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#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change3521023by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change3532789by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change3531868by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2142 lines
72 KiB
C++
2142 lines
72 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "HAL/PlatformProcess.h"
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#include "GenericPlatform/GenericPlatformFile.h"
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#include "HAL/FileManager.h"
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#include "Misc/CoreMisc.h"
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#include "Misc/Paths.h"
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#include "Misc/QueuedThreadPool.h"
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#include "Misc/OutputDeviceNull.h"
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#include "Stats/Stats.h"
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#include "Async/AsyncWork.h"
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#include "Containers/Ticker.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/FeedbackContext.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/App.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "Serialization/ArchiveUObject.h"
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#include "UObject/GarbageCollection.h"
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#include "UObject/Class.h"
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#include "UObject/UObjectIterator.h"
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#include "UObject/UnrealType.h"
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#include "Misc/PackageName.h"
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#include "IHotReload.h"
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#include "IDirectoryWatcher.h"
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#include "DirectoryWatcherModule.h"
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#include "HotReloadLog.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "ProfilingDebugging/ScopedTimers.h"
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#include "IPluginManager.h"
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#include "DesktopPlatformModule.h"
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#if WITH_ENGINE
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#include "Engine/Engine.h"
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#include "Kismet2/KismetReinstanceUtilities.h"
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#include "HotReloadClassReinstancer.h"
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#include "EngineAnalytics.h"
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#endif
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#include "Misc/ScopeExit.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#endif
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DEFINE_LOG_CATEGORY(LogHotReload);
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#define LOCTEXT_NAMESPACE "HotReload"
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namespace EThreeStateBool
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{
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enum Type
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{
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False,
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True,
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Unknown
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};
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static bool ToBool(EThreeStateBool::Type Value)
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{
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switch (Value)
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{
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case EThreeStateBool::False:
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return false;
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case EThreeStateBool::True:
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return true;
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default:
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UE_LOG(LogHotReload, Fatal, TEXT("Can't convert EThreeStateBool to bool value because it's Unknown"));
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break;
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}
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return false;
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}
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static EThreeStateBool::Type FromBool(bool Value)
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{
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return Value ? EThreeStateBool::True : EThreeStateBool::False;
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}
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};
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/**
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* Module for HotReload support
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*/
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class FHotReloadModule : public IHotReloadModule, FSelfRegisteringExec
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{
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public:
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FHotReloadModule()
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{
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ModuleCompileReadPipe = nullptr;
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bRequestCancelCompilation = false;
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bIsAnyGameModuleLoaded = EThreeStateBool::Unknown;
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bDirectoryWatcherInitialized = false;
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}
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/** FSelfRegisteringExec implementation */
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virtual bool Exec( UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar ) override;
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/** IHotReloadInterface implementation */
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virtual void Tick() override;
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virtual void SaveConfig() override;
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virtual bool RecompileModule(const FName InModuleName, const bool bReloadAfterRecompile, FOutputDevice &Ar, bool bFailIfGeneratedCodeChanges = true, bool bForceCodeProject = false) override;
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virtual bool IsCurrentlyCompiling() const override { return ModuleCompileProcessHandle.IsValid(); }
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virtual void RequestStopCompilation() override { bRequestCancelCompilation = true; }
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virtual void AddHotReloadFunctionRemap(Native NewFunctionPointer, Native OldFunctionPointer) override;
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virtual ECompilationResult::Type RebindPackages(TArray< UPackage* > Packages, TArray< FName > DependentModules, const bool bWaitForCompletion, FOutputDevice &Ar) override;
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virtual ECompilationResult::Type DoHotReloadFromEditor(const bool bWaitForCompletion) override;
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virtual FHotReloadEvent& OnHotReload() override { return HotReloadEvent; }
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virtual FModuleCompilerStartedEvent& OnModuleCompilerStarted() override { return ModuleCompilerStartedEvent; }
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virtual FModuleCompilerFinishedEvent& OnModuleCompilerFinished() override { return ModuleCompilerFinishedEvent; }
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virtual FString GetModuleCompileMethod(FName InModuleName) override;
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virtual bool IsAnyGameModuleLoaded() override;
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private:
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/**
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* Enumerates compilation methods for modules.
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*/
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enum class EModuleCompileMethod
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{
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Runtime,
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External,
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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 RefreshHotReloadWatcher();
|
|
|
|
/**
|
|
* Adds a directory watch on the binaries directory under the given folder.
|
|
*/
|
|
void AddHotReloadDirectory(IDirectoryWatcher* DirectoryWatcher, const FString& BaseDir);
|
|
|
|
/**
|
|
* 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(const TMap<FString, FString>& ChangedModuleNames, const TArray<UPackage*>& Packages, const 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();
|
|
|
|
#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);
|
|
|
|
/**
|
|
* Sends analytics event about the re-load
|
|
*/
|
|
static void RecordAnalyticsEvent(const TCHAR* ReloadFrom, ECompilationResult::Type Result, double Duration, int32 PackageCount, int32 DependentModulesCount);
|
|
|
|
/**
|
|
* Declares a function type that is executed after a module recompile has finished.
|
|
*
|
|
* ChangedModules: A map between the names of the modules that have changed and their filenames.
|
|
* bRecompileFinished: Signals whether compilation has finished.
|
|
* CompilationResult: Shows whether compilation was successful or not.
|
|
*/
|
|
typedef TFunction<void(const TMap<FString, FString>& ChangedModules, bool bRecompileFinished, ECompilationResult::Type CompilationResult)> FRecompileModulesCallback;
|
|
|
|
/**
|
|
* 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, 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,
|
|
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);
|
|
|
|
/** Callback registered with PluginManager to know if any new plugins have been created */
|
|
void PluginMountedCallback(IPlugin& Plugin);
|
|
|
|
/** FTicker delegate (hot-reload from IDE) */
|
|
FTickerDelegate TickerDelegate;
|
|
|
|
/** Handle to the registered TickerDelegate */
|
|
FDelegateHandle TickerDelegateHandle;
|
|
|
|
/** Handle to the registered delegate above */
|
|
TMap<FString, FDelegateHandle> BinariesFolderChangedDelegateHandles;
|
|
|
|
/** True if currently hot-reloading from editor (suppresses hot-reload from IDE) */
|
|
bool bIsHotReloadingFromEditor;
|
|
|
|
/** New module DLLs */
|
|
TMap<FString, FString> 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 existence */
|
|
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 UE4HotReload_Private
|
|
{
|
|
/**
|
|
* 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
|
|
}
|
|
|
|
/**
|
|
* Gets all currently loaded game module names and optionally, the file names for those modules
|
|
*/
|
|
TArray<FString> GetGameModuleNames(const FModuleManager& ModuleManager)
|
|
{
|
|
TArray<FString> Result;
|
|
|
|
// Ask the module manager for a list of currently-loaded gameplay modules
|
|
TArray<FModuleStatus> ModuleStatuses;
|
|
ModuleManager.QueryModules(ModuleStatuses);
|
|
|
|
for (FModuleStatus& ModuleStatus : ModuleStatuses)
|
|
{
|
|
// We only care about game modules that are currently loaded
|
|
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
|
|
{
|
|
Result.Add(MoveTemp(ModuleStatus.Name));
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
/**
|
|
* Gets all currently loaded game module names and optionally, the file names for those modules
|
|
*/
|
|
TMap<FString, FString> GetGameModuleFilenames(const FModuleManager& ModuleManager)
|
|
{
|
|
TMap<FString, FString> Result;
|
|
|
|
// Ask the module manager for a list of currently-loaded gameplay modules
|
|
TArray< FModuleStatus > ModuleStatuses;
|
|
ModuleManager.QueryModules(ModuleStatuses);
|
|
|
|
for (FModuleStatus& ModuleStatus : ModuleStatuses)
|
|
{
|
|
// We only care about game modules that are currently loaded
|
|
if (ModuleStatus.bIsLoaded && ModuleStatus.bIsGameModule)
|
|
{
|
|
Result.Add(MoveTemp(ModuleStatus.Name), MoveTemp(ModuleStatus.FilePath));
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
struct FPackagesAndDependentNames
|
|
{
|
|
TArray<UPackage*> Packages;
|
|
TArray<FName> DependentNames;
|
|
};
|
|
|
|
/**
|
|
* Gets named packages and the names dependents.
|
|
*/
|
|
FPackagesAndDependentNames SplitByPackagesAndDependentNames(const TArray<FString>& ModuleNames)
|
|
{
|
|
FPackagesAndDependentNames Result;
|
|
|
|
for (const FString& ModuleName : ModuleNames)
|
|
{
|
|
FString PackagePath = TEXT("/Script/") + ModuleName;
|
|
|
|
if (UPackage* Package = FindPackage(nullptr, *PackagePath))
|
|
{
|
|
Result.Packages.Add(Package);
|
|
}
|
|
else
|
|
{
|
|
Result.DependentNames.Add(*ModuleName);
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::StartupModule()
|
|
{
|
|
UE4HotReload_Private::CreateFileThatIndicatesEditorRunIfNeeded();
|
|
|
|
bIsHotReloadingFromEditor = false;
|
|
|
|
#if WITH_ENGINE
|
|
// Register re-instancing delegate (Core)
|
|
FCoreUObjectDelegates::RegisterClassForHotReloadReinstancingDelegate.AddRaw(this, &FHotReloadModule::RegisterForReinstancing);
|
|
FCoreUObjectDelegates::ReinstanceHotReloadedClassesDelegate.AddRaw(this, &FHotReloadModule::ReinstanceClasses);
|
|
#endif
|
|
|
|
// Register directory watcher delegate
|
|
RefreshHotReloadWatcher();
|
|
|
|
// Register hot-reload from IDE ticker
|
|
TickerDelegate = FTickerDelegate::CreateRaw(this, &FHotReloadModule::Tick);
|
|
TickerDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickerDelegate);
|
|
|
|
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FHotReloadModule::ModulesChangedCallback);
|
|
|
|
IPluginManager::Get().OnNewPluginMounted().AddRaw(this, &FHotReloadModule::PluginMountedCallback);
|
|
}
|
|
|
|
void FHotReloadModule::ShutdownModule()
|
|
{
|
|
FTicker::GetCoreTicker().RemoveTicker(TickerDelegateHandle);
|
|
ShutdownHotReloadWatcher();
|
|
|
|
UE4HotReload_Private::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
|
|
|
|
FModuleManager& ModuleManager = FModuleManager::Get();
|
|
|
|
// Update our set of known modules, in case we don't already know about this module
|
|
ModuleManager.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 = ModuleManager.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;
|
|
ModuleManager.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." ) );
|
|
ModuleManager.UnloadOrAbandonModuleWithCallback( InModuleName, Ar );
|
|
}
|
|
|
|
if( !bUseRollingModuleNames )
|
|
{
|
|
// Try to recompile the DLL
|
|
TArray< FModuleToRecompile > ModulesToRecompile;
|
|
FModuleToRecompile ModuleToRecompile;
|
|
ModuleToRecompile.ModuleName = InModuleName.ToString();
|
|
if (ModuleManager.IsModuleLoaded(InModuleName))
|
|
{
|
|
ModulesRecentlyCompiledInTheEditor.Add(FPaths::ConvertRelativePathToFull(ModuleManager.GetModuleFilename(InModuleName)));
|
|
}
|
|
else
|
|
{
|
|
ModuleToRecompile.NewModuleFilename = ModuleManager.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 %s after successful compile." ), *InModuleName.ToString() );
|
|
bWasSuccessful = ModuleManager.LoadModuleWithCallback( InModuleName, Ar );
|
|
}
|
|
}
|
|
|
|
if (bForceCodeProject && bWasSuccessful)
|
|
{
|
|
HotReloadEvent.Broadcast( 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
|
|
const FModuleManager& ModuleManager = FModuleManager::Get();
|
|
TArray<FString> GameModuleNames = UE4HotReload_Private::GetGameModuleNames(ModuleManager);
|
|
|
|
int32 NumPackagesToRebind = 0;
|
|
int32 NumDependentModules = 0;
|
|
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
|
|
// Analytics
|
|
double Duration = 0.0;
|
|
|
|
if (GameModuleNames.Num() > 0)
|
|
{
|
|
FScopedDurationTimer Timer(Duration);
|
|
|
|
UE4HotReload_Private::FPackagesAndDependentNames PackagesAndDependentNames = UE4HotReload_Private::SplitByPackagesAndDependentNames(GameModuleNames);
|
|
|
|
NumPackagesToRebind = PackagesAndDependentNames.Packages.Num();
|
|
NumDependentModules = PackagesAndDependentNames.DependentNames.Num();
|
|
Result = RebindPackagesInternal(MoveTemp(PackagesAndDependentNames.Packages), MoveTemp(PackagesAndDependentNames.DependentNames), bWaitForCompletion, *GLog);
|
|
}
|
|
|
|
RecordAnalyticsEvent(TEXT("Editor"), Result, Duration, NumPackagesToRebind, NumDependentModules);
|
|
|
|
return Result;
|
|
}
|
|
|
|
#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(const TMap<FString, FString>& ChangedModules, const TArray<UPackage*>& Packages, const TArray<FName>& InDependentModules, FOutputDevice& HotReloadAr)
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
|
|
#if WITH_ENGINE
|
|
// Register with the BlueprintCompileReinstancer to handle duplicate requests
|
|
FBlueprintCompileReinstancer::FCDODuplicatesProvider& CDODuplicatesProvider = FBlueprintCompileReinstancer::GetCDODuplicatesProviderDelegate();
|
|
CDODuplicatesProvider.BindStatic(&GetCachedCDODuplicate);
|
|
ON_SCOPE_EXIT
|
|
{
|
|
CDODuplicatesProvider.Unbind();
|
|
GetDuplicatedCDOMap().Empty();
|
|
};
|
|
#endif
|
|
|
|
FModuleManager& ModuleManager = FModuleManager::Get();
|
|
|
|
ModuleManager.ResetModulePathsCache();
|
|
|
|
|
|
FFeedbackContext& ErrorsFC = UClass::GetDefaultPropertiesFeedbackContext();
|
|
ErrorsFC.ClearWarningsAndErrors();
|
|
|
|
// 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;
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
for (UPackage* Package : Packages)
|
|
{
|
|
FString PackageName = Package->GetName();
|
|
FString ShortPackageName = FPackageName::GetShortName(PackageName);
|
|
|
|
if (!ChangedModules.Contains(ShortPackageName))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FName ShortPackageFName = *ShortPackageName;
|
|
|
|
// 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.
|
|
ModuleManager.AbandonModuleWithCallback(ShortPackageFName);
|
|
|
|
// Load the newly-recompiled module up (it will actually have a different DLL file name at this point.)
|
|
bReloadSucceeded = ModuleManager.LoadModule(ShortPackageFName) != nullptr;
|
|
if (!bReloadSucceeded)
|
|
{
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, reload failed %s."), *PackageName);
|
|
Result = ECompilationResult::OtherCompilationError;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Load dependent modules.
|
|
for (FName ModuleName : InDependentModules)
|
|
{
|
|
FString ModuleNameStr = ModuleName.ToString();
|
|
if (!ChangedModules.Contains(ModuleNameStr))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ModuleManager.UnloadOrAbandonModuleWithCallback(ModuleName, HotReloadAr);
|
|
const bool bLoaded = ModuleManager.LoadModuleWithCallback(ModuleName, HotReloadAr);
|
|
if (!bLoaded)
|
|
{
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Unable to reload module %s"), *ModuleName.GetPlainNameString());
|
|
}
|
|
}
|
|
|
|
if (ErrorsFC.GetNumErrors() || ErrorsFC.GetNumWarnings())
|
|
{
|
|
TArray<FString> AllErrorsAndWarnings;
|
|
ErrorsFC.GetErrorsAndWarningsAndEmpty(AllErrorsAndWarnings);
|
|
|
|
FString AllInOne;
|
|
for (const FString& ErrorOrWarning : AllErrorsAndWarnings)
|
|
{
|
|
AllInOne += ErrorOrWarning;
|
|
AllInOne += TEXT("\n");
|
|
}
|
|
HotReloadAr.Logf(ELogVerbosity::Warning, TEXT("Some classes could not be reloaded:\n%s"), *AllInOne);
|
|
}
|
|
|
|
if (bReloadSucceeded)
|
|
{
|
|
int32 NumFunctionsRemapped = 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()))
|
|
{
|
|
++NumFunctionsRemapped;
|
|
Function->SetNativeFunc(NewFunction);
|
|
}
|
|
}
|
|
|
|
if (UScriptStruct* ScriptStruct = Cast<UScriptStruct>(static_cast<UObject*>(It->Object)))
|
|
{
|
|
if (Packages.ContainsByPredicate([=](UPackage* Package) { return ScriptStruct->IsIn(Package); }) && !ScriptStruct->HasAnyFlags(RF_ClassDefaultObject) && 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 (UScriptStruct* Script : ScriptStructs)
|
|
{
|
|
Script->ClearCppStructOps();
|
|
}
|
|
for (UScriptStruct* Script : ScriptStructs)
|
|
{
|
|
Script->PrepareCppStructOps();
|
|
check(Script->GetCppStructOps());
|
|
}
|
|
// Make sure new classes have the token stream assembled
|
|
UClass::AssembleReferenceTokenStreams();
|
|
|
|
HotReloadAr.Logf(ELogVerbosity::Display, TEXT("HotReload successful (%d functions remapped %d scriptstructs remapped)"), NumFunctionsRemapped, ScriptStructs.Num());
|
|
|
|
HotReloadFunctionRemap.Empty();
|
|
|
|
ReplaceReferencesToReconstructedCDOs();
|
|
|
|
// Force GC to collect reinstanced objects
|
|
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS, true);
|
|
|
|
Result = ECompilationResult::Succeeded;
|
|
}
|
|
|
|
|
|
HotReloadEvent.Broadcast( !bIsHotReloadingFromEditor );
|
|
|
|
HotReloadAr.Logf(ELogVerbosity::Display, TEXT("HotReload took %4.1fs."), FPlatformTime::Seconds() - HotReloadStartTime);
|
|
|
|
bIsHotReloadingFromEditor = false;
|
|
return Result;
|
|
|
|
#else
|
|
|
|
bIsHotReloadingFromEditor = false;
|
|
return ECompilationResult::Unsupported;
|
|
|
|
#endif
|
|
}
|
|
|
|
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;
|
|
|
|
// Async task to enable multithreaded CDOs reference search.
|
|
class FFindRefTask : public FNonAbandonableTask
|
|
{
|
|
public:
|
|
explicit FFindRefTask(const TMap<UObject*, UObject*>& InReconstructedCDOsMap, int32 ReserveElements)
|
|
: ReconstructedCDOsMap(InReconstructedCDOsMap)
|
|
{
|
|
ObjectsArray.Reserve(ReserveElements);
|
|
}
|
|
|
|
void DoWork()
|
|
{
|
|
for (UObject* Object : ObjectsArray)
|
|
{
|
|
class FReplaceCDOReferencesArchive : public FArchiveUObject
|
|
{
|
|
public:
|
|
FReplaceCDOReferencesArchive(UObject* InPotentialReferencer, const TMap<UObject*, UObject*>& InReconstructedCDOsMap)
|
|
: ReconstructedCDOsMap(InReconstructedCDOsMap)
|
|
, PotentialReferencer(InPotentialReferencer)
|
|
{
|
|
ArIsObjectReferenceCollector = true;
|
|
ArIgnoreOuterRef = true;
|
|
}
|
|
|
|
virtual FString GetArchiveName() const override
|
|
{
|
|
return TEXT("FReplaceCDOReferencesArchive");
|
|
}
|
|
|
|
FArchive& operator<<(UObject*& ObjRef)
|
|
{
|
|
UObject* Obj = ObjRef;
|
|
|
|
if (Obj && Obj != PotentialReferencer)
|
|
{
|
|
if (UObject* const* FoundObj = ReconstructedCDOsMap.Find(Obj))
|
|
{
|
|
ObjRef = *FoundObj;
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
const TMap<UObject*, UObject*>& ReconstructedCDOsMap;
|
|
UObject* PotentialReferencer;
|
|
};
|
|
|
|
FReplaceCDOReferencesArchive FindRefsArchive(Object, ReconstructedCDOsMap);
|
|
Object->Serialize(FindRefsArchive);
|
|
}
|
|
}
|
|
|
|
FORCEINLINE TStatId GetStatId() const
|
|
{
|
|
RETURN_QUICK_DECLARE_CYCLE_STAT(FFindRefTask, STATGROUP_ThreadPoolAsyncTasks);
|
|
}
|
|
|
|
TArray<UObject*> ObjectsArray;
|
|
|
|
private:
|
|
const TMap<UObject*, UObject*>& ReconstructedCDOsMap;
|
|
};
|
|
|
|
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(ReconstructedCDOsMap, ObjectsPerTask);
|
|
}
|
|
|
|
// Distribute objects uniformly between tasks.
|
|
int32 CurrentTaskId = 0;
|
|
for (FObjectIterator ObjIter; ObjIter; ++ObjIter)
|
|
{
|
|
UObject* CurObject = *ObjIter;
|
|
|
|
if (CurObject->IsPendingKill())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Tasks[CurrentTaskId].GetTask().ObjectsArray.Add(CurObject);
|
|
CurrentTaskId = (CurrentTaskId + 1) % NumberOfThreads;
|
|
}
|
|
|
|
// Run async tasks in worker threads.
|
|
for (FAsyncTask<FFindRefTask>& Task : Tasks)
|
|
{
|
|
Task.StartBackgroundTask(ThreadPoolManager.GetPool());
|
|
}
|
|
|
|
// Wait until tasks are finished
|
|
for (FAsyncTask<FFindRefTask>& AsyncTask : Tasks)
|
|
{
|
|
AsyncTask.EnsureCompletion();
|
|
}
|
|
|
|
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;
|
|
|
|
int32 NumPackages = InPackages.Num();
|
|
int32 NumDependentModules = DependentModules.Num();
|
|
|
|
{
|
|
FScopedDurationTimer RebindTimer(Duration);
|
|
Result = RebindPackagesInternal(MoveTemp(InPackages), MoveTemp(DependentModules), bWaitForCompletion, Ar);
|
|
}
|
|
RecordAnalyticsEvent(TEXT("Rebind"), Result, Duration, NumPackages, NumDependentModules);
|
|
|
|
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,
|
|
[this, InPackages/*=MoveTemp(InPackages)*/, DependentModules/*=MoveTemp(DependentModules)*/, &Ar](const TMap<FString, FString>& ChangedModules, bool bRecompileFinished, ECompilationResult::Type CompilationResult)
|
|
{
|
|
if (ECompilationResult::Failed(CompilationResult) && bRecompileFinished)
|
|
{
|
|
Ar.Logf(ELogVerbosity::Warning, TEXT("HotReload failed, recompile failed"));
|
|
return;
|
|
}
|
|
|
|
DoHotReloadInternal(ChangedModules, 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;
|
|
|
|
TArray<TPair<UClass*, UClass*> >& ClassesToReinstance = GetClassesToReinstance();
|
|
ClassesToReinstance.Add(MoveTemp(Pair));
|
|
}
|
|
|
|
void FHotReloadModule::ReinstanceClasses()
|
|
{
|
|
#if WITH_HOT_RELOAD
|
|
if (GIsHotReload)
|
|
{
|
|
UClass::AssembleReferenceTokenStreams();
|
|
}
|
|
#endif // WITH_HOT_RELOAD
|
|
|
|
TArray<TPair<UClass*, UClass*> >& ClassesToReinstance = GetClassesToReinstance();
|
|
|
|
TMap<UClass*, UClass*> OldToNewClassesMap;
|
|
for (const TPair<UClass*, UClass*>& Pair : ClassesToReinstance)
|
|
{
|
|
// Don't allow reinstancing of UEngine classes
|
|
if (Pair.Key->IsChildOf(UEngine::StaticClass()))
|
|
{
|
|
UE_LOG(LogHotReload, Warning, TEXT("Engine class '%s' has changed but will be ignored for hot reload"), *Pair.Key->GetName());
|
|
continue;
|
|
}
|
|
|
|
if (Pair.Value != nullptr)
|
|
{
|
|
OldToNewClassesMap.Add(Pair.Key, Pair.Value);
|
|
}
|
|
}
|
|
|
|
for (const TPair<UClass*, UClass*>& Pair : ClassesToReinstance)
|
|
{
|
|
// Don't allow reinstancing of UEngine classes
|
|
if (!Pair.Key->IsChildOf(UEngine::StaticClass()))
|
|
{
|
|
ReinstanceClass(Pair.Key, Pair.Value, OldToNewClassesMap);
|
|
}
|
|
}
|
|
|
|
ClassesToReinstance.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::OnHotReloadBinariesChanged(const TArray<struct FFileChangeData>& FileChanges)
|
|
{
|
|
if (bIsHotReloadingFromEditor)
|
|
{
|
|
// DO NOTHING, this case is handled by RebindPackages
|
|
return;
|
|
}
|
|
|
|
const FModuleManager& ModuleManager = FModuleManager::Get();
|
|
TMap<FString, FString> GameModuleFilenames = UE4HotReload_Private::GetGameModuleFilenames(ModuleManager);
|
|
|
|
if (GameModuleFilenames.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if any of the game DLLs has been added
|
|
for (auto& Change : FileChanges)
|
|
{
|
|
// Ignore changes that aren't introducing a new file.
|
|
//
|
|
// 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 PLATFORM_MAC
|
|
if (Change.Action != FFileChangeData::FCA_Modified)
|
|
#else
|
|
if (Change.Action != FFileChangeData::FCA_Added)
|
|
#endif
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Ignore files that aren't of module type
|
|
FString Filename = FPaths::GetCleanFilename(Change.Filename);
|
|
if (!Filename.EndsWith(FPlatformProcess::GetModuleExtension()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (const TPair<FString, FString>& NameFilename : GameModuleFilenames)
|
|
{
|
|
// Handle module files which have already been hot-reloaded.
|
|
FString BaseName = FPaths::GetBaseFilename(NameFilename.Value);
|
|
StripModuleSuffixFromFilename(BaseName, NameFilename.Key);
|
|
|
|
// Hot reload always adds a numbered suffix preceded by a hyphen, but otherwise the module name must match exactly!
|
|
if (!Filename.StartsWith(BaseName + TEXT("-")))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (NewModules.Contains(NameFilename.Key))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (ModulesRecentlyCompiledInTheEditor.Contains(FPaths::ConvertRelativePathToFull(Change.Filename)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Add to queue. We do not hot-reload here as there may potentially be other modules being compiled.
|
|
NewModules.Emplace(NameFilename.Key, 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::RefreshHotReloadWatcher()
|
|
{
|
|
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
|
|
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule.Get();
|
|
if (DirectoryWatcher)
|
|
{
|
|
// Watch the game directory
|
|
AddHotReloadDirectory(DirectoryWatcher, FPaths::ProjectDir());
|
|
|
|
// Also watch all the game plugin directories
|
|
for(const TSharedRef<IPlugin>& Plugin : IPluginManager::Get().GetEnabledPlugins())
|
|
{
|
|
if (Plugin->GetLoadedFrom() == EPluginLoadedFrom::Project && Plugin->GetDescriptor().Modules.Num() > 0)
|
|
{
|
|
AddHotReloadDirectory(DirectoryWatcher, Plugin->GetBaseDir());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::AddHotReloadDirectory(IDirectoryWatcher* DirectoryWatcher, const FString& BaseDir)
|
|
{
|
|
FString BinariesPath = FPaths::ConvertRelativePathToFull(BaseDir / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory());
|
|
if (FPaths::DirectoryExists(BinariesPath) && !BinariesFolderChangedDelegateHandles.Contains(BinariesPath))
|
|
{
|
|
IDirectoryWatcher::FDirectoryChanged BinariesFolderChangedDelegate = IDirectoryWatcher::FDirectoryChanged::CreateRaw(this, &FHotReloadModule::OnHotReloadBinariesChanged);
|
|
|
|
FDelegateHandle Handle;
|
|
if (DirectoryWatcher->RegisterDirectoryChangedCallback_Handle(BinariesPath, BinariesFolderChangedDelegate, Handle))
|
|
{
|
|
BinariesFolderChangedDelegateHandles.Add(BinariesPath, Handle);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::ShutdownHotReloadWatcher()
|
|
{
|
|
FDirectoryWatcherModule* DirectoryWatcherModule = FModuleManager::GetModulePtr<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
|
|
if( DirectoryWatcherModule != nullptr )
|
|
{
|
|
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule->Get();
|
|
if (DirectoryWatcher)
|
|
{
|
|
for (const TPair<FString, FDelegateHandle>& Pair : BinariesFolderChangedDelegateHandles)
|
|
{
|
|
DirectoryWatcher->UnregisterDirectoryChangedCallback_Handle(Pair.Key, Pair.Value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FHotReloadModule::Tick(float DeltaTime)
|
|
{
|
|
if (NewModules.Num())
|
|
{
|
|
#if WITH_EDITOR
|
|
if (GEditor)
|
|
{
|
|
// Don't allow hot reloading if we're running networked PIE instances
|
|
// The reason, is it's fairly complicated to handle the re-wiring that needs to happen when we re-instance objects like player controllers, possessed pawns, etc...
|
|
const TIndirectArray<FWorldContext>& WorldContextList = GEditor->GetWorldContexts();
|
|
|
|
for (const FWorldContext& WorldContext : WorldContextList)
|
|
{
|
|
if (WorldContext.World() && WorldContext.World()->WorldType == EWorldType::PIE && WorldContext.World()->NetDriver)
|
|
{
|
|
return true; // Don't allow automatic hot reloading if we're running PIE instances
|
|
}
|
|
}
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
// 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::DoHotReloadFromIDE()
|
|
{
|
|
const FModuleManager& ModuleManager = FModuleManager::Get();
|
|
IFileManager& FileManager = IFileManager::Get();
|
|
|
|
int32 NumPackagesToRebind = 0;
|
|
int32 NumDependentModules = 0;
|
|
|
|
ECompilationResult::Type Result = ECompilationResult::Unsupported;
|
|
|
|
double Duration = 0.0;
|
|
|
|
TArray<FString> GameModuleNames = UE4HotReload_Private::GetGameModuleNames(ModuleManager);
|
|
|
|
if (GameModuleNames.Num() > 0)
|
|
{
|
|
FScopedDurationTimer Timer(Duration);
|
|
|
|
// Remove any modules whose files have disappeared - this can happen if a compile event has
|
|
// failed and deleted a DLL that was there previously.
|
|
for (auto It = NewModules.CreateIterator(); It; ++It)
|
|
{
|
|
if (!FileManager.FileExists(*It->Value))
|
|
{
|
|
It.RemoveCurrent();
|
|
}
|
|
}
|
|
if (NewModules.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UE_LOG(LogHotReload, Log, TEXT("Starting Hot-Reload from IDE"));
|
|
|
|
HotReloadStartTime = FPlatformTime::Seconds();
|
|
|
|
FScopedSlowTask SlowTask(100.f, LOCTEXT("CompilingGameCode", "Compiling Game Code"));
|
|
SlowTask.MakeDialog();
|
|
|
|
// Update compile data before we start compiling
|
|
for (const TPair<FString, FString>& NewModule : NewModules)
|
|
{
|
|
// Move on 10% / num items
|
|
SlowTask.EnterProgressFrame(10.f/NewModules.Num());
|
|
|
|
FName ModuleName = *NewModule.Key;
|
|
|
|
UpdateModuleCompileData(ModuleName);
|
|
OnModuleCompileSucceeded(ModuleName, NewModule.Value);
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
UE4HotReload_Private::FPackagesAndDependentNames PackagesAndDependentNames = UE4HotReload_Private::SplitByPackagesAndDependentNames(GameModuleNames);
|
|
SlowTask.EnterProgressFrame(80);
|
|
|
|
NumPackagesToRebind = PackagesAndDependentNames.Packages.Num();
|
|
NumDependentModules = PackagesAndDependentNames.DependentNames.Num();
|
|
Result = DoHotReloadInternal(NewModules, PackagesAndDependentNames.Packages, PackagesAndDependentNames.DependentNames, *GLog);
|
|
}
|
|
|
|
RecordAnalyticsEvent(TEXT("IDE"), Result, Duration, NumPackagesToRebind, NumDependentModules);
|
|
}
|
|
|
|
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, 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
|
|
|
|
FModuleManager& ModuleManager = FModuleManager::Get();
|
|
|
|
TArray< FModuleToRecompile > ModulesToRecompile;
|
|
for( FName CurModuleName : ModuleNames )
|
|
{
|
|
// Update our set of known modules, in case we don't already know about this module
|
|
ModuleManager.AddModule( CurModuleName );
|
|
|
|
// Find a unique file name for the module
|
|
FModuleToRecompile ModuleToRecompile;
|
|
ModuleToRecompile.ModuleName = CurModuleName.ToString();
|
|
ModuleManager.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::GetProjectName(), ModulesToRecompile, MoveTemp(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::GetProjectName(), ModuleNames, nullptr, 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-installed 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. Currently disabled due to problems with missing symbols in VS2015.
|
|
// AdditionalArguments += TEXT(" -FastPDB");
|
|
|
|
return AdditionalArguments;
|
|
}
|
|
|
|
bool FHotReloadModule::StartCompilingModuleDLLs(const FString& GameName, const TArray< FModuleToRecompile >& ModuleNames,
|
|
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 = MoveTemp(InRecompileModulesCallback);
|
|
|
|
// Pass a module file suffix to UBT if we have one
|
|
FString ModuleArg;
|
|
if (ModuleNames.Num())
|
|
{
|
|
Ar.Logf(TEXT("Candidate modules for hot reload:"));
|
|
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( " %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
|
|
|
|
if (RecompileModulesCallback)
|
|
{
|
|
RecompileModulesCallback( TMap<FString, FString>(), false, ECompilationResult::OtherCompilationError );
|
|
RecompileModulesCallback = nullptr;
|
|
}
|
|
}
|
|
|
|
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() )
|
|
{
|
|
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: There is no compilation in progress right now"));
|
|
return;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
Ar.Logf(TEXT("Error: CheckForFinishedModuleDLLCompile: Compilation is still in progress"));
|
|
return;
|
|
}
|
|
|
|
// 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.
|
|
TMap<FString, FString> ChangedModules;
|
|
if(CompilationResult == ECompilationResult::Succeeded)
|
|
{
|
|
ChangedModules.Reserve(ModulesThatWereBeingRecompiled.Num());
|
|
for( FModuleToRecompile& CurModule : ModulesThatWereBeingRecompiled )
|
|
{
|
|
// Were we asked to assign a new file name for this module?
|
|
if( CurModule.NewModuleFilename.IsEmpty() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (IFileManager::Get().FileSize(*CurModule.NewModuleFilename) <= 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If the file doesn't exist, then assume it doesn't needs rebinding because it wasn't recompiled
|
|
FDateTime FileTimeStamp = IFileManager::Get().GetTimeStamp(*CurModule.NewModuleFilename);
|
|
if (FileTimeStamp == FDateTime::MinValue())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FName ModuleName = *CurModule.ModuleName;
|
|
|
|
// If the file is the same as what we remembered it was then assume it doesn't needs rebinding because it wasn't recompiled
|
|
TSharedRef<FModuleCompilationData>* CompileDataPtr = ModuleCompileData.Find(ModuleName);
|
|
if (CompileDataPtr && (*CompileDataPtr)->FileTimeStamp == FileTimeStamp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If the compile succeeded, update the module info entry with the new file name for this module
|
|
OnModuleCompileSucceeded(ModuleName, CurModule.NewModuleFilename);
|
|
|
|
// Move modules
|
|
ChangedModules.Emplace(MoveTemp(CurModule.ModuleName), MoveTemp(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
|
|
if (RecompileModulesCallback)
|
|
{
|
|
RecompileModulesCallback( ChangedModules, true, CompilationResult );
|
|
RecompileModulesCallback = nullptr;
|
|
}
|
|
}
|
|
#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 AbsoluteProjectDir(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()));
|
|
bool bOnlyGameModules = true;
|
|
for (auto& ModuleToCompile : ModulesToCompile)
|
|
{
|
|
const FString FullModulePath(FPaths::ConvertRelativePathToFull(ModuleToCompile.NewModuleFilename));
|
|
if (!FullModulePath.StartsWith(AbsoluteProjectDir))
|
|
{
|
|
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)
|
|
{
|
|
RefreshHotReloadWatcher();
|
|
bDirectoryWatcherInitialized = true;
|
|
}
|
|
}
|
|
|
|
void FHotReloadModule::PluginMountedCallback(IPlugin& Plugin)
|
|
{
|
|
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
|
|
|
|
IDirectoryWatcher* DirectoryWatcher = DirectoryWatcherModule.Get();
|
|
if (DirectoryWatcher)
|
|
{
|
|
if (Plugin.GetLoadedFrom() == EPluginLoadedFrom::Project && Plugin.GetDescriptor().Modules.Num() > 0)
|
|
{
|
|
AddHotReloadDirectory(DirectoryWatcher, Plugin.GetBaseDir());
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|