what the client wants to happen.
check(ConvertedAssets.Find(UnconvertedAssetKey) == nullptr);
if (FUnconvertedDependencyRecord* Existing = UnconvertedDependencies.Find(UnconvertedAssetKey))
{
return *Existing;
}
const FBlueprintNativeCodeGenPaths TargetPaths = GetTargetPaths();
FUnconvertedDependencyRecord* RecordPtr = &UnconvertedDependencies.Add(UnconvertedAssetKey, FUnconvertedDependencyRecord(BlueprintNativeCodeGenManifestImpl::GenerateUnconvertedWrapperPath(TargetPaths, AssetInfo)));
return *RecordPtr;
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenManifest::GatherModuleDependencies(UPackage* Package)
{
BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(Package, ModuleDependencies);
}
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenManifest::Save(int32 Id) const
{
FString FullFilename;
if (Id != -1)
{
FullFilename = *(ManifestFilePath + FString::FromInt(Id));
}
else
{
FullFilename = *ManifestFilePath;
}
const TCHAR* Filename = *FullFilename;
TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
{
FString FileContents;
TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
{
JsonWriter->Close();
return FFileHelper::SaveStringToFile(FileContents, Filename);
}
}
return false;
}
void FBlueprintNativeCodeGenManifest::Merge(const FBlueprintNativeCodeGenManifest& OtherManifest)
{
for (auto& Entry : OtherManifest.ModuleDependencies)
{
ModuleDependencies.AddUnique(Entry);
}
for (auto& Entry : OtherManifest.ConvertedAssets)
{
ConvertedAssets.Add(Entry.Key, Entry.Value);
}
for (auto& Entry : OtherManifest.UnconvertedDependencies)
{
UnconvertedDependencies.Add(Entry.Key, Entry.Value);
}
}
//------------------------------------------------------------------------------
FString FBlueprintNativeCodeGenManifest::GetTargetDir() const
{
FString TargetPath = OutputDir;
if (FPaths::IsRelative(TargetPath))
{
TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), TargetPath);
TargetPath = FPaths::ConvertRelativePathToFull(TargetPath);
}
return TargetPath;
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenManifest::Clear()
{
ConvertedAssets.Empty();
}