Beispiel #1
0
        private static void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
        {
            Assembly currentAssembly = typeof(NativeFunctions).Assembly;
            Assembly assembly        = args.LoadedAssembly;

            AssemblyName[] referencedAssemblies = assembly.GetReferencedAssemblies();
            foreach (AssemblyName assemblyName in referencedAssemblies)
            {
                if (assemblyName.FullName == currentAssembly.FullName)
                {
                    try
                    {
                        FMessage.Log("Load managed assembly: '" + assembly.FullName + "'");

                        // This is an unreal assembly. Load the unreal types.
                        ManagedUnrealModuleInfo.PreProcessAssembly(assembly);//UnrealTypes.Load(assembly);
                        UClass.Load(assembly);
                    }
                    catch (Exception e)
                    {
                        FMessage.Log("Failed to process assembly " + assembly.FullName + " error: " + e);

                        // Break if we are debugging as the exception may be silently handled
                        Debugger.Break();
                    }
                    break;
                }
            }
        }
Beispiel #2
0
        internal static void OnNativeFunctionsRegistered()
        {
            if (Debugger.IsAttached && ManagedUnrealModuleInfo.AssemblyHasSerializedModuleInfo(
                    System.Reflection.Assembly.GetExecutingAssembly()))
            {
                ActorClass = UClass.GetClass("/Script/Engine.Actor");

                // Run the tests a few times. If there is corrupt memory it might not show itself on the first run.
                for (int i = 0; i < 5; i++)
                {
                    DelegateTests.Run();
                    EnumTests.Run();
                    FixedSizeArrayTests.Run();
                    StructTests.Run();
                    ClassTests.Run();
                    CollectionsTests.Run();
                    SimpleFunctionParamTests.Run();
                    CollectionFunctionParamTests.Run();
                }
            }
        }
Beispiel #3
0
        private static void OnNativeFunctionsRegistered()
        {
            bool reloading = HotReload.IsReloading;

            HotReload.MinimalReload = Native_SharpHotReloadUtils.Get_MinimalHotReload();

            FMessage.Log("Runtime: " + SharedRuntimeState.GetRuntimeInfo(false));

            // HACK: Removing EPackageFlags.EditorOnly on the USharp package so that C# classes aren't tagged as
            //       EObjectMark.EditorOnly. The correct thing to do would be to seperate USharp into seperate
            //       Editor/Runtime modules.
            IntPtr package = NativeReflection.FindPackage(IntPtr.Zero, "/Script/USharp");

            if (package != IntPtr.Zero)
            {
                Native_UPackage.ClearPackageFlags(package, EPackageFlags.EditorOnly);
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UnrealTypes_Load))
            {
                UnrealTypes.Load();
            }

            if (HotReload.IsReloading)
            {
                HotReload.OnPreReloadBegin();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UnrealTypes_LoadNative))
            {
                // Load the underlying native type info for generated types (class address/properties/functions/offsets)
                UnrealTypes.LoadNative();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UClass_Load))
            {
                // Load native classes
                UClass.Load();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.NativeFunctions_GenerateAndCompileMissingAssemblies))
            {
                // Update the C# game project props file
                ProjectProps.Update();

                // Prompt to compile the C# engine wrapper code / C# game code (if it isn't already compiled)
                GenerateAndCompileMissingAssemblies();
            }

            // If any assemblies are loaded make sure to load their unreal types
            if (!AssemblyContext.IsCoreCLR || CurrentAssemblyContext.Reference.IsInvalid)
            {
                // .NET Core should resolve with AssemblyLoadContext.Resolving (unless the contexts aren't set up)
                CurrentAssemblyContext.AssemblyResolve += CurrentDomain_AssemblyResolve;
            }
            CurrentAssemblyContext.AssemblyLoad += OnAssemblyLoad;
            CurrentAssemblyContext.Resolving    += CurrentAssemblyContext_Resolving;

            using (var timing = HotReload.Timing.Create(HotReload.Timing.NativeFunctions_LoadAssemblies))
            {
                // Load managed assemblies (game assembly, and any others which may need loading)
                LoadAssemblies();
            }

            if (HotReload.IsReloading)
            {
                HotReload.OnPreReloadEnd();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.ManagedUnrealModuleInfo_Load))
            {
                // Load managed module infos
                ManagedUnrealModuleInfo.Load();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.ManagedUnrealTypes_Load))
            {
                // Load / register managed unreal types
                ManagedUnrealTypes.Load();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.HotReload_OnReload))
            {
                // Let HotReload handle reloading if this is a reload
                if (HotReload.IsReloading)
                {
                    HotReload.OnReload();
                }
            }

            // Clear the hot-reload data store if it isn't cleared already
            if (HotReload.Data != null)
            {
                HotReload.Data.Close();
                HotReload.Data = null;
            }

            if (FBuild.WithEditor && reloading)
            {
                using (var timing = HotReload.Timing.Create(HotReload.Timing.UObject_CollectGarbage))
                {
                    // If we are hotreloading collect garbage to clean up trashed types / reinstanced objects
                    UObject.CollectGarbage(GCHelper.GarbageCollectionKeepFlags, true);
                }

                if (!ManagedUnrealTypes.SkipBroadcastHotReload)
                {
                    using (var timing = HotReload.Timing.Create(HotReload.Timing.SharpHotReloadUtils_BroadcastOnHotReload))
                    {
                        // Broadcast the native OnHotReload (if we don't do this we would need to reimplement various
                        // handlers to ensure correct reloading. One example is FBlueprintActionDatabase::ReloadAll
                        // which needs to be called otherwise the action database will hold onto our old class members
                        // and would produce erros when opening blueprints).

                        // true will show the C++ "Hot Reload Complete!" notification (are there any other differences?)
                        //Native_SharpHotReloadUtils.BroadcastOnHotReload(true);

                        // The notification rendering gets messed up the longer hotreload takes. Wait 1 frame to ensure
                        // that the notification gets fully rendered (though the audio still seems to mess up)
                        Coroutine.StartCoroutine(null, DeferBroadcastHotReload());
                    }
                }
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.GC_Collect))
            {
                // We likely created a bunch of garbage, best to clean it up now.
                GC.Collect();
            }
        }
Beispiel #4
0
        private static void OnNativeFunctionsRegistered()
        {
            bool reloading = HotReload.IsReloading;

            HotReload.MinimalReload = Native_SharpHotReloadUtils.Get_MinimalHotReload();

            // HACK: Removing EPackageFlags.EditorOnly on the USharp package so that C# classes aren't tagged as
            //       EObjectMark.EditorOnly. The correct thing to do would be to seperate USharp into seperate
            //       Editor/Runtime modules.
            IntPtr package = NativeReflection.FindPackage(IntPtr.Zero, "/Script/USharp");

            if (package != IntPtr.Zero)
            {
                Native_UPackage.ClearPackageFlags(package, EPackageFlags.EditorOnly);
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.NativeFunctions_LoadAssemblies))
            {
                // Load managed assemblies (game assembly, and any others which may need loading)
                LoadAssemblies();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UnrealTypes_Load))
            {
                UnrealTypes.Load();
            }

            if (HotReload.IsReloading)
            {
                HotReload.OnPreReloadBegin();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UnrealTypes_LoadNative))
            {
                // Load the underlying native type info for generated types (class address/properties/functions/offsets)
                UnrealTypes.LoadNative();
            }

            // If any assemblies are loaded after this point make sure to load their unreal types
            AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;

            using (var timing = HotReload.Timing.Create(HotReload.Timing.UClass_Load))
            {
                // Load native classes
                UClass.Load();
            }

            if (HotReload.IsReloading)
            {
                HotReload.OnPreReloadEnd();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.ManagedUnrealModuleInfo_Load))
            {
                // Load managed module infos
                ManagedUnrealModuleInfo.Load();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.ManagedUnrealTypes_Load))
            {
                // Load / register managed unreal types
                ManagedUnrealTypes.Load();
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.HotReload_OnReload))
            {
                // Let HotReload handle reloading if this is a reload
                if (HotReload.IsReloading)
                {
                    HotReload.OnReload();
                }
            }

            // Clear the hot-reload data store if it isn't cleared already
            if (HotReload.Data != null)
            {
                HotReload.Data.Close();
                HotReload.Data = null;
            }

            if (FBuild.WithEditor && reloading)
            {
                using (var timing = HotReload.Timing.Create(HotReload.Timing.UObject_CollectGarbage))
                {
                    // If we are hotreloading collect garbage to clean up trashed types / reinstanced objects
                    UObject.CollectGarbage(GCHelper.GarbageCollectionKeepFlags, true);
                }

                if (!ManagedUnrealTypes.SkipBroadcastHotReload)
                {
                    using (var timing = HotReload.Timing.Create(HotReload.Timing.SharpHotReloadUtils_BroadcastOnHotReload))
                    {
                        // Broadcast the native OnHotReload (if we don't do this we would need to reimplement various
                        // handlers to ensure correct reloading. One example is FBlueprintActionDatabase::ReloadAll
                        // which needs to be called otherwise the action database will hold onto our old class members
                        // and would produce erros when opening blueprints).

                        // true will show the C++ "Hot Reload Complete!" notification (are there any other differences?)
                        Native_SharpHotReloadUtils.BroadcastOnHotReload(true);
                    }
                }
            }

            using (var timing = HotReload.Timing.Create(HotReload.Timing.GC_Collect))
            {
                // We likely created a bunch of garbage, best to clean it up now.
                GC.Collect();
            }
        }