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UnrealEngineUWP/Engine/Source/Editor/KismetCompiler/Private/KismetCompilerModule.cpp
Dan Oconnor 4c15abfa88 Back out revision 64 from //depot/UE4/Engine/Source/Editor/KismetCompiler/Private/KismetCompilerModule.cpp
This is needed by the SCS editor

[CL 2598052 by Dan Oconnor in Main branch]
2015-06-23 18:13:00 -04:00

295 lines
10 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
KismetCompilerModule.cpp
=============================================================================*/
#include "KismetCompilerPrivatePCH.h"
#include "KismetCompiler.h"
#include "AnimBlueprintCompiler.h"
#include "Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h"
#include "Editor/UnrealEd/Public/Kismet2/KismetReinstanceUtilities.h"
#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
#include "UserDefinedStructureCompilerUtils.h"
#include "Engine/UserDefinedStruct.h"
DEFINE_LOG_CATEGORY(LogK2Compiler);
DECLARE_CYCLE_STAT(TEXT("Compile Time"), EKismetCompilerStats_CompileTime, STATGROUP_KismetCompiler);
DECLARE_CYCLE_STAT(TEXT("Compile Skeleton Class"), EKismetCompilerStats_CompileSkeletonClass, STATGROUP_KismetCompiler);
DECLARE_CYCLE_STAT(TEXT("Compile Generated Class"), EKismetCompilerStats_CompileGeneratedClass, STATGROUP_KismetCompiler);
IMPLEMENT_MODULE( FKismet2CompilerModule, KismetCompiler );
#define LOCTEXT_NAMESPACE "KismetCompiler"
//////////////////////////////////////////////////////////////////////////
// FKismet2CompilerModule
struct FBlueprintIsBeingCompiledHelper
{
private:
UBlueprint* Blueprint;
public:
FBlueprintIsBeingCompiledHelper(UBlueprint* InBlueprint) : Blueprint(InBlueprint)
{
check(NULL != Blueprint);
check(!Blueprint->bBeingCompiled);
Blueprint->bBeingCompiled = true;
}
~FBlueprintIsBeingCompiledHelper()
{
Blueprint->bBeingCompiled = false;
}
};
// Compiles a blueprint.
void FKismet2CompilerModule::CompileBlueprintInner(class UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TSharedPtr<FBlueprintCompileReinstancer> Reinstancer, TArray<UObject*>* ObjLoaded)
{
FBlueprintIsBeingCompiledHelper BeingCompiled(Blueprint);
Blueprint->CurrentMessageLog = &Results;
// Early out if blueprint parent is missing
if (Blueprint->ParentClass == NULL)
{
Results.Error(*LOCTEXT("KismetCompileError_MalformedParentClasss", "Blueprint @@ has missing or NULL parent class.").ToString(), Blueprint);
}
else
{
const uint32 PreviousSignatureCrc = Blueprint->CrcLastCompiledSignature;
const bool bIsFullCompile = CompileOptions.DoesRequireBytecodeGeneration() && (Blueprint->BlueprintType != BPTYPE_Interface);
const bool bRecompileDependencies = bIsFullCompile && !Blueprint->bIsRegeneratingOnLoad && Reinstancer.IsValid();
TArray<UBlueprint*> StoredDependentBlueprints;
if (bRecompileDependencies)
{
FBlueprintEditorUtils::GetDependentBlueprints(Blueprint, StoredDependentBlueprints);
}
// Loop through all external compiler delegates attempting to compile the blueprint.
bool Compiled = false;
for ( IBlueprintCompiler* Compiler : Compilers )
{
if ( Compiler->CanCompile(Blueprint) )
{
Compiled = true;
Compiler->Compile(Blueprint, CompileOptions, Results, ObjLoaded);
break;
}
}
// if no one handles it, then use the default blueprint compiler.
if ( !Compiled )
{
if ( UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint) )
{
FAnimBlueprintCompiler Compiler(AnimBlueprint, Results, CompileOptions, ObjLoaded);
Compiler.Compile();
check(Compiler.NewClass);
}
else
{
FKismetCompilerContext Compiler(Blueprint, Results, CompileOptions, ObjLoaded);
Compiler.Compile();
check(Compiler.NewClass);
}
}
if (bRecompileDependencies)
{
Reinstancer->BlueprintWasRecompiled(Blueprint, CompileOptions.CompileType == EKismetCompileType::BytecodeOnly);
const bool bSignatureWasChanged = PreviousSignatureCrc != Blueprint->CrcLastCompiledSignature;
UE_LOG(LogK2Compiler, Verbose, TEXT("Signature of Blueprint '%s' %s changed"), *GetNameSafe(Blueprint), bSignatureWasChanged ? TEXT("was") : TEXT("was not"));
if (bSignatureWasChanged)
{
for (auto CurrentBP : StoredDependentBlueprints)
{
Reinstancer->EnlistDependentBlueprintToRecompile(CurrentBP, !(CurrentBP->IsPossiblyDirty() || CurrentBP->Status == BS_Error));
}
}
}
}
Blueprint->CurrentMessageLog = NULL;
}
void FKismet2CompilerModule::CompileStructure(UUserDefinedStruct* Struct, FCompilerResultsLog& Results)
{
Results.SetSourceName(Struct->GetName());
BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);
FUserDefinedStructureCompilerUtils::CompileStruct(Struct, Results, true);
}
extern UNREALED_API FSecondsCounterData BlueprintCompileAndLoadTimerData;
// Compiles a blueprint.
void FKismet2CompilerModule::CompileBlueprint(class UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TSharedPtr<FBlueprintCompileReinstancer> ParentReinstancer, TArray<UObject*>* ObjLoaded)
{
FSecondsCounterScope Timer(BlueprintCompileAndLoadTimerData);
BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);
Results.SetSourceName(Blueprint->GetName());
const bool bIsBrandNewBP = (Blueprint->SkeletonGeneratedClass == NULL) && (Blueprint->GeneratedClass == NULL) && (Blueprint->ParentClass != NULL) && !CompileOptions.bIsDuplicationInstigated;
for ( IBlueprintCompiler* Compiler : Compilers )
{
Compiler->PreCompile(Blueprint, CompileOptions);
}
if (CompileOptions.CompileType != EKismetCompileType::Cpp
&& CompileOptions.CompileType != EKismetCompileType::BytecodeOnly
&& CompileOptions.bRegenerateSkelton )
{
BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileSkeletonClass);
auto SkeletonReinstancer = FBlueprintCompileReinstancer::Create(Blueprint->SkeletonGeneratedClass);
FCompilerResultsLog SkeletonResults;
SkeletonResults.bSilentMode = true;
FKismetCompilerOptions SkeletonCompileOptions;
SkeletonCompileOptions.CompileType = EKismetCompileType::SkeletonOnly;
CompileBlueprintInner(Blueprint, SkeletonCompileOptions, SkeletonResults, ParentReinstancer, ObjLoaded);
}
// If this was a full compile, take appropriate actions depending on the success of failure of the compile
if( CompileOptions.IsGeneratedClassCompileType() )
{
BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileGeneratedClass);
FBlueprintCompileReinstancer::OptionallyRefreshNodes(Blueprint);
// Perform the full compile
CompileBlueprintInner(Blueprint, CompileOptions, Results, ParentReinstancer, ObjLoaded);
if (Results.NumErrors == 0)
{
// Blueprint is error free. Go ahead and fix up debug info
Blueprint->Status = (0 == Results.NumWarnings) ? BS_UpToDate : BS_UpToDateWithWarnings;
Blueprint->BlueprintSystemVersion = UBlueprint::GetCurrentBlueprintSystemVersion();
// Reapply breakpoints to the bytecode of the new class
for (int32 Index = 0; Index < Blueprint->Breakpoints.Num(); ++Index)
{
UBreakpoint* Breakpoint = Blueprint->Breakpoints[Index];
FKismetDebugUtilities::ReapplyBreakpoint(Breakpoint);
}
}
else
{
// Should never get errors from a brand new blueprint!
ensure(!bIsBrandNewBP || (Results.NumErrors == 0));
// There were errors. Compile the generated class to have function stubs
Blueprint->Status = BS_Error;
// Reinstance objects here, so we can preserve their memory layouts to reinstance them again
if (ParentReinstancer.IsValid())
{
ParentReinstancer->UpdateBytecodeReferences();
if(!Blueprint->bIsRegeneratingOnLoad)
{
ParentReinstancer->ReinstanceObjects();
}
}
const bool bBytecodeOnly = EKismetCompileType::BytecodeOnly == CompileOptions.CompileType;
auto StubReinstancer = FBlueprintCompileReinstancer::Create(Blueprint->GeneratedClass, bBytecodeOnly);
// Toss the half-baked class and generate a stubbed out skeleton class that can be used
FCompilerResultsLog StubResults;
StubResults.bSilentMode = true;
FKismetCompilerOptions StubCompileOptions(CompileOptions);
StubCompileOptions.CompileType = EKismetCompileType::StubAfterFailure;
CompileBlueprintInner(Blueprint, StubCompileOptions, StubResults, StubReinstancer, ObjLoaded);
StubReinstancer->UpdateBytecodeReferences();
if( !Blueprint->bIsRegeneratingOnLoad )
{
StubReinstancer->ReinstanceObjects();
}
}
}
for ( IBlueprintCompiler* Compiler : Compilers )
{
Compiler->PostCompile(Blueprint, CompileOptions);
}
UPackage* Package = Blueprint->GetOutermost();
if( Package )
{
UMetaData* MetaData = Package->GetMetaData();
MetaData->RemoveMetaDataOutsidePackage();
}
}
// Recover a corrupted blueprint
void FKismet2CompilerModule::RecoverCorruptedBlueprint(class UBlueprint* Blueprint)
{
UPackage* Package = Blueprint->GetOutermost();
// Get rid of any stale classes
for (FObjectIterator ObjIt; ObjIt; ++ObjIt)
{
UObject* TestObject = *ObjIt;
if (TestObject->GetOuter() == Package)
{
// This object is in the blueprint package; is it expected?
if (UClass* TestClass = Cast<UClass>(TestObject))
{
if ((TestClass != Blueprint->SkeletonGeneratedClass) && (TestClass != Blueprint->GeneratedClass))
{
// Unexpected UClass
FKismetCompilerUtilities::ConsignToOblivion(TestClass, false);
}
}
}
}
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
}
void FKismet2CompilerModule::RemoveBlueprintGeneratedClasses(class UBlueprint* Blueprint)
{
if (Blueprint != NULL)
{
if (Blueprint->GeneratedClass != NULL)
{
FKismetCompilerUtilities::ConsignToOblivion(Blueprint->GeneratedClass, Blueprint->bIsRegeneratingOnLoad);
Blueprint->GeneratedClass = NULL;
}
if (Blueprint->SkeletonGeneratedClass != NULL)
{
FKismetCompilerUtilities::ConsignToOblivion(Blueprint->SkeletonGeneratedClass, Blueprint->bIsRegeneratingOnLoad);
Blueprint->SkeletonGeneratedClass = NULL;
}
}
}
void FKismet2CompilerModule::GetBlueprintTypesForClass(UClass* ParentClass, UClass*& OutBlueprintClass, UClass*& OutBlueprintGeneratedClass) const
{
for ( IBlueprintCompiler* Compiler : Compilers )
{
if ( Compiler->GetBlueprintTypesForClass(ParentClass, OutBlueprintClass, OutBlueprintGeneratedClass) )
{
return;
}
}
OutBlueprintClass = UBlueprint::StaticClass();
OutBlueprintGeneratedClass = UBlueprintGeneratedClass::StaticClass();
}
#undef LOCTEXT_NAMESPACE