Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp
Ben Marsh f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#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

Change 3521023 by 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

Change 3532789 by 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.

Change 3531868 by 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]
2017-07-21 12:42:36 -04:00

1911 lines
64 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SourceCodeNavigation.h"
#include "HAL/PlatformStackWalk.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/ScopeLock.h"
#include "Async/AsyncWork.h"
#include "Modules/ModuleManager.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "UObject/Package.h"
#include "UObject/MetaData.h"
#include "Misc/PackageName.h"
#include "Async/TaskGraphInterfaces.h"
#include "EditorStyleSet.h"
#include "GameFramework/Actor.h"
#include "GameFramework/Pawn.h"
#include "TickableEditorObject.h"
#include "UnrealEdMisc.h"
#include "ISourceCodeAccessor.h"
#include "ISourceCodeAccessModule.h"
#include "Interfaces/IHttpResponse.h"
#include "Interfaces/IHttpRequest.h"
#include "HttpModule.h"
#if PLATFORM_WINDOWS
#include "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include <DbgHelp.h>
#include <TlHelp32.h>
#include <psapi.h>
#include "HideWindowsPlatformTypes.h"
#elif PLATFORM_MAC
#include <mach-o/dyld.h>
#include <mach-o/nlist.h>
#include <mach-o/stab.h>
#include <cxxabi.h>
#include "ApplePlatformSymbolication.h"
#endif
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "DesktopPlatformModule.h"
DEFINE_LOG_CATEGORY(LogSelectionDetails);
#define LOCTEXT_NAMESPACE "SourceCodeNavigation"
#define SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR 0 // @todo editcode: Not sure if we want this by default (make user-configurable?)
#define SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES 0 // @todo editcode: Always skip these? Make optional in UI?
namespace SourceCodeNavigationDefs
{
FString IDEInstallerFilename("UE4_SuggestedIDEInstaller");
}
/**
* Caches information about source symbols for fast look-up
*/
class FSourceSymbolDatabase
{
public:
/**
* Attempts to locate function symbols for the specified module and class name
*
* @param ModuleName Module name to search
* @param ClassName Class name to search
* @param OutFunctionSymbolNames Functions that we found (if return value was true)
* @param OutIsCompleteList True if the list returned contains all known functions, or false if the list is known to be incomplete (e.g., we're still actively digesting functions and updating the list, so you should call this again to get the full list later.)
*
* @return True if functions were found, otherwise false
*/
bool QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/**
* Sets the function names for the specified module and class name
*
* @param ModuleName Module name to set functions for
* @param ClassName Class name to set functions for
* @param FunctionSymbolNames Functions to set for this module and class
*/
void SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames );
private:
struct FClass
{
/** List of function symbols within the class */
TArray< FString > FunctionSymbolNames;
/** True if all functions have been gathered for this class */
bool bIsCompleteList;
};
struct FModule
{
/** Maps class names to functions in that class */
TMap< FString, FClass > Classes;
};
/** Maps module names to classes in that module */
TMap< FString, FModule > Modules;
};
bool FSourceSymbolDatabase::QueryFunctionsForClass( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
OutIsCompleteList = false;
FModule* FoundModule = Modules.Find( ModuleName );
bool bWasFound = false;
if( FoundModule != NULL )
{
FClass* FoundClass = FoundModule->Classes.Find( ClassName );
if( FoundClass != NULL )
{
// Copy function list into the output array
OutFunctionSymbolNames = FoundClass->FunctionSymbolNames;
OutIsCompleteList = FoundClass->bIsCompleteList;
bWasFound = true;
}
}
return bWasFound;
}
void FSourceSymbolDatabase::SetFunctionsForClass( const FString& ModuleName, const FString& ClassName, const TArray< FString >& FunctionSymbolNames )
{
FModule& Module = Modules.FindOrAdd( ModuleName );
FClass& Class = Module.Classes.FindOrAdd( ClassName );
// Copy function list into our array
Class.FunctionSymbolNames = FunctionSymbolNames;
Class.bIsCompleteList = true;
}
/**
* Async task for gathering symbols
*/
class FAsyncSymbolGatherer : public FNonAbandonableTask
{
public:
/** Constructor */
FAsyncSymbolGatherer( const FString& InitModuleName, const FString& InitClassName )
: AskedToAbortCount( 0 ),
ModuleName( InitModuleName ),
ClassName( InitClassName )
{
}
/** Performs work on thread */
void DoWork();
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return AskedToAbortCount.GetValue() > 0;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncSymbolGatherer, STATGROUP_ThreadPoolAsyncTasks);
}
private:
/** True if we've been asked to abort work in progress at the next opportunity */
FThreadSafeCounter AskedToAbortCount;
/** Module name we're looking for symbols in */
FString ModuleName;
/** Class name we're looking for symbols in */
FString ClassName;
};
FSourceFileDatabase::FSourceFileDatabase()
: bIsDirty(true)
{
// Register to be notified when new .Build.cs files are added to the project
FSourceCodeNavigation::AccessOnNewModuleAdded().AddRaw(this, &FSourceFileDatabase::OnNewModuleAdded);
}
FSourceFileDatabase::~FSourceFileDatabase()
{
FSourceCodeNavigation::AccessOnNewModuleAdded().RemoveAll(this);
}
void FSourceFileDatabase::UpdateIfNeeded()
{
if (!bIsDirty)
{
return;
}
bIsDirty = false;
ModuleNames.Reset();
DisallowedHeaderNames.Empty();
// Find all the build rules within the game and engine directories
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Developer")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Editor")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::EngineDir() / TEXT("Source") / TEXT("Runtime")), TEXT("*.Build.cs"));
FindRootFilesRecursive(ModuleNames, *(FPaths::ProjectDir() / TEXT("Source")), TEXT("*.Build.cs"));
// Find list of disallowed header names in native (non-plugin) directories
TArray<FString> HeaderFiles;
for (const FString& ModuleName : ModuleNames)
{
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Classes")), TEXT("*.h"), true, false, false);
IFileManager::Get().FindFilesRecursive(HeaderFiles, *(FPaths::GetPath(ModuleName) / TEXT("Public")), TEXT("*.h"), true, false, false);
}
for (const FString& HeaderFile : HeaderFiles)
{
DisallowedHeaderNames.Add(FPaths::GetBaseFilename(HeaderFile));
}
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
DisallowedHeaderNames.Remove(ClassIt->GetName());
}
// Find all the plugin directories
TArray<FString> PluginNames;
FindRootFilesRecursive(PluginNames, *(FPaths::EngineDir() / TEXT("Plugins")), TEXT("*.uplugin"));
FindRootFilesRecursive(PluginNames, *(FPaths::ProjectDir() / TEXT("Plugins")), TEXT("*.uplugin"));
// Add all the files within plugin directories
for (const FString& PluginName : PluginNames)
{
FindRootFilesRecursive(ModuleNames, *(FPaths::GetPath(PluginName) / TEXT("Source")), TEXT("*.Build.cs"));
}
}
void FSourceFileDatabase::FindRootFilesRecursive(TArray<FString> &FileNames, const FString &BaseDirectory, const FString &Wildcard)
{
// Find all the files within this directory
TArray<FString> BasedFileNames;
IFileManager::Get().FindFiles(BasedFileNames, *(BaseDirectory / Wildcard), true, false);
// Append to the result if we have any, otherwise recurse deeper
if (BasedFileNames.Num() == 0)
{
TArray<FString> DirectoryNames;
IFileManager::Get().FindFiles(DirectoryNames, *(BaseDirectory / TEXT("*")), false, true);
for (int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
FindRootFilesRecursive(FileNames, BaseDirectory / DirectoryNames[Idx], Wildcard);
}
}
else
{
for (int32 Idx = 0; Idx < BasedFileNames.Num(); Idx++)
{
FileNames.Add(BaseDirectory / BasedFileNames[Idx]);
}
}
}
void FSourceFileDatabase::OnNewModuleAdded(FName InModuleName)
{
bIsDirty = true;
}
DECLARE_DELEGATE_RetVal( bool, FShouldAbortDelegate );
class FSourceCodeNavigationImpl
: public FTickableEditorObject
{
public:
/**
* Static: Queries singleton instance
*
* @return Singleton instance of FSourceCodeNavigationImpl
*/
static FSourceCodeNavigationImpl& Get()
{
static FSourceCodeNavigationImpl SingletonInstance;
return SingletonInstance;
}
FSourceCodeNavigationImpl()
: bAsyncWorkIsInProgress(false)
{
}
/** Destructor */
~FSourceCodeNavigationImpl();
/**
* Locates the source file and line for a specific function in a specific module and navigates an external editing to that source line
*
* @param FunctionSymbolName The function to navigate tool (e.g. "MyClass::MyFunction")
* @param FunctionModuleName The module to search for this function's symbols (e.g. "GameName-Win64-Debug")
* @param bIgnoreLineNumber True if we should just go to the source file and not a specific line within the file
*/
void NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber );
/**
* Gathers all functions within a C++ class using debug symbols
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param ShouldAbortDelegate Called frequently to check to see if the task should be aborted
*/
void GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate );
/** Makes sure that debug symbols are loaded */
void SetupModuleSymbols();
/**
* Returns any function symbols that we've cached that match the request, and if possible, queues asynchronous task to gather symbols that are not yet cached.
*
* @param ModuleName The module name to search for symbols in
* @param ClassName The name of the C++ class to find functions in
* @param OutFunctionSymbolNames List of function symbols found for this module and class combination. May not be a complete list.
* @param OutIsCompleteList True if the returned list of functions is complete, or false if we're still processing data.
*/
void TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList );
/** A batch of symbol queries have started */
void SymbolQueryStarted();
/** The final symbol query in a batch completed */
void SymbolQueryFinished();
/** Handler called when the installer for the suggested IDE has finished downloading */
void OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete);
/** Launches the IDE installer process */
void LaunchIDEInstaller(const FString& Filepath);
/** @return The name of the IDE installer file for the platform */
FString GetSuggestedIDEInstallerFileName();
protected:
/** FTickableEditorObject interface */
virtual void Tick( float DeltaTime ) override;
virtual bool IsTickable() const override
{
return true;
}
virtual TStatId GetStatId() const override;
private:
/** Source symbol database. WARNING: This is accessed by multiple threads and requires a mutex to read/write! */
FSourceSymbolDatabase SourceSymbolDatabase;
/** Async task that gathers symbols */
TSharedPtr< FAsyncTask< FAsyncSymbolGatherer > > AsyncSymbolGatherer;
/** Object used for synchronization via a scoped lock **/
FCriticalSection SynchronizationObject;
/** Describes a list element for a pending symbol gather request */
struct FSymbolGatherRequest
{
/** Name of module */
FString ModuleName;
/** Name of the C++ class */
FString ClassName;
/** Equality operator (case sensitive!) */
inline bool operator==( const FSymbolGatherRequest& RHS ) const
{
return FCString::Strcmp( *ModuleName, *RHS.ModuleName ) == 0 &&
FCString::Strcmp( *ClassName, *RHS.ClassName ) == 0;
}
};
/** List of classes that are enqueued for symbol harvesting, as soon as the current gather finishes */
TArray< FSymbolGatherRequest > ClassesToGatherSymbolsFor;
/** The AsyncSymbolGatherer is working */
bool bAsyncWorkIsInProgress;
/** The source code symbol query in progress message */
TWeakPtr<SNotificationItem> SymbolQueryNotificationPtr;
/** Multi-cast delegate that fires after any symbols have finished digesting */
FSourceCodeNavigation::FOnSymbolQueryFinished OnSymbolQueryFinished;
/** Multi-cast delegate that fires after a compiler is not found. */
FSourceCodeNavigation::FOnCompilerNotFound OnCompilerNotFound;
/** Multi-cast delegate that fires after a new module (.Build.cs file) has been added */
FSourceCodeNavigation::FOnNewModuleAdded OnNewModuleAdded;
friend class FSourceCodeNavigation;
};
/** Performs work on thread */
void FAsyncSymbolGatherer::DoWork()
{
FSourceCodeNavigationImpl::Get().GatherFunctions(
ModuleName, ClassName,
FShouldAbortDelegate::CreateRaw( this, &FAsyncSymbolGatherer::ShouldAbort ) );
}
FSourceCodeNavigationImpl::~FSourceCodeNavigationImpl()
{
// Make sure async tasks are completed before we exit
// @todo editcode: These could take awhile to finish. Can we kill them in progress?
if( AsyncSymbolGatherer.IsValid() )
{
AsyncSymbolGatherer->EnsureCompletion();
AsyncSymbolGatherer.Reset();
}
}
void FSourceCodeNavigationImpl::SetupModuleSymbols()
{
// Initialize stack walking as it loads up symbol information which we require.
// @todo editcode: For modules that were loaded after the first time appInitStackWalking is called, we may need to load those modules into DbgHelp (see LoadProcessModules)
FPlatformStackWalk::InitStackWalking();
}
void FSourceCodeNavigationImpl::NavigateToFunctionSource( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
ISourceCodeAccessor& SourceCodeAccessor = SourceCodeAccessModule.GetAccessor();
#if PLATFORM_WINDOWS
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// Setup our symbol info structure so that DbgHelp can write to it
ANSICHAR SymbolInfoBuffer[ sizeof( IMAGEHLP_SYMBOL64 ) + MAX_SYM_NAME ];
PIMAGEHLP_SYMBOL64 SymbolInfoPtr = reinterpret_cast< IMAGEHLP_SYMBOL64*>( SymbolInfoBuffer );
SymbolInfoPtr->SizeOfStruct = sizeof( SymbolInfoBuffer );
SymbolInfoPtr->MaxNameLength = MAX_SYM_NAME;
FString FullyQualifiedSymbolName = FunctionSymbolName;
if( !FunctionModuleName.IsEmpty() )
{
FullyQualifiedSymbolName = FString::Printf( TEXT( "%s!%s" ), *FunctionModuleName, *FunctionSymbolName );
}
// Ask DbgHelp to locate information about this symbol by name
// NOTE: Careful! This function is not thread safe, but we're calling it from a separate thread!
if( SymGetSymFromName64( ProcessHandle, TCHAR_TO_ANSI( *FullyQualifiedSymbolName ), SymbolInfoPtr ) )
{
// Setup our file and line info structure so that DbgHelp can write to it
IMAGEHLP_LINE64 FileAndLineInfo;
FileAndLineInfo.SizeOfStruct = sizeof( FileAndLineInfo );
// Query file and line number information for this symbol from DbgHelp
uint32 SourceColumnNumber = 0;
if( SymGetLineFromAddr64( ProcessHandle, SymbolInfoPtr->Address, (::DWORD *)&SourceColumnNumber, &FileAndLineInfo ) )
{
const FString SourceFileName( (const ANSICHAR*)(FileAndLineInfo.FileName) );
int32 SourceLineNumber = 1;
if( bIgnoreLineNumber )
{
SourceColumnNumber = 1;
}
else
{
SourceLineNumber = FileAndLineInfo.LineNumber;
}
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Found symbols for [%s] - File [%s], Line [%i], Column [%i]" ),
*FunctionSymbolName,
*SourceFileName,
(uint32)FileAndLineInfo.LineNumber,
SourceColumnNumber );
// Open this source file in our IDE and take the user right to the line number
SourceCodeAccessor.OpenFileAtLine( SourceFileName, SourceLineNumber, SourceColumnNumber );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find source file and line number for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "NavigateToFunctionSource: Unable to find symbols for '%s' [%s]" ),
*FunctionSymbolName,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif // !NO_LOGGING
#elif PLATFORM_MAC
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == FunctionModuleName)
{
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = nullptr;
struct dysymtab_command const* DsymTable = nullptr;
struct uuid_command* UUIDCommand = nullptr;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule64->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
else if (Command && Command->cmd == LC_UUID)
{
UUIDCommand = (struct uuid_command*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable && UUIDCommand);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString SymbolName;
if (DemangledName)
{
// C++ function
SymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(SymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
SymbolName = SymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = SymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = SymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = SymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
SymbolName = SymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
SymbolName = MangledSymbolName;
}
if(FunctionSymbolName == SymbolName)
{
CFUUIDBytes UUIDBytes;
FMemory::Memcpy(&UUIDBytes, UUIDCommand->uuid, sizeof(CFUUIDBytes));
CFUUIDRef UUIDRef = CFUUIDCreateFromUUIDBytes(kCFAllocatorDefault, UUIDBytes);
CFStringRef UUIDString = CFUUIDCreateString(kCFAllocatorDefault, UUIDRef);
FString UUID((NSString*)UUIDString);
CFRelease(UUIDString);
CFRelease(UUIDRef);
uint64 Address = SymbolEntry.n_value;
uint64 BaseAddress = (uint64)IndexModule64;
FString AtoSCommand = FString::Printf(TEXT("\"%s\" -s %s -l 0x%lx 0x%lx"), *FullModulePath, *UUID, BaseAddress, Address);
int32 ReturnCode = 0;
FString Results;
const FString AtoSPath = FString::Printf(TEXT("%sBinaries/Mac/UnrealAtoS"), *FPaths::EngineDir() );
FPlatformProcess::ExecProcess( *AtoSPath, *AtoSCommand, &ReturnCode, &Results, NULL );
if(ReturnCode == 0)
{
int32 FirstIndex = -1;
int32 LastIndex = -1;
if(Results.FindChar(TCHAR('('), FirstIndex) && Results.FindLastChar(TCHAR('('), LastIndex) && FirstIndex != LastIndex)
{
int32 CloseIndex = -1;
int32 ColonIndex = -1;
if(Results.FindLastChar(TCHAR(':'), ColonIndex) && Results.FindLastChar(TCHAR(')'), CloseIndex))
{
int32 FileNamePos = LastIndex+1;
int32 FileNameLen = ColonIndex-FileNamePos;
FString FileName = Results.Mid(FileNamePos, FileNameLen);
FString LineNumber = Results.Mid(ColonIndex + 1, CloseIndex-(ColonIndex + 1));
SourceCodeAccessor.OpenFileAtLine( FileName, FCString::Atoi(*LineNumber), 0 );
}
}
}
break;
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
FCriticalSection FSourceCodeNavigation::CriticalSection;
FSourceFileDatabase FSourceCodeNavigation::Instance;
void FSourceCodeNavigation::Initialize()
{
class FAsyncInitializeSourceFileDatabase : public FNonAbandonableTask
{
public:
/** Performs work on thread */
void DoWork()
{
FSourceCodeNavigation::GetSourceFileDatabase();
}
/** Returns true if the task should be aborted. Called from within the task processing code itself via delegate */
bool ShouldAbort() const
{
return false;
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncInitializeSourceFileDatabase, STATGROUP_ThreadPoolAsyncTasks);
}
};
// Initialize SourceFileDatabase instance asynchronously
(new FAutoDeleteAsyncTask<FAsyncInitializeSourceFileDatabase>)->StartBackgroundTask();
}
const FSourceFileDatabase& FSourceCodeNavigation::GetSourceFileDatabase()
{
#if !( PLATFORM_WINDOWS && defined(__clang__) ) // @todo clang: This code causes a strange stack overflow issue when compiling using Clang on Windows
// Lock so that nothing may proceed while the AsyncTask is constructing the FSourceFileDatabase for the first time
FScopeLock Lock(&CriticalSection);
Instance.UpdateIfNeeded();
#endif
return Instance;
}
void FSourceCodeNavigation::NavigateToFunctionSourceAsync( const FString& FunctionSymbolName, const FString& FunctionModuleName, const bool bIgnoreLineNumber )
{
if ( !IsCompilerAvailable() )
{
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return;
}
// @todo editcode: This will potentially take a long time to execute. We need a way to tell the async task
// system that this may block internally and it should always have it's own thread. Also
// we may need a way to kill these tasks on shutdown, or when an action is cancelled/overridden
// by the user interactively
struct FNavigateFunctionParams
{
FString FunctionSymbolName;
FString FunctionModuleName;
bool bIgnoreLineNumber;
};
TSharedRef< FNavigateFunctionParams > NavigateFunctionParams( new FNavigateFunctionParams() );
NavigateFunctionParams->FunctionSymbolName = FunctionSymbolName;
NavigateFunctionParams->FunctionModuleName = FunctionModuleName;
NavigateFunctionParams->bIgnoreLineNumber = bIgnoreLineNumber;
struct FLocal
{
/** Wrapper functions to asynchronously look-up symbols and navigate to source code. We do this
asynchronously because symbol look-up can often take some time */
static void PreloadSymbolsTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
{
// Make sure debug symbols are loaded and ready
FSourceCodeNavigationImpl::Get().SetupModuleSymbols();
}
static void NavigateToFunctionSourceTaskWrapper( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent, TSharedRef< FNavigateFunctionParams > Params, TSharedPtr< SNotificationItem > CompileNotificationPtr )
{
// Call the navigate function!
FSourceCodeNavigationImpl::Get().NavigateToFunctionSource( Params->FunctionSymbolName, Params->FunctionModuleName, Params->bIgnoreLineNumber );
// clear the notification
CompileNotificationPtr->SetCompletionState( SNotificationItem::CS_Success );
CompileNotificationPtr->ExpireAndFadeout();
}
};
FNotificationInfo Info( LOCTEXT("ReadingSymbols", "Reading C++ Symbols") );
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
Info.ExpireDuration = 2.0f;
Info.bFireAndForget = false;
TSharedPtr< SNotificationItem > CompileNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if (CompileNotificationPtr.IsValid())
{
CompileNotificationPtr->SetCompletionState(SNotificationItem::CS_Pending);
}
// Kick off asynchronous task to load symbols
DECLARE_CYCLE_STAT(TEXT("FDelegateGraphTask.EditorSourceCodeNavigation"),
STAT_FDelegateGraphTask_EditorSourceCodeNavigation,
STATGROUP_TaskGraphTasks);
FGraphEventRef PreloadSymbolsAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(FDelegateGraphTask::FDelegate::CreateStatic(&FLocal::PreloadSymbolsTaskWrapper), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation)));
// add a dependent task to run on the main thread when symbols are loaded
FGraphEventRef UnusedAsyncResult(
FDelegateGraphTask::CreateAndDispatchWhenReady(
FDelegateGraphTask::FDelegate::CreateStatic(
&FLocal::NavigateToFunctionSourceTaskWrapper, NavigateFunctionParams, CompileNotificationPtr), GET_STATID(STAT_FDelegateGraphTask_EditorSourceCodeNavigation),
PreloadSymbolsAsyncResult, ENamedThreads::GameThread, ENamedThreads::GameThread
)
);
}
void FSourceCodeNavigationImpl::GatherFunctions( const FString& ModuleName, const FString& ClassName, const FShouldAbortDelegate& ShouldAbortDelegate )
{
TArray< FString > FunctionSymbolNames;
#if PLATFORM_WINDOWS
// Initialize stack walking as it loads up symbol information which we require.
SetupModuleSymbols();
struct FCallbackUserData
{
FCallbackUserData( TArray< FString >& InitFunctionSymbolNames, const FShouldAbortDelegate& InitShouldAbortDelegate )
: FunctionSymbolNames( InitFunctionSymbolNames ),
ShouldAbortDelegate( InitShouldAbortDelegate )
{
}
TArray< FString >& FunctionSymbolNames;
const FShouldAbortDelegate& ShouldAbortDelegate;
};
struct Local
{
static BOOL CALLBACK EnumSymbolsCallback( PSYMBOL_INFO pSymInfo, ULONG SymbolSize, PVOID UserContext )
{
FCallbackUserData& CallbackUserData = *static_cast< FCallbackUserData* >( UserContext );
ANSICHAR SymbolBuffer[ MAX_SYM_NAME ];
FCStringAnsi::Strncpy( SymbolBuffer, pSymInfo->Name, pSymInfo->NameLen + 1 );
FString FunctionSymbolName( SymbolBuffer );
// Strip off the class name if we have one
FString FoundClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FoundClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
#if !SOURCECODENAVIGATOR_SHOW_CONSTRUCTOR_AND_DESTRUCTOR
// Filter class constructor
else if( FunctionName == FoundClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
#endif
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !CallbackUserData.FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( CallbackUserData.FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
bool bShouldAbort = false;
if( CallbackUserData.ShouldAbortDelegate.IsBound() )
{
bShouldAbort = CallbackUserData.ShouldAbortDelegate.Execute();
}
// Return true to continue searching, otherwise false
return !bShouldAbort;
}
};
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
const FString SearchMask( FString::Printf( TEXT( "%s!%s::*" ), *ModuleName, *ClassName ) );
FCallbackUserData CallbackUserData( FunctionSymbolNames, ShouldAbortDelegate );
// We'll need the current process handle in order to call into DbgHelp. This must be the same
// process handle that was passed to SymInitialize() earlier.
const HANDLE ProcessHandle = ::GetCurrentProcess();
// NOTE: This function sometimes takes a VERY long time to complete (multiple seconds!)
const bool bSuccessful = !!SymEnumSymbols(
ProcessHandle, // Process handle
0, // DLL base address (or zero, to search multiple modules)
TCHAR_TO_ANSI( *SearchMask ), // Search mask string (see docs)
&Local::EnumSymbolsCallback, // Callback function
&CallbackUserData ); // User data pointer for callback
if( bSuccessful )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
#if !NO_LOGGING
else
{
TCHAR ErrorBuffer[ MAX_SPRINTF ];
UE_LOG(LogSelectionDetails, Warning, TEXT( "GatherFunctions: Unable to enumerate symbols for module '%s', search mask '%s' [%s]" ),
*ModuleName,
*SearchMask,
FPlatformMisc::GetSystemErrorMessage( ErrorBuffer, MAX_SPRINTF, 0 ) );
}
#endif
#elif PLATFORM_MAC
// Build a search string that finds any method with the specified class, in any loaded module
check( !ClassName.IsEmpty() && !ModuleName.IsEmpty() );
for(uint32 Index = 0; Index < _dyld_image_count(); Index++)
{
char const* IndexName = _dyld_get_image_name(Index);
FString FullModulePath(IndexName);
FString Name = FPaths::GetBaseFilename(FullModulePath);
if(Name == ModuleName)
{
bool bSucceeded = true;
struct mach_header_64 const* IndexModule64 = NULL;
struct load_command const* LoadCommands = NULL;
struct mach_header const* IndexModule32 = _dyld_get_image_header(Index);
check(IndexModule32->magic == MH_MAGIC_64);
IndexModule64 = (struct mach_header_64 const*)IndexModule32;
LoadCommands = (struct load_command const*)(IndexModule64 + 1);
struct load_command const* Command = LoadCommands;
struct symtab_command const* SymbolTable = NULL;
struct dysymtab_command const* DsymTable = NULL;
for(uint32 CommandIndex = 0; CommandIndex < IndexModule32->ncmds; CommandIndex++)
{
if (Command && Command->cmd == LC_SYMTAB)
{
SymbolTable = (struct symtab_command const*)Command;
}
else if(Command && Command->cmd == LC_DYSYMTAB)
{
DsymTable = (struct dysymtab_command const*)Command;
}
Command = (struct load_command const*)(((char const*)Command) + Command->cmdsize);
}
check(SymbolTable && DsymTable);
IPlatformFile& PlatformFile = IPlatformFile::GetPlatformPhysical();
IFileHandle* File = PlatformFile.OpenRead(*FullModulePath);
if(File)
{
struct nlist_64* SymbolEntries = new struct nlist_64[SymbolTable->nsyms];
check(SymbolEntries);
char* StringTable = new char[SymbolTable->strsize];
check(StringTable);
bool FileOK = File->Seek(SymbolTable->symoff+(DsymTable->iextdefsym*sizeof(struct nlist_64)));
FileOK &= File->Read((uint8*)SymbolEntries, DsymTable->nextdefsym*sizeof(struct nlist_64));
FileOK &= File->Seek(SymbolTable->stroff);
FileOK &= File->Read((uint8*)StringTable, SymbolTable->strsize);
delete File;
bSucceeded = FileOK;
for(uint32 SymbolIndex = 0; FileOK && SymbolIndex < DsymTable->nextdefsym; SymbolIndex++)
{
struct nlist_64 const& SymbolEntry = SymbolEntries[SymbolIndex];
// All the entries in the mach-o external table are functions.
// The local table contains the minimal debug stabs used by dsymutil to create the DWARF dsym.
if(SymbolEntry.n_un.n_strx)
{
if (SymbolEntry.n_value)
{
char const* MangledSymbolName = (StringTable+SymbolEntry.n_un.n_strx);
if(FString(MangledSymbolName).Contains(ClassName))
{
// Remove leading '_'
MangledSymbolName += 1;
int32 Status = 0;
char* DemangledName = abi::__cxa_demangle(MangledSymbolName, NULL, 0, &Status);
FString FunctionSymbolName;
if (DemangledName)
{
// C++ function
FunctionSymbolName = DemangledName;
free(DemangledName);
// This contains return & arguments, it would seem that the DbgHelp API doesn't.
// So we shall strip them.
int32 ArgumentIndex = -1;
if(FunctionSymbolName.FindLastChar(TCHAR('('), ArgumentIndex))
{
FunctionSymbolName = FunctionSymbolName.Left(ArgumentIndex);
int32 TemplateNesting = 0;
int32 Pos = FunctionSymbolName.Len();
// Cast operators are special & include spaces, whereas normal functions don't.
int32 OperatorIndex = FunctionSymbolName.Find("operator");
if(OperatorIndex >= 0)
{
// Trim from before the 'operator'
Pos = OperatorIndex;
}
for(; Pos > 0; --Pos)
{
TCHAR Character = FunctionSymbolName[Pos - 1];
if(Character == TCHAR(' ') && TemplateNesting == 0)
{
FunctionSymbolName = FunctionSymbolName.Mid(Pos);
break;
}
else if(Character == TCHAR('>'))
{
TemplateNesting++;
}
else if(Character == TCHAR('<'))
{
TemplateNesting--;
}
}
}
}
else
{
// C function
FunctionSymbolName = MangledSymbolName;
}
// Strip off the class name if we have one
FString FunctionClassName;
FString FunctionName = FunctionSymbolName;
const int32 ClassDelimeterPos = FunctionSymbolName.Find( TEXT( "::" ) );
if( ClassDelimeterPos != INDEX_NONE )
{
FunctionClassName = FunctionSymbolName.Mid( 0, ClassDelimeterPos );
FunctionName = FunctionSymbolName.Mid( ClassDelimeterPos + 2 );
}
// Filter out symbols that aren't pretty to look at
bool bPassedFilter = true;
{
// @todo editcode: Not sure if we want this by default (make user-configurable?)
const bool bShowConstructorAndDestructor = false;
if (ClassName != FunctionClassName)
{
bPassedFilter = false;
}
// Filter compiler-generated functions
if( FunctionName.StartsWith( TEXT( "`" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
else if( FunctionName.StartsWith( TEXT( "vtable for" ) ) || FunctionName.StartsWith( TEXT( "scalar deleting" ) ) || FunctionName.StartsWith( TEXT( "vector deleting" ) ) )
{
// e.g.
// `scalar deleting destructor'
// `vector deleting destructor'
// `vftable'
bPassedFilter = false;
}
// Filter out operators
else if( FunctionName.StartsWith( TEXT( "operator " ) ) )
{
// e.g.
// operator new
bPassedFilter = false;
}
// Filter out member functions of inner class/struct types
else if( FunctionName.Contains( TEXT( "::" ) ) )
{
// e.g.
// FStateEvent::FStateEvent (UObject)
bPassedFilter = false;
}
// Filter class constructor
else if( !bShowConstructorAndDestructor && FunctionName == FunctionClassName )
{
// <class>
bPassedFilter = false;
}
// Filter class destructor
else if( !bShowConstructorAndDestructor && FunctionName.StartsWith( TEXT( "~" ) ) )
{
// ~<class>
bPassedFilter = false;
}
// Filter various macro-generated Unreal methods and static member functions
else if( FunctionName == TEXT( "Default" ) ||
FunctionName == TEXT( "GetPrivateStaticClass" ) ||
FunctionName == TEXT( "StaticClass" ) ||
FunctionName.StartsWith( TEXT( "StaticRegisterNatives" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "exec" ), ESearchCase::CaseSensitive ) ||
FunctionName.StartsWith( TEXT( "event" ), ESearchCase::CaseSensitive ) )
{
bPassedFilter = false;
}
}
if( bPassedFilter )
{
// Don't add duplicates (overloads, filter mangling, various other reasons for this.)
// @todo editcode: O(N) look-up here, could slow down symbol gathering!
if( !FunctionSymbolNames.Contains( FunctionSymbolName ) )
{
// Add it to the list
new( FunctionSymbolNames ) FString( FunctionSymbolName );
}
}
if( ShouldAbortDelegate.IsBound() && ShouldAbortDelegate.Execute())
{
bSucceeded = false;
break;
}
}
}
}
}
delete [] StringTable;
delete [] SymbolEntries;
}
else
{
bSucceeded = false;
}
if(bSucceeded)
{
FScopeLock ScopeLock( &SynchronizationObject );
// Update our symbol cache
SourceSymbolDatabase.SetFunctionsForClass( ModuleName, ClassName, FunctionSymbolNames );
}
break;
}
}
#endif // PLATFORM_WINDOWS
}
void FSourceCodeNavigation::GatherFunctionsForActors( TArray< AActor* >& Actors, const EGatherMode::Type GatherMode, TArray< FEditCodeMenuClass >& Classes )
{
// NOTE: It's important for this function to execute very quickly, especially when GatherMode is "ClassesOnly". This
// is because the code may execute every time the user right clicks on an actor in the level editor, before the menu
// is able to be summoned. We need the UI to be responsive!
struct Local
{
static FEditCodeMenuClass& GetClassInfo( TArray< FEditCodeMenuClass >& InClasses, const FString& ModuleName, const FString& ClassName, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
check( !ClassName.IsEmpty() );
// Check to see if we already have this class name in our list
FEditCodeMenuClass* FoundClass = NULL;
for( int32 CurClassIndex = 0; CurClassIndex < InClasses.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = InClasses[ CurClassIndex ];
if( CurClass.Name == ClassName )
{
FoundClass = &CurClass;
break;
}
}
// Add a new class to our list if we need to
if( FoundClass == NULL )
{
FoundClass = new( InClasses ) FEditCodeMenuClass();
FoundClass->Name = ClassName;
FoundClass->bIsCompleteList = true; // Until proven otherwise!
FoundClass->ReferencedObject = ReferencedObject;
FoundClass->ModuleName = ModuleName;
}
else
{
check(FoundClass->ReferencedObject.Get() == ReferencedObject);
}
return *FoundClass;
}
static void AddFunction( TArray< FEditCodeMenuClass >& InClasses, const FFunctionSymbolInfo& FunctionSymbolInfo, UObject* ReferencedObject = NULL )
{
// We're expecting all functions to have a class here
if( ensure( !FunctionSymbolInfo.ClassName.IsEmpty() ) )
{
// Keep track of the current function
FEditCodeMenuClass& ClassInfo = GetClassInfo(InClasses, FunctionSymbolInfo.ModuleName, FunctionSymbolInfo.ClassName, ReferencedObject);
ClassInfo.Functions.Add( FunctionSymbolInfo );
}
else
{
// No class for this function. We'll ignore it as we only want to show functions for this class
}
}
};
// Skip low-level classes that we never want users to see. These usually have a lot of symbols
// that slow down digestion times and clutter the UI too.
TSet< FString > ClassesWithIncompleteFunctionLists;
for( TArray< AActor* >::TIterator It( Actors ); It; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
// Grab the class of this actor
UClass* ActorClass = Actor->GetClass();
check( ActorClass != NULL );
// Walk the inheritance hierarchy for this class
for( UClass* CurClass = ActorClass; CurClass != NULL; CurClass = CurClass->GetSuperClass() )
{
// Skip low-level classes if we were asked to do that. Here, we'll require the class to have
// been derived from a low level actor/pawn class.
#if !SOURCECODENAVIGATOR_GATHER_LOW_LEVEL_CLASSES
if( !CurClass->IsChildOf( AActor::StaticClass() ) || // @todo editcode: A bit hacky here, hard-coding types
CurClass == AActor::StaticClass() ||
CurClass == APawn::StaticClass() )
{
continue;
}
#endif
const FString CPlusPlusClassName( FString( CurClass->GetPrefixCPP() ) + CurClass->GetName() );
// Figure out the module file name that this class' C++ code lives in
FString ModuleName = FPaths::GetBaseFilename(FPlatformProcess::ExecutableName()); // Default to the executable module
// Only bother getting the correct module if we're gathering functions, too, since it can slow down the process a bit.
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
FindClassModuleName( CurClass, ModuleName );
}
{
// Assume there are always C++ functions to gather. This isn't necessarily correct but it's too
// slow to check to be sure when only asked to gather classes. Besides, currently we display
// functions for UObject which everything derives from, so there are always *some* functions, just
// not necessarily for every class we report.
bool bIsCompleteList = false;
// True to gather functions from the symbol database (slow, but has every function.)
// False to gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
const bool bGetFunctionsFromSymbolDatabase = false; // @todo editcode: Should we get rid of the unused code path here?
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
if( bGetFunctionsFromSymbolDatabase )
{
// Gather functions from symbol database (slow, but has every function.)
TArray< FString > GatheredFunctionSymbolNames;
FSourceCodeNavigationImpl::Get().TryToGatherFunctions( ModuleName, CPlusPlusClassName, GatheredFunctionSymbolNames, bIsCompleteList );
for( int32 CurFunctionIndex = 0; CurFunctionIndex < GatheredFunctionSymbolNames.Num(); ++CurFunctionIndex )
{
const FString& FunctionSymbolName = GatheredFunctionSymbolNames[ CurFunctionIndex ];
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
}
else
{
// Gather script-exposed native functions from our UObject class data (fast, but only has script-exposed functions.)
// Find all of the editable functions in this class
for( int32 CurFunctionIndex = 0; CurFunctionIndex < CurClass->NativeFunctionLookupTable.Num(); ++CurFunctionIndex )
{
// Convert the function name (e.g., "execOnTouched") to an FString so we can manipulate it easily
const FString ImplFunctionName = CurClass->NativeFunctionLookupTable[ CurFunctionIndex ].Name.ToString();
// Create a fully-qualified symbol name for this function that includes the class
const FString FunctionSymbolName =
CPlusPlusClassName + // The C++ class name (e.g. "APawn")
FString( TEXT( "::" ) ) + // C++ class scoping
ImplFunctionName; // The function name (e.g. "OnTouched")
FFunctionSymbolInfo SymbolInfo;
SymbolInfo.SymbolName = FunctionSymbolName;
SymbolInfo.ClassName = CPlusPlusClassName;
SymbolInfo.ModuleName = ModuleName;
Local::AddFunction( Classes, SymbolInfo );
}
// We always have complete data when gathering directly from the native function table
bIsCompleteList = true;
}
}
if( !bIsCompleteList )
{
// Find the class and mark it incomplete
FEditCodeMenuClass& ClassInfo = Local::GetClassInfo( Classes, ModuleName, CPlusPlusClassName );
ClassInfo.bIsCompleteList = false;
}
}
}
}
if( GatherMode == EGatherMode::ClassesAndFunctions )
{
// Sort function lists
for( int32 CurClassIndex = 0; CurClassIndex < Classes.Num(); ++CurClassIndex )
{
FEditCodeMenuClass& CurClass = Classes[ CurClassIndex ];
struct FCompareSymbolName
{
FORCEINLINE bool operator()( const FFunctionSymbolInfo& A, const FFunctionSymbolInfo& B ) const
{
return A.SymbolName < B.SymbolName;
}
};
CurClass.Functions.Sort( FCompareSymbolName() );
}
}
}
bool FSourceCodeNavigation::NavigateToFunctionAsync( UFunction* InFunction )
{
bool bResult = false;
if( InFunction )
{
UClass* OwningClass = InFunction->GetOwnerClass();
if( OwningClass->HasAllClassFlags( CLASS_Native ))
{
FString ModuleName;
// Find module name for class
if( FindClassModuleName( OwningClass, ModuleName ))
{
const FString SymbolName = FString::Printf( TEXT( "%s%s::%s" ), OwningClass->GetPrefixCPP(), *OwningClass->GetName(), *InFunction->GetName() );
NavigateToFunctionSourceAsync( SymbolName, ModuleName, false );
bResult = true;
}
}
}
return bResult;
}
bool FSourceCodeNavigation::NavigateToProperty( UProperty* InProperty )
{
bool bResult = false;
if (InProperty && InProperty->IsNative())
{
FString SourceFilePath;
const bool bFileLocated = FindClassHeaderPath(InProperty, SourceFilePath) &&
IFileManager::Get().FileSize(*SourceFilePath) != INDEX_NONE;
if (bFileLocated)
{
const FString AbsoluteSourcePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*SourceFilePath);
bResult = OpenSourceFile(AbsoluteSourcePath);
}
}
return bResult;
}
bool FSourceCodeNavigation::FindClassModuleName( UClass* InClass, FString& ModuleName )
{
bool bResult = false;
// Find module name from class
if( InClass )
{
UPackage* ClassPackage = InClass->GetOuterUPackage();
if( ClassPackage )
{
//@Package name transition
FName ShortClassPackageName = FPackageName::GetShortFName(ClassPackage->GetFName());
// Is this module loaded? In many cases, we may not have a loaded module for this class' package,
// as it might be statically linked into the executable, etc.
if( FModuleManager::Get().IsModuleLoaded( ShortClassPackageName ) )
{
// Because the module loaded into memory may have a slightly mutated file name (for
// hot reload, etc), we ask the module manager for the actual file name being used. This
// is important as we need to be sure to get the correct symbols.
FModuleStatus ModuleStatus;
if( ensure( FModuleManager::Get().QueryModule( ShortClassPackageName, ModuleStatus ) ) )
{
// Use the base file name (no path, no extension) as the module name for symbol look up!
ModuleName = FPaths::GetBaseFilename(ModuleStatus.FilePath);
bResult = true;
}
else
{
// This module should always be known. Should never happen.
}
}
}
}
return bResult;
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnSymbolQueryFinished& FSourceCodeNavigation::AccessOnSymbolQueryFinished()
{
return FSourceCodeNavigationImpl::Get().OnSymbolQueryFinished;
}
FText FSourceCodeNavigation::GetSuggestedSourceCodeIDE(bool bShortIDEName)
{
#if PLATFORM_WINDOWS
if ( bShortIDEName )
{
return LOCTEXT("SuggestedCodeIDE_ShortWindows", "Visual Studio");
}
else
{
return LOCTEXT("SuggestedCodeIDE_Windows", "Visual Studio 2017");
}
#elif PLATFORM_MAC
return LOCTEXT("SuggestedCodeIDE_Mac", "Xcode");
#else
return LOCTEXT("SuggestedCodeIDE_Generic", "an IDE to edit source code");
#endif
}
FString FSourceCodeNavigation::GetSuggestedSourceCodeIDEDownloadURL()
{
FString SourceCodeIDEURL;
#if PLATFORM_WINDOWS
// Visual Studio
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Windows"), SourceCodeIDEURL );
#elif PLATFORM_MAC
// Xcode
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Mac"), SourceCodeIDEURL );
#else
// Unknown platform, just link to wikipedia page on IDEs
FUnrealEdMisc::Get().GetURL( TEXT("SourceCodeIDEURL_Other"), SourceCodeIDEURL );
#endif
return SourceCodeIDEURL;
}
bool FSourceCodeNavigation::GetCanDirectlyInstallSourceCodeIDE()
{
#if PLATFORM_WINDOWS
return true;
#else
return false;
#endif
}
void FSourceCodeNavigation::DownloadAndInstallSuggestedIDE(FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
FSourceCodeNavigationImpl& SourceCodeNavImpl = FSourceCodeNavigationImpl::Get();
// Check to see if the file exists first
auto UserTempDir = FPaths::ConvertRelativePathToFull(FDesktopPlatformModule::Get()->GetUserTempPath());
FString InstallerFullPath = FString::Printf(TEXT("%s%s"), *UserTempDir, *SourceCodeNavImpl.GetSuggestedIDEInstallerFileName());
if (!IPlatformFile::GetPlatformPhysical().FileExists(*InstallerFullPath))
{
FString DownloadURL;
TSharedRef<IHttpRequest> HttpRequest = FHttpModule::Get().CreateRequest();
// Download the installer for the suggested IDE
HttpRequest->OnProcessRequestComplete().BindRaw(&SourceCodeNavImpl, &FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete, OnDownloadComplete);
HttpRequest->SetVerb(TEXT("GET"));
HttpRequest->SetURL(GetSuggestedSourceCodeIDEDownloadURL());
HttpRequest->ProcessRequest();
}
else
{
SourceCodeNavImpl.LaunchIDEInstaller(InstallerFullPath);
OnDownloadComplete.ExecuteIfBound(true);
}
}
void FSourceCodeNavigation::RefreshCompilerAvailability()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().RefreshAvailability();
}
bool FSourceCodeNavigation::IsCompilerAvailable()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().CanAccessSourceCode();
}
bool FSourceCodeNavigation::OpenSourceFile( const FString& AbsoluteSourcePath, int32 LineNumber, int32 ColumnNumber )
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenFileAtLine(AbsoluteSourcePath, LineNumber, ColumnNumber);
}
// Let others know that we've failed to open a source file.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSourceFiles(AbsoluteSourcePaths);
}
// Let others know that we've failed to open some source files.
AccessOnCompilerNotFound().Broadcast();
return false;
}
bool FSourceCodeNavigation::AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
if ( IsCompilerAvailable() )
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().AddSourceFiles(AbsoluteSourcePaths, GetSourceFileDatabase().GetModuleNames());
}
return false;
}
bool FSourceCodeNavigation::OpenModuleSolution()
{
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
return SourceCodeAccessModule.GetAccessor().OpenSolution();
}
/** Call this to access the multi-cast delegate that you can register a callback with */
FSourceCodeNavigation::FOnCompilerNotFound& FSourceCodeNavigation::AccessOnCompilerNotFound()
{
return FSourceCodeNavigationImpl::Get().OnCompilerNotFound;
}
FSourceCodeNavigation::FOnNewModuleAdded& FSourceCodeNavigation::AccessOnNewModuleAdded()
{
return FSourceCodeNavigationImpl::Get().OnNewModuleAdded;
}
bool FSourceCodeNavigation::FindModulePath( const FString& ModuleName, FString &OutModulePath )
{
// Try to find a file matching the module name
const TArray<FString>& ModuleNames = GetSourceFileDatabase().GetModuleNames();
FString FindModuleSuffix = FString(TEXT("/")) + ModuleName + ".Build.cs";
for (int32 Idx = 0; Idx < ModuleNames.Num(); Idx++)
{
if (ModuleNames[Idx].EndsWith(FindModuleSuffix))
{
OutModulePath = ModuleNames[Idx].Left(ModuleNames[Idx].Len() - FindModuleSuffix.Len());
return true;
}
}
return false;
}
bool FSourceCodeNavigation::FindClassHeaderPath( const UField *Field, FString &OutClassHeaderPath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
FString ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
OutClassHeaderPath = ModuleBasePath / ModuleRelativePath;
return true;
}
}
}
return false;
}
bool FSourceCodeNavigation::FindClassSourcePath( const UField *Field, FString &OutClassSourcePath )
{
// Get the class package, and skip past the "/Script/" portion to get the module name
UPackage *ModulePackage = Field->GetTypedOuter<UPackage>();
FString ModulePackageName = ModulePackage->GetName();
int32 ModuleNameIdx;
if(ModulePackageName.FindLastChar(TEXT('/'), ModuleNameIdx))
{
// Find the base path for the module
FString ModuleBasePath;
if(FSourceCodeNavigation::FindModulePath(*ModulePackageName + ModuleNameIdx + 1, ModuleBasePath))
{
// Get the metadata for the class path relative to the module base
// Given this we can try and find the corresponding .cpp file
FString ModuleRelativePath = ModulePackage->GetMetaData()->GetValue(Field, TEXT("ModuleRelativePath"));
if(ModuleRelativePath.Len() > 0)
{
const FString PotentialCppLeafname = FPaths::GetBaseFilename(ModuleRelativePath) + TEXT(".cpp");
FString PotentialCppFilename = ModuleBasePath / FPaths::GetPath(ModuleRelativePath) / PotentialCppLeafname;
// Is the .cpp file in the same folder as the header file?
if(FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
const FString PublicPath = ModuleBasePath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = ModuleBasePath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = ModuleBasePath / "Classes" / ""; // Ensure trailing /
// If the path starts with Public or Classes, try swapping those out with Private
if(PotentialCppFilename.StartsWith(PublicPath))
{
PotentialCppFilename.ReplaceInline(*PublicPath, *PrivatePath);
}
else if(PotentialCppFilename.StartsWith(ClassesPath))
{
PotentialCppFilename.ReplaceInline(*ClassesPath, *PrivatePath);
}
else
{
PotentialCppFilename.Empty();
}
if(!PotentialCppFilename.IsEmpty() && FPaths::FileExists(PotentialCppFilename))
{
OutClassSourcePath = PotentialCppFilename;
return true;
}
// Still no luck, try and search for the file on the filesystem
TArray<FString> Filenames;
IFileManager::Get().FindFilesRecursive(Filenames, *ModuleBasePath, *PotentialCppLeafname, true, false, false);
if(Filenames.Num() > 0)
{
// Assume it's the first match (we should really only find a single file with a given name within a project anyway)
OutClassSourcePath = Filenames[0];
return true;
}
}
}
}
return false;
}
void FSourceCodeNavigationImpl::OnSuggestedIDEInstallerDownloadComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FOnIDEInstallerDownloadComplete OnDownloadComplete)
{
if (bWasSuccessful)
{
// Get the user's temp directory
auto UserTempDir = FDesktopPlatformModule::Get()->GetUserTempPath();
// Create the installer file in the temp dir
auto InstallerName = GetSuggestedIDEInstallerFileName();
FString Filepath = FString::Printf(TEXT("%s%s"), *UserTempDir, *InstallerName);
auto InstallerFileHandle = IPlatformFile::GetPlatformPhysical().OpenWrite(*Filepath);
// Copy the content from the response into the installer file
auto InstallerContent = Response->GetContent();
bool bWriteSucceeded = InstallerFileHandle ? InstallerFileHandle->Write(InstallerContent.GetData(), InstallerContent.Num()) : false;
delete InstallerFileHandle;
if (bWriteSucceeded)
{
// Launch the created executable in a separate window to begin the installation
LaunchIDEInstaller(Filepath);
}
else
{
bWasSuccessful = false;
}
}
OnDownloadComplete.ExecuteIfBound(bWasSuccessful);
}
void FSourceCodeNavigationImpl::TryToGatherFunctions( const FString& ModuleName, const FString& ClassName, TArray< FString >& OutFunctionSymbolNames, bool& OutIsCompleteList )
{
FScopeLock ScopeLock( &SynchronizationObject );
// Start out by gathering whatever functions we've already cached
const bool bFoundFunctions = SourceSymbolDatabase.QueryFunctionsForClass( ModuleName, ClassName, OutFunctionSymbolNames, OutIsCompleteList );
if( !bFoundFunctions )
{
OutIsCompleteList = false;
}
if( !bFoundFunctions || !OutIsCompleteList )
{
// Enqueue a task to gather symbols. This will be kicked off the next time we have a chance (as early as next Tick() call)
FSymbolGatherRequest GatherRequest = { ModuleName, ClassName };
ClassesToGatherSymbolsFor.AddUnique( GatherRequest );
}
}
void FSourceCodeNavigationImpl::SymbolQueryStarted()
{
// Starting a new request! Notify the UI.
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->ExpireAndFadeout();
}
FNotificationInfo Info( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryInProgress", "Loading C++ Symbols") );
Info.bFireAndForget = false;
SymbolQueryNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
if ( SymbolQueryNotificationPtr.IsValid() )
{
SymbolQueryNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
void FSourceCodeNavigationImpl::SymbolQueryFinished()
{
// Finished all requests! Notify the UI.
TSharedPtr<SNotificationItem> NotificationItem = SymbolQueryNotificationPtr.Pin();
if ( NotificationItem.IsValid() )
{
NotificationItem->SetText( NSLOCTEXT("SourceCodeNavigation", "SymbolQueryComplete", "C++ Symbols Loaded!") );
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
NotificationItem->ExpireAndFadeout();
SymbolQueryNotificationPtr.Reset();
}
// Let others know that we've gathered some new symbols
OnSymbolQueryFinished.Broadcast();
}
FString FSourceCodeNavigationImpl::GetSuggestedIDEInstallerFileName()
{
FString Extension;
#if PLATFORM_WINDOWS
Extension = "exe";
#elif PLATFORM_MAC
Extension = "app";
#endif
return FString::Printf(TEXT("%s.%s"), *SourceCodeNavigationDefs::IDEInstallerFilename, *Extension);
}
void FSourceCodeNavigationImpl::LaunchIDEInstaller(const FString& Filepath)
{
#if PLATFORM_WINDOWS
auto Params = TEXT("--productId \"Microsoft.VisualStudio.Product.Community\" --add \"Microsoft.VisualStudio.Workload.NativeGame\" --add \"Component.Unreal\" --campaign \"EpicGames_UE4\"");
FPlatformProcess::ExecElevatedProcess(*Filepath, Params, nullptr);
#endif
}
void FSourceCodeNavigationImpl::Tick( float DeltaTime )
{
const bool bAsyncWorkAvailable = ClassesToGatherSymbolsFor.Num() > 0;
// Do we have any work to do?
if( bAsyncWorkAvailable )
{
// Are we still busy gathering functions?
const bool bIsBusy = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsDone();
if( !bIsBusy )
{
const FSymbolGatherRequest GatherRequest = ClassesToGatherSymbolsFor[ 0 ];
ClassesToGatherSymbolsFor.RemoveAt( 0 );
// Init stack walking here to ensure that module manager doesn't need to be accessed on the thread inside the asynk task
FPlatformStackWalk::InitStackWalking();
// Start the async task
AsyncSymbolGatherer = MakeShareable( new FAsyncTask< FAsyncSymbolGatherer >( GatherRequest.ModuleName, GatherRequest.ClassName ) );
AsyncSymbolGatherer->StartBackgroundTask();
}
else
{
// Current task is still running, so wait until some other time
}
}
// Determine if starting new work or finishing the last of the queued work
const bool bAsyncWorkWasInProgress = bAsyncWorkIsInProgress;
bAsyncWorkIsInProgress = AsyncSymbolGatherer.IsValid() && !AsyncSymbolGatherer->IsWorkDone();
if (!bAsyncWorkWasInProgress && bAsyncWorkAvailable)
{
SymbolQueryStarted();
}
else if (bAsyncWorkWasInProgress && !bAsyncWorkIsInProgress && !bAsyncWorkAvailable)
{
SymbolQueryFinished();
}
}
TStatId FSourceCodeNavigationImpl::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FSourceCodeNavigationImpl, STATGROUP_Tickables);
}
#undef LOCTEXT_NAMESPACE