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#rnx #rb none #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 via CL 10870584 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v613-10869866) [CL 10871012 by ryan durand in Dev-Build branch]
472 lines
12 KiB
C++
472 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LiveCodingModule.h"
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#include "Modules/ModuleManager.h"
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#include "Features/IModularFeatures.h"
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#include "HAL/IConsoleManager.h"
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#include "Misc/CoreDelegates.h"
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#include "LiveCodingLog.h"
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#include "External/LC_EntryPoint.h"
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#include "External/LC_API.h"
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#include "Misc/App.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "LiveCodingSettings.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#include "Windows/WindowsHWrapper.h"
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IMPLEMENT_MODULE(FLiveCodingModule, LiveCoding)
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#define LOCTEXT_NAMESPACE "LiveCodingModule"
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bool GIsCompileActive = false;
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bool GHasLoadedPatch = false;
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FString GLiveCodingConsolePath;
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FString GLiveCodingConsoleArguments;
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#if IS_MONOLITHIC
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extern const TCHAR* GLiveCodingEngineDir;
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extern const TCHAR* GLiveCodingProject;
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#endif
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FLiveCodingModule::FLiveCodingModule()
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: bEnabledLastTick(false)
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, bEnabledForSession(false)
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, bStarted(false)
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, bUpdateModulesInTick(false)
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, FullEnginePluginsDir(FPaths::ConvertRelativePathToFull(FPaths::EnginePluginsDir()))
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, FullProjectDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()))
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, FullProjectPluginsDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectPluginsDir()))
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{
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}
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void FLiveCodingModule::StartupModule()
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{
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Settings = GetMutableDefault<ULiveCodingSettings>();
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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EnableCommand = ConsoleManager.RegisterConsoleCommand(
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TEXT("LiveCoding"),
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TEXT("Enables live coding support"),
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FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::EnableForSession, true),
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ECVF_Cheat
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);
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CompileCommand = ConsoleManager.RegisterConsoleCommand(
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TEXT("LiveCoding.Compile"),
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TEXT("Initiates a live coding compile"),
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FConsoleCommandDelegate::CreateRaw(this, &FLiveCodingModule::Compile),
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ECVF_Cheat
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);
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#if IS_MONOLITHIC
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FString DefaultEngineDir = GLiveCodingEngineDir;
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#else
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FString DefaultEngineDir = FPaths::EngineDir();
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#endif
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#if USE_DEBUG_LIVE_CODING_CONSOLE
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static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole-Win64-Debug.exe");
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#else
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static const TCHAR* DefaultConsolePath = TEXT("Binaries/Win64/LiveCodingConsole.exe");
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#endif
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ConsolePathVariable = ConsoleManager.RegisterConsoleVariable(
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TEXT("LiveCoding.ConsolePath"),
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FPaths::ConvertRelativePathToFull(DefaultEngineDir / DefaultConsolePath),
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TEXT("Path to the live coding console application"),
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ECVF_Cheat
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);
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#if IS_MONOLITHIC
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FString SourceProject = (GLiveCodingProject != nullptr)? GLiveCodingProject : TEXT("");
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#else
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FString SourceProject = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : TEXT("");
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#endif
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SourceProjectVariable = ConsoleManager.RegisterConsoleVariable(
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TEXT("LiveCoding.SourceProject"),
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FPaths::ConvertRelativePathToFull(SourceProject),
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TEXT("Path to the project that this target was built from"),
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ECVF_Cheat
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);
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EndFrameDelegateHandle = FCoreDelegates::OnEndFrame.AddRaw(this, &FLiveCodingModule::Tick);
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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SettingsSection = SettingsModule->RegisterSettings("Editor", "General", "Live Coding",
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LOCTEXT("LiveCodingSettingsName", "Live Coding"),
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LOCTEXT("LiveCodintSettingsDescription", "Settings for recompiling C++ code while the engine is running."),
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GetMutableDefault<ULiveCodingSettings>()
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);
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}
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Startup(hInstance);
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if (Settings->bEnabled && !FApp::IsUnattended())
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{
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if(Settings->Startup == ELiveCodingStartupMode::Automatic)
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{
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StartLiveCoding();
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ShowConsole();
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}
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else if(Settings->Startup == ELiveCodingStartupMode::AutomaticButHidden)
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{
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GLiveCodingConsoleArguments = L"-Hidden";
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StartLiveCoding();
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}
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}
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if(FParse::Param(FCommandLine::Get(), TEXT("LiveCoding")))
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{
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StartLiveCoding();
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}
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bEnabledLastTick = Settings->bEnabled;
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}
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void FLiveCodingModule::ShutdownModule()
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{
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Shutdown();
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FCoreDelegates::OnEndFrame.Remove(EndFrameDelegateHandle);
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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ConsoleManager.UnregisterConsoleObject(SourceProjectVariable);
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ConsoleManager.UnregisterConsoleObject(ConsolePathVariable);
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ConsoleManager.UnregisterConsoleObject(CompileCommand);
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ConsoleManager.UnregisterConsoleObject(EnableCommand);
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}
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void FLiveCodingModule::EnableByDefault(bool bEnable)
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{
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if(Settings->bEnabled != bEnable)
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{
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Settings->bEnabled = bEnable;
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if(SettingsSection.IsValid())
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{
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SettingsSection->Save();
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}
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}
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EnableForSession(bEnable);
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}
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bool FLiveCodingModule::IsEnabledByDefault() const
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{
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return Settings->bEnabled;
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}
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void FLiveCodingModule::EnableForSession(bool bEnable)
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{
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if (bEnable)
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{
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if(!bStarted)
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{
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StartLiveCoding();
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ShowConsole();
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}
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else
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{
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bEnabledForSession = true;
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ShowConsole();
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}
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}
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else
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{
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if(bStarted)
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{
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UE_LOG(LogLiveCoding, Display, TEXT("Console will be hidden but remain running in the background. Restart to disable completely."));
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LppSetActive(false);
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LppSetVisible(false);
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bEnabledForSession = false;
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}
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}
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}
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bool FLiveCodingModule::IsEnabledForSession() const
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{
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return bEnabledForSession;
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}
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bool FLiveCodingModule::CanEnableForSession() const
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{
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#if !IS_MONOLITHIC
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FModuleManager& ModuleManager = FModuleManager::Get();
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if(ModuleManager.HasAnyOverridenModuleFilename())
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{
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return false;
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}
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#endif
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return true;
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}
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bool FLiveCodingModule::HasStarted() const
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{
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return bStarted;
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}
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void FLiveCodingModule::ShowConsole()
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{
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if (bStarted)
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{
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LppSetVisible(true);
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LppSetActive(true);
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LppShowConsole();
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}
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}
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void FLiveCodingModule::Compile()
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{
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if(!GIsCompileActive)
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{
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EnableForSession(true);
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if(bStarted)
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{
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UpdateModules(); // Need to do this immediately rather than waiting until next tick
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LppTriggerRecompile();
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GIsCompileActive = true;
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}
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}
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}
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bool FLiveCodingModule::IsCompiling() const
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{
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return GIsCompileActive;
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}
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void FLiveCodingModule::Tick()
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{
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if (LppWantsRestart())
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{
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LppRestart(lpp::LPP_RESTART_BEHAVIOR_REQUEST_EXIT, 0);
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}
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if (Settings->bEnabled != bEnabledLastTick && Settings->Startup != ELiveCodingStartupMode::Manual)
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{
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EnableForSession(Settings->bEnabled);
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bEnabledLastTick = Settings->bEnabled;
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}
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if (bUpdateModulesInTick)
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{
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UpdateModules();
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bUpdateModulesInTick = false;
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}
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// Needs to happen after updating modules, since "Quick Restart" functionality may try to install patch immediately
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extern void LppSyncPoint();
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LppSyncPoint();
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if (GHasLoadedPatch)
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{
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OnPatchCompleteDelegate.Broadcast();
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GHasLoadedPatch = false;
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}
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}
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ILiveCodingModule::FOnPatchCompleteDelegate& FLiveCodingModule::GetOnPatchCompleteDelegate()
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{
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return OnPatchCompleteDelegate;
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}
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bool FLiveCodingModule::StartLiveCoding()
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{
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if(!bStarted)
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{
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// Make sure there aren't any hot reload modules already active
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if (!CanEnableForSession())
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{
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UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Some modules have already been hot reloaded."));
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return false;
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}
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// Setup the console path
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GLiveCodingConsolePath = ConsolePathVariable->GetString();
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if (!FPaths::FileExists(GLiveCodingConsolePath))
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{
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UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Missing executable '%s'. Use the LiveCoding.ConsolePath console variable to modify."), *GLiveCodingConsolePath);
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return false;
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}
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// Get the source project filename
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FString SourceProject = SourceProjectVariable->GetString();
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if (SourceProject.Len() > 0 && !FPaths::FileExists(SourceProject))
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{
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UE_LOG(LogLiveCoding, Error, TEXT("Unable to start live coding session. Unable to find source project file '%s'."), *SourceProject);
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return false;
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}
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UE_LOG(LogLiveCoding, Display, TEXT("Starting LiveCoding"));
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// Enable external build system
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LppUseExternalBuildSystem();
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// Enable the server
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FString ProjectPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()).ToLower();
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FString ProcessGroup = FString::Printf(TEXT("UE4_%s_0x%08x"), FApp::GetProjectName(), GetTypeHash(ProjectPath));
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LppRegisterProcessGroup(TCHAR_TO_ANSI(*ProcessGroup));
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// Build the command line
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FString Arguments;
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Arguments += FString::Printf(TEXT("%s"), FPlatformMisc::GetUBTPlatform());
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Arguments += FString::Printf(TEXT(" %s"), LexToString(FApp::GetBuildConfiguration()));
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Arguments += FString::Printf(TEXT(" -TargetType=%s"), FPlatformMisc::GetUBTTarget());
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if(SourceProject.Len() > 0)
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{
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Arguments += FString::Printf(TEXT(" -Project=\"%s\""), *FPaths::ConvertRelativePathToFull(SourceProject));
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}
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LppSetBuildArguments(*Arguments);
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// Create a mutex that allows UBT to detect that we shouldn't hot-reload into this executable. The handle to it will be released automatically when the process exits.
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FString ExecutablePath = FPaths::ConvertRelativePathToFull(FPlatformProcess::ExecutablePath());
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FString MutexName = TEXT("Global\\LiveCoding_");
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for (int Idx = 0; Idx < ExecutablePath.Len(); Idx++)
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{
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TCHAR Character = ExecutablePath[Idx];
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if (Character == '/' || Character == '\\' || Character == ':')
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{
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MutexName += '+';
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}
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else
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{
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MutexName += Character;
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}
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}
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ensure(CreateMutex(NULL, Windows::FALSE, *MutexName));
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// Configure all the current modules. For non-commandlets, schedule it to be done in the first Tick() so we can batch everything together.
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if (IsRunningCommandlet())
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{
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UpdateModules();
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}
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else
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{
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bUpdateModulesInTick = true;
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}
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// Register a delegate to listen for new modules loaded from this point onwards
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ModulesChangedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddRaw(this, &FLiveCodingModule::OnModulesChanged);
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// Mark it as started
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bStarted = true;
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bEnabledForSession = true;
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}
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return true;
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}
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void FLiveCodingModule::UpdateModules()
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{
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if (bEnabledForSession)
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{
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#if IS_MONOLITHIC
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wchar_t FullFilePath[WINDOWS_MAX_PATH];
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verify(GetModuleFileName(hInstance, FullFilePath, UE_ARRAY_COUNT(FullFilePath)));
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LppEnableModule(FullFilePath);
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#else
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TArray<FModuleStatus> ModuleStatuses;
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FModuleManager::Get().QueryModules(ModuleStatuses);
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TArray<FString> EnableModules;
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for (const FModuleStatus& ModuleStatus : ModuleStatuses)
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{
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if (ModuleStatus.bIsLoaded)
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{
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FName ModuleName(*ModuleStatus.Name);
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if (!ConfiguredModules.Contains(ModuleName))
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{
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FString FullFilePath = FPaths::ConvertRelativePathToFull(ModuleStatus.FilePath);
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if (ShouldPreloadModule(ModuleName, FullFilePath))
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{
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EnableModules.Add(FullFilePath);
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}
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else
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{
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LppWaitForToken(LppEnableLazyLoadedModule(*FullFilePath));
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}
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ConfiguredModules.Add(ModuleName);
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}
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}
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}
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if (EnableModules.Num() > 0)
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{
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TArray<const TCHAR*> EnableModuleFileNames;
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for (const FString& EnableModule : EnableModules)
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{
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EnableModuleFileNames.Add(*EnableModule);
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}
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LppWaitForToken(LppEnableModules(EnableModuleFileNames.GetData(), EnableModuleFileNames.Num()));
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}
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#endif
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}
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}
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void FLiveCodingModule::OnModulesChanged(FName ModuleName, EModuleChangeReason Reason)
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{
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#if !IS_MONOLITHIC
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if (Reason == EModuleChangeReason::ModuleLoaded)
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{
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// Assume that Tick() won't be called if we're running a commandlet
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if (IsRunningCommandlet())
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{
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UpdateModules();
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}
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else
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{
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bUpdateModulesInTick = true;
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}
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}
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#endif
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}
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bool FLiveCodingModule::ShouldPreloadModule(const FName& Name, const FString& FullFilePath) const
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{
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if (Settings->PreloadNamedModules.Contains(Name))
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{
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return true;
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}
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if (FullFilePath.StartsWith(FullProjectDir))
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{
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if (Settings->bPreloadProjectModules == Settings->bPreloadProjectPluginModules)
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{
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return Settings->bPreloadProjectModules;
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}
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if(FullFilePath.StartsWith(FullProjectPluginsDir))
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{
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return Settings->bPreloadProjectPluginModules;
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}
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else
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{
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return Settings->bPreloadProjectModules;
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}
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}
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else
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{
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if (FApp::IsEngineInstalled())
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{
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return false;
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}
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if (Settings->bPreloadEngineModules == Settings->bPreloadEnginePluginModules)
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{
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return Settings->bPreloadEngineModules;
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}
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if(FullFilePath.StartsWith(FullEnginePluginsDir))
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{
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return Settings->bPreloadEnginePluginModules;
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}
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else
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{
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return Settings->bPreloadEngineModules;
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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