Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenModule.cpp
Mike Beach 134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00

287 lines
9.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "AssetRegistryModule.h"
#include "BlueprintNativeCodeGenManifest.h"
#include "BlueprintNativeCodeGenModule.h"
#include "BlueprintNativeCodeGenUtils.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "NativeCodeGenCommandlineParams.h"
/*******************************************************************************
* NativizationCookControllerImpl
******************************************************************************/
namespace NativizationCookControllerImpl
{
#if WITH_EDITORONLY_DATA
static const FString ConvertAssetsCommand = TEXT("NativizeAssets");
static const FString ConvertedManifestParam = TEXT("NativizedAssetManifest=");
static const FString GeneratedPluginParam = TEXT("NativizedAssetPlugin=");
//--------------------------------------------------------------------------
static bool IsRunningCookCommandlet()
{
// @TODO: figure out how to determine if this is the cook commandlet
return IsRunningCommandlet();
}
#endif // WITH_EDITORONLY_DATA
}
/*******************************************************************************
* UBlueprintNativeCodeGenConfig
*******************************************************************************/
//------------------------------------------------------------------------------
UBlueprintNativeCodeGenConfig::UBlueprintNativeCodeGenConfig(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
/*******************************************************************************
* FCookCommandParams
******************************************************************************/
//------------------------------------------------------------------------------
FCookCommandParams::FCookCommandParams(const FString& Commandline)
: bRunConversion(false)
{
using namespace NativizationCookControllerImpl;
#if WITH_EDITORONLY_DATA
if (IsRunningCookCommandlet())
{
IFileManager& FileManager = IFileManager::Get();
bRunConversion = FParse::Param(*Commandline, *ConvertAssetsCommand);
if (FParse::Value(*Commandline, *ConvertedManifestParam, ManifestFilePath))
{
bRunConversion |= !FileManager.FileExists(*ManifestFilePath);
}
FString PluginPath;
if (FParse::Value(*Commandline, *GeneratedPluginParam, PluginPath))
{
if (PluginPath.EndsWith(TEXT(".uplugin")))
{
PluginName = FPaths::GetBaseFilename(PluginPath);
PluginPath = FPaths::GetPath(PluginPath);
}
OutputPath = PluginPath;
bRunConversion = true;
}
if (bRunConversion && ManifestFilePath.IsEmpty())
{
ManifestFilePath = FPaths::Combine(*FPaths::Combine(*FPaths::GameIntermediateDir(), TEXT("Cook")), TEXT("BlueprintConversionManifest"));
}
}
#endif // WITH_EDITORONLY_DATA
}
//------------------------------------------------------------------------------
TArray<FString> FCookCommandParams::ToConversionParams() const
{
TArray<FString> ConversionCmdParams;
if (!PluginName.IsEmpty())
{
ConversionCmdParams.Add(FString::Printf(TEXT("pluginName=%s"), *PluginName));
}
if (!OutputPath.IsEmpty())
{
ConversionCmdParams.Add(FString::Printf(TEXT("output=\"%s\""), *OutputPath));
}
if (!ManifestFilePath.IsEmpty())
{
ConversionCmdParams.Add(FString::Printf(TEXT("manifest=\"%s\""), *ManifestFilePath));
}
return ConversionCmdParams;
}
/*******************************************************************************
* FBlueprintNativeCodeGenModule
******************************************************************************/
class FBlueprintNativeCodeGenModule : public IBlueprintNativeCodeGenModule
{
public:
FBlueprintNativeCodeGenModule()
: Manifest(nullptr)
{
FCookCommandParams CookParams(FCommandLine::Get());
FNativeCodeGenCommandlineParams CommandLineParams(CookParams.ToConversionParams());
Manifest = new FBlueprintNativeCodeGenManifest(CommandLineParams);
IBlueprintCompilerCppBackendModule& BackEndModule = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
auto& BackendPCHQuery = BackEndModule.OnPCHFilenameQuery();
FBlueprintNativeCodeGenPaths TargetPaths = GetManifest().GetTargetPaths();
BackendPCHQuery.BindLambda([TargetPaths]()->FString
{
return TargetPaths.RuntimePCHFilename();
});
auto& ConversionQueryDelegate = BackEndModule.OnIsTargetedForConversionQuery();
auto ShouldConvert = [](const UObject* AssetObj)
{
if (FScriptCookReplacementCoordinator::Get())
{
EReplacementResult ReplacmentResult = FScriptCookReplacementCoordinator::Get()->IsTargetedForReplacement(AssetObj);
return ReplacmentResult == EReplacementResult::ReplaceCompletely;
}
return false;
};
ConversionQueryDelegate.BindStatic(ShouldConvert);
}
//~ Begin IBlueprintNativeCodeGenModule interface
virtual void Convert(UPackage* Package, EReplacementResult ReplacementType) override;
virtual void SaveManifest(const TCHAR* Filename) override;
virtual void MergeManifest(const TCHAR* Filename) override;
virtual void FinalizeManifest() override;
//~ End IBlueprintNativeCodeGenModule interface
private:
FBlueprintNativeCodeGenManifest& GetManifest();
FBlueprintNativeCodeGenManifest* Manifest;
};
FBlueprintNativeCodeGenManifest& FBlueprintNativeCodeGenModule::GetManifest()
{
check(Manifest);
return *Manifest;
}
void FBlueprintNativeCodeGenModule::Convert(UPackage* Package, EReplacementResult ReplacementType)
{
// Find the struct/enum to convert:
UStruct* Struct = nullptr;
UEnum* Enum = nullptr;
TArray<UObject*> Objects;
GetObjectsWithOuter(Package, Objects, false);
for (auto Entry : Objects)
{
if (Entry->HasAnyFlags(RF_Transient))
{
continue;
}
Struct = Cast<UStruct>(Entry);
if (Struct)
{
break;
}
Enum = Cast<UEnum>(Entry);
if (Enum)
{
break;
}
}
if (Struct == nullptr && Enum == nullptr)
{
check(false);
return;
}
const IAssetRegistry& Registry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
auto GenerateWrapperSrcFile = [](const FUnconvertedDependencyRecord& UnconvertedDependency, UClass* Class)
{
FString FileContents;
TUniquePtr<IBlueprintCompilerCppBackend> Backend_CPP(IBlueprintCompilerCppBackendModuleInterface::Get().Create());
FileContents = Backend_CPP->GenerateWrapperForClass(Class);
if (!FileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(FileContents, *UnconvertedDependency.GeneratedWrapperPath);
}
};
if (ReplacementType == EReplacementResult::GenerateStub)
{
check(ReplacementType == EReplacementResult::GenerateStub);
FAssetData AssetInfo = Registry.GetAssetByObjectPath(*Struct->GetPathName());
GenerateWrapperSrcFile(GetManifest().CreateUnconvertedDependencyRecord(AssetInfo.PackageName, AssetInfo, FName()), CastChecked<UClass>(Struct));
// The stub we generate still may have dependencies on other modules, so make sure the module dependencies are
// still recorded so that the .build.cs is generated correctly. Without this you'll get include related errors
// (or possibly linker errors) in stub headers:
GetManifest().GatherModuleDependencies(Package);
}
else
{
check(ReplacementType == EReplacementResult::ReplaceCompletely);
// convert:
UField* ForConversion = Enum;
if (ForConversion == nullptr)
{
ForConversion = Struct;
}
FAssetData AssetInfo = Registry.GetAssetByObjectPath(*ForConversion->GetPathName());
FConvertedAssetRecord& ConversionRecord = GetManifest().CreateConversionRecord(ForConversion->GetFName(), AssetInfo);
TSharedPtr<FString> HeaderSource(new FString());
TSharedPtr<FString> CppSource(new FString());
FBlueprintNativeCodeGenUtils::GenerateCppCode(ForConversion, HeaderSource, CppSource);
bool bSuccess = !HeaderSource->IsEmpty() || !CppSource->IsEmpty();
// Run the cpp first, because we cue off of the presence of a header for a valid conversion record (see
// FConvertedAssetRecord::IsValid)
if (!CppSource->IsEmpty())
{
if (!FFileHelper::SaveStringToFile(*CppSource, *ConversionRecord.GeneratedCppPath))
{
bSuccess &= false;
ConversionRecord.GeneratedCppPath.Empty();
}
CppSource->Empty(CppSource->Len());
}
else
{
ConversionRecord.GeneratedCppPath.Empty();
}
if (bSuccess && !HeaderSource->IsEmpty())
{
if (!FFileHelper::SaveStringToFile(*HeaderSource, *ConversionRecord.GeneratedHeaderPath))
{
bSuccess &= false;
ConversionRecord.GeneratedHeaderPath.Empty();
}
HeaderSource->Empty(HeaderSource->Len());
}
else
{
ConversionRecord.GeneratedHeaderPath.Empty();
}
check(bSuccess);
if (bSuccess)
{
GetManifest().GatherModuleDependencies(Package);
}
}
}
void FBlueprintNativeCodeGenModule::SaveManifest(const TCHAR* Filename)
{
GetManifest().SaveAs(Filename);
}
void FBlueprintNativeCodeGenModule::MergeManifest(const TCHAR* Filename)
{
GetManifest().Merge(Filename);
}
void FBlueprintNativeCodeGenModule::FinalizeManifest()
{
GetManifest().Save();
FCookCommandParams CookParams(FCommandLine::Get());
FNativeCodeGenCommandlineParams CommandLineParams(CookParams.ToConversionParams());
check(FPaths::IsSamePath(CommandLineParams.ManifestFilePath, CommandLineParams.ManifestFilePath));
check(FBlueprintNativeCodeGenUtils::FinalizePlugin(GetManifest(), CommandLineParams));
}
IMPLEMENT_MODULE(FBlueprintNativeCodeGenModule, BlueprintNativeCodeGen);