Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReload.cpp
Ben Marsh 92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00

1951 lines
68 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "HotReloadPrivatePCH.h"
#include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h"
#include "ScopedTimers.h"
#include "DesktopPlatformModule.h"
#if WITH_ENGINE
#include "HotReloadClassReinstancer.h"
#include "EngineAnalytics.h"
#include "Runtime/Engine/Classes/Engine/BlueprintGeneratedClass.h"
#include "KismetEditorUtilities.h"
#endif
DEFINE_LOG_CATEGORY(LogHotReload);
#define LOCTEXT_NAMESPACE "HotReload"
namespace EThreeStateBool
{
enum Type
{
False,
True,
Unknown
};
static bool ToBool(EThreeStateBool::Type Value)
{
switch (Value)
{
case EThreeStateBool::False:
return false;
case EThreeStateBool::True:
return true;
default:
UE_LOG(LogHotReload, Fatal, TEXT("Can't convert EThreeStateBool to bool value because it's Unknown"));
break;
}
return false;
}
static EThreeStateBool::Type FromBool(bool Value)
{
return Value ? EThreeStateBool::True : EThreeStateBool::False;
}
};
/**
* Module for HotReload support
*/
class FHotReloadModule : public IHotReloadModule, FSelfRegisteringExec
{
public:
FHotReloadModule()
{
ModuleCompileReadPipe = nullptr;
bRequestCancelCompilation = false;
bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
bDirectoryWatcherInitialized = false;
}
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** FSelfRegisteringExec implementation */
virtual bool Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar ) override;
/** IHotReloadInterface implementation */
virtual void Tick() override;
virtual void SaveConfig() override;
virtual bool RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges = true, bool bForceCodeProject = false) override;
virtual bool IsCurrentlyCompiling() const override { return ModuleCompileProcessHandle.IsValid(); }
virtual void RequestStopCompilation() override { bRequestCancelCompilation = true; }
virtual void AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer) override;
virtual ECompilationResult::Type RebindPackages(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar) override;
virtual ECompilationResult::Type DoHotReloadFromEditor(const bool bWaitForCompletion) override;
virtual FHotReloadEvent& OnHotReload() override { return HotReloadEvent; }
virtual FModuleCompilerStartedEvent& OnModuleCompilerStarted() override { return ModuleCompilerStartedEvent; }
virtual FModuleCompilerFinishedEvent& OnModuleCompilerFinished() override { return ModuleCompilerFinishedEvent; }
virtual FString GetModuleCompileMethod(FName InModuleName) override;
virtual bool IsAnyGameModuleLoaded() override;
private:
/**
* Enumerates compilation methods for modules.
*/
enum class EModuleCompileMethod
{
Runtime,
External,
Unknown
};
/**
* Helper structure to hold on to module state while asynchronously recompiling DLLs
*/
struct FModuleToRecompile
{
/** Name of the module */
FString ModuleName;
/** Desired module file name suffix, or empty string if not needed */
FString ModuleFileSuffix;
/** The module file name to use after a compilation succeeds, or an empty string if not changing */
FString NewModuleFilename;
};
/**
* Helper structure to store the compile time and method for a module
*/
struct FModuleCompilationData
{
/** Has a timestamp been set for the .dll file */
bool bHasFileTimeStamp;
/** Last known timestamp for the .dll file */
FDateTime FileTimeStamp;
/** Last known compilation method of the .dll file */
EModuleCompileMethod CompileMethod;
FModuleCompilationData()
: bHasFileTimeStamp(false)
, CompileMethod(EModuleCompileMethod::Unknown)
{ }
};
/**
* Adds a callback to directory watcher for the game binaries folder.
*/
void InitHotReloadWatcher();
/**
* Removes a directory watcher callback
*/
void ShutdownHotReloadWatcher();
/**
* Performs hot-reload from IDE (when game DLLs change)
*/
void DoHotReloadFromIDE();
/**
* Performs internal module recompilation
*/
ECompilationResult::Type RebindPackagesInternal(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar);
/**
* Does the actual hot-reload, unloads old modules, loads new ones
*/
ECompilationResult::Type DoHotReloadInternal(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray<FName> InDependentModules, FOutputDevice &HotReloadAr);
/**
* Finds all references to old CDOs and replaces them with the new ones.
* Skipping UBlueprintGeneratedClass::OverridenArchetypeForCDO as it's the
* only one needed.
*/
void ReplaceReferencesToReconstructedCDOs();
/**
* Callback for async ompilation
*/
void DoHotReloadCallback(bool bRecompileFinished, ECompilationResult::Type CompilationResult, TArray<UPackage*> Packages, TArray<FName> InDependentModules, FOutputDevice &HotReloadAr);
/**
* Gets all currently loaded game module names and optionally, the file names for those modules
*/
void GetGameModules(TArray<FString>& OutGameModules, TArray<FString>* OutGameModuleFilePaths = nullptr);
/**
* Gets packages to re-bind and dependent modules.
*/
void GetPackagesToRebindAndDependentModules(const TArray<FString>& InGameModuleNames, TArray<UPackage*>& OutPackagesToRebind, TArray<FName>& OutDependentModules);
#if WITH_ENGINE
void RegisterForReinstancing(UClass* OldClass, UClass* NewClass);
void ReinstanceClasses();
/**
* Called from CoreUObject to re-instance hot-reloaded classes
*/
void ReinstanceClass(UClass* OldClass, UClass* NewClass, const TMap<UClass*, UClass*>& OldToNewClassesMap);
#endif
/**
* Tick function for FTicker: checks for re-loaded modules and does hot-reload from IDE
*/
bool Tick(float DeltaTime);
/**
* Directory watcher callback
*/
void OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges);
/**
* Strips hot-reload suffix from module filename.
*/
static void StripModuleSuffixFromFilename(FString& InOutModuleFilename, const FString& ModuleName);
/**
* Broadcasts that a hot reload just finished.
*
* @param bWasTriggeredAutomatically True if the hot reload was invoked automatically by the hot reload system after detecting a changed DLL
*/
void BroadcastHotReload( bool bWasTriggeredAutomatically )
{
HotReloadEvent.Broadcast( bWasTriggeredAutomatically );
}
/**
* Sends analytics event about the re-load
*/
static void RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount);
/**
* Declares a type of delegates that is executed after a module recompile has finished.
*
* The first argument signals whether compilation has finished.
* The second argument shows whether compilation was successful or not.
*/
DECLARE_DELEGATE_TwoParams( FRecompileModulesCallback, bool, ECompilationResult::Type );
/**
* Tries to recompile the specified modules in the background. When recompiling finishes, the specified callback
* delegate will be triggered, passing along a bool that tells you whether the compile action succeeded. This
* function never tries to unload modules or to reload the modules after they finish compiling. You should do
* that yourself in the recompile completion callback!
*
* @param ModuleNames Names of the modules to recompile
* @param RecompileModulesCallback Callback function to execute after compilation finishes (whether successful or not.)
* @param bWaitForCompletion True if the function should not return until recompilation attempt has finished and callbacks have fired
* @param Ar Output device for logging compilation status
* @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.
*/
bool RecompileModulesAsync( const TArray< FName > ModuleNames, const FRecompileModulesCallback& InRecompileModulesCallback, const bool bWaitForCompletion, FOutputDevice &Ar );
/** Called for successfully re-complied module */
void OnModuleCompileSucceeded(FName ModuleName, const FString& NewModuleFilename);
/**
* Tries to recompile the specified DLL using UBT. Does not interact with modules. This is a low level routine.
*
* @param ModuleNames List of modules to recompile, including the module name and optional file suffix.
* @param Ar Output device for logging compilation status.
* @param bForceCodeProject Even if it's a non-code project, treat it as code-based project
*/
bool RecompileModuleDLLs(const TArray< FModuleToRecompile >& ModuleNames, FOutputDevice& Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject);
/** Returns arguments to pass to UnrealBuildTool when compiling modules */
static FString MakeUBTArgumentsForModuleCompiling();
/**
* Starts compiling DLL files for one or more modules.
*
* @param GameName The name of the game.
* @param ModuleNames The list of modules to compile.
* @param InRecompileModulesCallback Callback function to make when module recompiles.
* @param Ar
* @param bInFailIfGeneratedCodeChanges If true, fail the compilation if generated headers change.
* @param InAdditionalCmdLineArgs Additional arguments to pass to UBT.
* @param bForceCodeProject Compile as code-based project even if there's no game modules loaded
* @return true if successful, false otherwise.
*/
bool StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
const FRecompileModulesCallback& InRecompileModulesCallback, FOutputDevice& Ar, bool bInFailIfGeneratedCodeChanges,
const FString& InAdditionalCmdLineArgs, bool bForceCodeProject);
/** Launches UnrealBuildTool with the specified command line parameters */
bool InvokeUnrealBuildToolForCompile(const FString& InCmdLineParams, FOutputDevice &Ar);
/** 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. */
void CheckForFinishedModuleDLLCompile(const bool bWaitForCompletion, bool& bCompileStillInProgress, bool& bCompileSucceeded, FOutputDevice& Ar, bool bFireEvents = true);
/** Called when the compile data for a module need to be update in memory and written to config */
void UpdateModuleCompileData(FName ModuleName);
/** Called when a new module is added to the manager to get the saved compile data from config */
static void ReadModuleCompilationInfoFromConfig(FName ModuleName, FModuleCompilationData& CompileData);
/** Saves the module's compile data to config */
static void WriteModuleCompilationInfoToConfig(FName ModuleName, const FModuleCompilationData& CompileData);
/** Access the module's file and read the timestamp from the file system. Returns true if the timestamp was read successfully. */
bool GetModuleFileTimeStamp(FName ModuleName, FDateTime& OutFileTimeStamp) const;
/** Checks if the specified array of modules to recompile contains only game modules */
bool ContainsOnlyGameModules(const TArray< FModuleToRecompile >& ModuleNames) const;
/** Callback registered with ModuleManager to know if any new modules have been loaded */
void ModulesChangedCallback(FName ModuleName, EModuleChangeReason ReasonForChange);
/** FTicker delegate (hot-reload from IDE) */
FTickerDelegate TickerDelegate;
/** Handle to the registered TickerDelegate */
FDelegateHandle TickerDelegateHandle;
/** Callback when game binaries folder changes */
IDirectoryWatcher::FDirectoryChanged BinariesFolderChangedDelegate;
/** Handle to the registered delegate above */
FDelegateHandle BinariesFolderChangedDelegateHandle;
/** True if currently hot-reloading from editor (suppresses hot-reload from IDE) */
bool bIsHotReloadingFromEditor;
struct FRecompiledModule
{
FString Name;
FString NewFilename;
FRecompiledModule() {}
FRecompiledModule(const FString& InName, const FString& InFilename)
: Name(InName)
, NewFilename(InFilename)
{}
};
/** New module DLLs */
TArray<FRecompiledModule> NewModules;
/** Moduels that have been recently recompiled from the editor **/
TSet<FString> ModulesRecentlyCompiledInTheEditor;
/** Delegate broadcast when a module has been hot-reloaded */
FHotReloadEvent HotReloadEvent;
/** Array of modules that we're currently recompiling */
TArray< FModuleToRecompile > ModulesBeingCompiled;
/** Array of modules that we're going to recompile */
TArray< FModuleToRecompile > ModulesThatWereBeingRecompiled;
/** Last known compilation data for each module */
TMap<FName, TSharedRef<FModuleCompilationData>> ModuleCompileData;
/** Multicast delegate which will broadcast a notification when the compiler starts */
FModuleCompilerStartedEvent ModuleCompilerStartedEvent;
/** Multicast delegate which will broadcast a notification when the compiler finishes */
FModuleCompilerFinishedEvent ModuleCompilerFinishedEvent;
/** When compiling a module using an external application, stores the handle to the process that is running */
FProcHandle ModuleCompileProcessHandle;
/** When compiling a module using an external application, this is the process read pipe handle */
void* ModuleCompileReadPipe;
/** When compiling a module using an external application, this is the text that was read from the read pipe handle */
FString ModuleCompileReadPipeText;
/** Callback to execute after an asynchronous recompile has completed (whether successful or not.) */
FRecompileModulesCallback RecompileModulesCallback;
/** true if we should attempt to cancel the current async compilation */
bool bRequestCancelCompilation;
/** Tracks the validity of the game module existance */
EThreeStateBool::Type bIsAnyGameModuleLoaded;
/** True if the directory watcher has been successfully initialized */
bool bDirectoryWatcherInitialized;
/** Reconstructed CDOs map during hot-reload. */
TMap<UObject*, UObject*> ReconstructedCDOsMap;
/** Keeps record of hot-reload session starting time. */
double HotReloadStartTime;
};
namespace HotReloadDefs
{
const static FString CompilationInfoConfigSection("ModuleFileTracking");
// These strings should match the values of the enum EModuleCompileMethod in ModuleManager.h
// and should be handled in ReadModuleCompilationInfoFromConfig() & WriteModuleCompilationInfoToConfig() below
const static FString CompileMethodRuntime("Runtime");
const static FString CompileMethodExternal("External");
const static FString CompileMethodUnknown("Unknown");
// Add one minute epsilon to timestamp comparision
const static FTimespan TimeStampEpsilon(0, 1, 0);
}
IMPLEMENT_MODULE(FHotReloadModule, HotReload);
namespace
{
/**
* Gets editor runs directory.
*/
FString GetEditorRunsDir()
{
FString TempDir = FPaths::EngineIntermediateDir();
return FPaths::Combine(*TempDir, TEXT("EditorRuns"));
}
/**
* Creates a file that informs UBT that the editor is currently running.
*/
void CreateFileThatIndicatesEditorRunIfNeeded()
{
#if WITH_EDITOR
IPlatformFile& FS = IPlatformFile::GetPlatformPhysical();
FString EditorRunsDir = GetEditorRunsDir();
FString FileName = FPaths::Combine(*EditorRunsDir, *FString::Printf(TEXT("%d"), FPlatformProcess::GetCurrentProcessId()));
if (FS.FileExists(*FileName))
{
if (!GIsEditor)
{
FS.DeleteFile(*FileName);
}
}
else
{
if (GIsEditor)
{
if (!FS.CreateDirectory(*EditorRunsDir))
{
return;
}
delete FS.OpenWrite(*FileName); // Touch file.
}
}
#endif // WITH_EDITOR
}
/**
* Deletes file left by CreateFileThatIndicatesEditorRunIfNeeded function.
*/
void DeleteFileThatIndicatesEditorRunIfNeeded()
{
#if WITH_EDITOR
IPlatformFile& FS = IPlatformFile::GetPlatformPhysical();
FString EditorRunsDir = GetEditorRunsDir();
FString FileName = FPaths::Combine(*EditorRunsDir, *FString::Printf(TEXT("%d"), FPlatformProcess::GetCurrentProcessId()));
if (FS.FileExists(*FileName))
{
FS.DeleteFile(*FileName);
}
#endif // WITH_EDITOR
}
}
void FHotReloadModule::StartupModule()
{
CreateFileThatIndicatesEditorRunIfNeeded();
bIsHotReloadingFromEditor = false;
#if WITH_ENGINE
// Register re-instancing delegate (Core)
FCoreUObjectDelegates::RegisterClassForHotReloadReinstancingDelegate.BindRaw(this, &FHotReloadModule::RegisterForReinstancing);
FCoreUObjectDelegates::ReinstanceHotReloadedClassesDelegate.BindRaw(this, &FHotReloadModule::ReinstanceClasses);
#endif
// Register directory watcher delegate
InitHotReloadWatcher();
// Register hot-reload from IDE ticker
TickerDelegate = FTickerDelegate::CreateRaw(this, &FHotReloadModule::Tick);
TickerDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickerDelegate);
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FHotReloadModule::ModulesChangedCallback);
}
void FHotReloadModule::ShutdownModule()
{
FTicker::GetCoreTicker().RemoveTicker(TickerDelegateHandle);
ShutdownHotReloadWatcher();
DeleteFileThatIndicatesEditorRunIfNeeded();
}
bool FHotReloadModule::Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar )
{
#if !UE_BUILD_SHIPPING
if ( FParse::Command( &Cmd, TEXT( "Module" ) ) )
{
#if WITH_HOT_RELOAD
// Recompile <ModuleName>
if( FParse::Command( &Cmd, TEXT( "Recompile" ) ) )
{
const FString ModuleNameStr = FParse::Token( Cmd, 0 );
if( !ModuleNameStr.IsEmpty() )
{
const FName ModuleName( *ModuleNameStr );
const bool bReloadAfterRecompile = true;
const bool bForceCodeProject = false;
const bool bFailIfGeneratedCodeChanges = true;
RecompileModule( ModuleName, bReloadAfterRecompile, Ar, bFailIfGeneratedCodeChanges, bForceCodeProject);
}
return true;
}
#endif // WITH_HOT_RELOAD
}
#endif // !UE_BUILD_SHIPPING
return false;
}
void FHotReloadModule::Tick()
{
// We never want to block on a pending compile when checking compilation status during Tick(). We're
// just checking so that we can fire callbacks if and when compilation has finished.
const bool bWaitForCompletion = false;
// Ignored output variables
bool bCompileStillInProgress = false;
bool bCompileSucceeded = false;
FOutputDeviceNull NullOutput;
CheckForFinishedModuleDLLCompile( bWaitForCompletion, bCompileStillInProgress, bCompileSucceeded, NullOutput );
}
void FHotReloadModule::SaveConfig()
{
// Find all the modules
TArray<FModuleStatus> Modules;
FModuleManager::Get().QueryModules(Modules);
// Update the compile data for each one
for( const FModuleStatus &Module : Modules )
{
UpdateModuleCompileData(*Module.Name);
}
}
FString FHotReloadModule::GetModuleCompileMethod(FName InModuleName)
{
if (!ModuleCompileData.Contains(InModuleName))
{
UpdateModuleCompileData(InModuleName);
}
switch(ModuleCompileData.FindChecked(InModuleName).Get().CompileMethod)
{
case EModuleCompileMethod::External:
return HotReloadDefs::CompileMethodExternal;
case EModuleCompileMethod::Runtime:
return HotReloadDefs::CompileMethodRuntime;
default:
return HotReloadDefs::CompileMethodUnknown;
}
}
bool FHotReloadModule::RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges, bool bForceCodeProject)
{
#if WITH_HOT_RELOAD
UE_LOG(LogHotReload, Log, TEXT("Recompiling module %s..."), *InModuleName.ToString());
// This is an internal request for hot-reload (not from IDE)
bIsHotReloadingFromEditor = true;
// A list of modules that have been recompiled in the editor is going to prevent false
// hot-reload from IDE events as this call is blocking any potential callbacks coming from the filesystem
// and bIsHotReloadingFromEditor may not be enough to prevent those from being treated as actual hot-reload from IDE modules
ModulesRecentlyCompiledInTheEditor.Empty();
FFormatNamedArguments Args;
Args.Add( TEXT("CodeModuleName"), FText::FromName( InModuleName ) );
const FText StatusUpdate = FText::Format( NSLOCTEXT("ModuleManager", "Recompile_SlowTaskName", "Compiling {CodeModuleName}..."), Args );
FScopedSlowTask SlowTask(2, StatusUpdate);
SlowTask.MakeDialog();
ModuleCompilerStartedEvent.Broadcast(false); // we never perform an async compile
// Update our set of known modules, in case we don't already know about this module
FModuleManager::Get().AddModule( InModuleName );
// Only use rolling module names if the module was already loaded into memory. This allows us to try compiling
// 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;
static TSet<UBlueprint*> HotReloadBPSetToRecompile;
static TSet<UBlueprint*> HotReloadBPSetToRecompileBytecodeOnly;
/** 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(const bool bWaitForCompletion)
{
// Get all game modules we want to compile
TArray<FString> GameModuleNames;
GetGameModules(GameModuleNames);
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);
}
#if WITH_HOT_RELOAD
/**
* Gets duplicated CDO from the cache, renames it and returns.
*/
UObject* GetCachedCDODuplicate(UObject* CDO, FName Name)
{
UObject* DupCDO = nullptr;
UObject** DupCDOPtr = GetDuplicatedCDOMap().Find(CDO);
if (DupCDOPtr != nullptr)
{
DupCDO = *DupCDOPtr;
DupCDO->Rename(*Name.ToString(), GetTransientPackage(),
REN_DoNotDirty | REN_DontCreateRedirectors | REN_ForceNoResetLoaders | REN_NonTransactional | REN_SkipGeneratedClasses);
}
return DupCDO;
}
#endif // WITH_HOT_RELOAD
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 WITH_ENGINE
FBlueprintCompileReinstancer::FCDODuplicatesProvider& CDODuplicatesProvider = FBlueprintCompileReinstancer::GetCDODuplicatesProviderDelegate();
CDODuplicatesProvider.BindStatic(&GetCachedCDODuplicate);
#endif
if (CompilationResult == ECompilationResult::Succeeded)
{
FModuleManager::Get().ResetModulePathsCache();
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.
const bool bAbandonModule = true;
FModuleManager::Get().UnloadOrAbandonModuleWithCallback(ShortPackageName, HotReloadAr, bAbandonModule);
// 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>(static_cast<UObject*>(It->Object)))
{
if (Native NewFunction = HotReloadFunctionRemap.FindRef(Function->GetNativeFunc()))
{
Count++;
Function->SetNativeFunc(NewFunction);
}
}
if (UScriptStruct* ScriptStruct = Cast<UScriptStruct>(static_cast<UObject*>(It->Object)))
{
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();
ReplaceReferencesToReconstructedCDOs();
Result = ECompilationResult::Succeeded;
}
const bool bWasTriggeredAutomatically = !bIsHotReloadingFromEditor;
BroadcastHotReload( bWasTriggeredAutomatically );
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload took %4.1fs."), FPlatformTime::Seconds() - HotReloadStartTime);
}
else if (ECompilationResult::Failed(CompilationResult) && bRecompileFinished)
{
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, recompile failed"));
Result = ECompilationResult::OtherCompilationError;
}
#if WITH_ENGINE
CDODuplicatesProvider.Unbind();
GetDuplicatedCDOMap().Empty();
#endif
#endif
bIsHotReloadingFromEditor = false;
return Result;
}
void FHotReloadModule::ReplaceReferencesToReconstructedCDOs()
{
if (ReconstructedCDOsMap.Num() == 0)
{
return;
}
// Thread pool manager. We need new thread pool with increased
// amount of stack size. Standard GThreadPool was encountering
// stack overflow error during serialization.
static struct FReplaceReferencesThreadPool
{
FReplaceReferencesThreadPool()
{
Pool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
verify(Pool->Create(NumThreadsInThreadPool, 256 * 1024));
}
~FReplaceReferencesThreadPool()
{
Pool->Destroy();
}
FQueuedThreadPool* GetPool() { return Pool; }
private:
FQueuedThreadPool* Pool;
} ThreadPoolManager;
TArray<UObject*> OldCDOs;
ReconstructedCDOsMap.GetKeys(OldCDOs);
// Structure to store CDOs reference info.
struct FReferenceInfo
{
UObject* Referencer;
UObject* Referencee;
UProperty* ReferencingProperty;
FReferenceInfo(UObject* InReferencer, UObject* InReferencee, UProperty* InReferencingProperty)
: Referencer(InReferencer), Referencee(InReferencee), ReferencingProperty(InReferencingProperty)
{}
};
// Async task to enable multithreaded CDOs reference search.
class FFindRefTask : public FNonAbandonableTask
{
public:
FFindRefTask(const TArray<UObject*>* InReferencees, int32 ReserveElements = 0)
: Referencees(*InReferencees)
{
ObjectsArray.Reserve(ReserveElements);
}
void DoWork()
{
for (UObject* Object : ObjectsArray)
{
FFindReferencersArchive FindRefsArchive(Object, Referencees);
TMap<UObject*, int32> ReferenceCounts;
TMultiMap<UObject*, UProperty*> ReferencingProperties;
FindRefsArchive.GetReferenceCounts(ReferenceCounts, ReferencingProperties);
for (auto& ReferencingProperty : ReferencingProperties)
{
static const UProperty* PropertyToSkip =
#if WITH_ENGINE
UBlueprintGeneratedClass::StaticClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UBlueprintGeneratedClass, OverridenArchetypeForCDO));
#else
nullptr;
#endif
if (!ReferencingProperty.Value->IsA<UObjectProperty>() || ReferencingProperty.Value == PropertyToSkip)
{
continue;
}
References.Emplace(Object, ReferencingProperty.Key, ReferencingProperty.Value);
}
}
}
TArray<UObject*>& GetObjectsArray()
{
return ObjectsArray;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FFindRefTask, STATGROUP_ThreadPoolAsyncTasks);
}
const TArray<FReferenceInfo>& GetReferences() const { return References; }
private:
const TArray<UObject*>& Referencees;
TArray<UObject*> ObjectsArray;
TArray<FReferenceInfo> References;
};
const int32 NumberOfThreads = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
const int32 NumObjects = GUObjectArray.GetObjectArrayNum();
const int32 ObjectsPerTask = FMath::CeilToInt((float)NumObjects / NumberOfThreads);
// Create tasks.
TArray<FAsyncTask<FFindRefTask>> Tasks;
Tasks.Reserve(NumberOfThreads);
for (int32 TaskId = 0; TaskId < NumberOfThreads; ++TaskId)
{
Tasks.Emplace(&OldCDOs, ObjectsPerTask);
}
// Distribute objects uniformly between tasks.
int32 CurrentTaskId = 0;
for (FObjectIterator ObjIter; ObjIter; ++ObjIter)
{
UObject* CurObject = *ObjIter;
if (CurObject->IsPendingKill())
{
continue;
}
Tasks[CurrentTaskId].GetTask().GetObjectsArray().Add(CurObject);
CurrentTaskId = (CurrentTaskId + 1) % NumberOfThreads;
}
// Run async tasks in worker threads.
for (int32 TaskId = 0; TaskId < NumberOfThreads; ++TaskId)
{
Tasks[TaskId].StartBackgroundTask(ThreadPoolManager.GetPool());
}
// Wait until tasks are finished and replace found references
// in main thread.
for (int32 TaskId = 0; TaskId < NumberOfThreads; ++TaskId)
{
Tasks[TaskId].EnsureCompletion();
const TArray<FReferenceInfo>& References = Tasks[TaskId].GetTask().GetReferences();
for (const FReferenceInfo& Reference : References)
{
UObject* OldCDO = Reference.Referencee;
UObjectProperty* Prop = (UObjectProperty*)Reference.ReferencingProperty;
Prop->SetObjectPropertyValue((uint8*)Reference.Referencer + Prop->GetOffset_ForInternal(), ReconstructedCDOsMap[OldCDO]);
}
}
ReconstructedCDOsMap.Empty();
}
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)
{
FModuleManager::Get().ResetModulePathsCache();
bIsHotReloadingFromEditor = true;
HotReloadStartTime = 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() - HotReloadStartTime));
bIsHotReloadingFromEditor = false;
}
else
{
Ar.Logf(ELogVerbosity::Warning, TEXT("Starting HotReload took %4.1fs."), float(FPlatformTime::Seconds() - HotReloadStartTime));
}
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
namespace {
static TArray<TPair<UClass*, UClass*> >& GetClassesToReinstance()
{
static TArray<TPair<UClass*, UClass*> > Data;
return Data;
}
}
void FHotReloadModule::RegisterForReinstancing(UClass* OldClass, UClass* NewClass)
{
TPair<UClass*, UClass*> Pair;
Pair.Key = OldClass;
Pair.Value = NewClass;
GetClassesToReinstance().Add(MoveTemp(Pair));
}
void FHotReloadModule::ReinstanceClasses()
{
TMap<UClass*, UClass*> OldToNewClassesMap;
for (TPair<UClass*, UClass*>& Pair : GetClassesToReinstance())
{
if (Pair.Value != nullptr)
{
OldToNewClassesMap.Add(Pair.Key, Pair.Value);
}
}
for (TPair<UClass*, UClass*>& Pair : GetClassesToReinstance())
{
ReinstanceClass(Pair.Key, Pair.Value, OldToNewClassesMap);
}
GetClassesToReinstance().Empty();
}
void FHotReloadModule::ReinstanceClass(UClass* OldClass, UClass* NewClass, const TMap<UClass*, UClass*>& OldToNewClassesMap)
{
TSharedPtr<FHotReloadClassReinstancer> ReinstanceHelper = FHotReloadClassReinstancer::Create(NewClass, OldClass, OldToNewClassesMap, ReconstructedCDOsMap, HotReloadBPSetToRecompile, HotReloadBPSetToRecompileBytecodeOnly);
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];
// Handle module files which have already been hot-reloaded.
FString GameModuleFileNameWithoutExtension = FPaths::GetBaseFilename(GameModuleFilePath);
StripModuleSuffixFromFilename(GameModuleFileNameWithoutExtension, GameModuleName);
// Hot reload always adds a numbered suffix preceded by a hyphen, but otherwise the module name must match exactly!
if (Filename.StartsWith(GameModuleFileNameWithoutExtension + TEXT("-")))
{
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::StripModuleSuffixFromFilename(FString& InOutModuleFilename, const FString& ModuleName)
{
// First hyphen is where the UE4Edtior prefix ends
int32 FirstHyphenIndex = INDEX_NONE;
if (InOutModuleFilename.FindChar('-', FirstHyphenIndex))
{
// Second hyphen means we already have a hot-reloaded module or other than Development config module
int32 SecondHyphenIndex = FirstHyphenIndex;
do
{
SecondHyphenIndex = InOutModuleFilename.Find(TEXT("-"), ESearchCase::IgnoreCase, ESearchDir::FromStart, SecondHyphenIndex + 1);
if (SecondHyphenIndex != INDEX_NONE)
{
// Make sure that the section between hyphens is the expected module name. This guards against cases where module name has a hyphen inside.
FString HotReloadedModuleName = InOutModuleFilename.Mid(FirstHyphenIndex + 1, SecondHyphenIndex - FirstHyphenIndex - 1);
if (HotReloadedModuleName == ModuleName)
{
InOutModuleFilename = InOutModuleFilename.Mid(0, SecondHyphenIndex);
SecondHyphenIndex = INDEX_NONE;
}
}
} while (SecondHyphenIndex != INDEX_NONE);
}
}
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(!bWaitForCompletion); // we perform an async compile providing we're not waiting for completion
TArray< FModuleToRecompile > ModulesToRecompile;
for( FName CurModuleName : ModuleNames )
{
// Update our set of known modules, in case we don't already know about this module
FModuleManager::Get().AddModule( CurModuleName );
// Find a unique file name for the module
FModuleToRecompile ModuleToRecompile;
ModuleToRecompile.ModuleName = CurModuleName.ToString();
FModuleManager::Get().MakeUniqueModuleFilename( CurModuleName, ModuleToRecompile.ModuleFileSuffix, ModuleToRecompile.NewModuleFilename );
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( FApp::IsEngineInstalled() || !FullProjectPath.StartsWith( FPaths::ConvertRelativePathToFull( FPaths::RootDir() ) ) )
{
const FString ProjectFilenameWithQuotes = FString::Printf(TEXT("\"%s\""), *FullProjectPath);
AdditionalArguments += FString::Printf(TEXT("%s "), *ProjectFilenameWithQuotes);
}
}
// Use new FastPDB option to cut down linking time
AdditionalArguments += TEXT(" -FastPDB");
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( const FModuleToRecompile& Module : ModuleNames )
{
if( !Module.ModuleFileSuffix.IsEmpty() )
{
ModuleArg += FString::Printf( TEXT( " -ModuleWithSuffix %s %s" ), *Module.ModuleName, *Module.ModuleFileSuffix );
}
else
{
ModuleArg += FString::Printf( TEXT( " -Module %s" ), *Module.ModuleName );
}
Ar.Logf( TEXT( "Recompiling %s..." ), *Module.ModuleName );
// prepare the compile info in the FModuleInfo so that it can be compared after compiling
FName ModuleFName(*Module.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
FPlatformProcess::CloseProc(ModuleCompileProcessHandle);
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, GEditorPerProjectIni))
{
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, GEditorPerProjectIni))
{
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, GEditorPerProjectIni);
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, GEditorPerProjectIni);
}
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