Esempio n. 1
0
        public static void Main(string[] args)
        {
            Stopwatch stopwatch = new Stopwatch();

            stopwatch.Start();

            UnrealTypes.Load();
            AssemblyRewriter rewriter = new AssemblyRewriter();

            if (System.Diagnostics.Debugger.IsAttached && args.Length == 0)
            {
                ManagedUnrealReflectionBase.UpdateSerializerCode();
                //RunTests(rewriter);
            }

            AppDomain.CurrentDomain.AssemblyResolve += CurrentDomain_AssemblyResolve;

            foreach (string filePath in args)
            {
                ProcessAssembly(rewriter, filePath);
                additionalAssemblySearchPath = null;
            }

            stopwatch.Stop();
            Console.WriteLine("AssemblyRewriter finished " + stopwatch.Elapsed);
            Console.ReadLine();
        }
Esempio n. 2
0
        private static void SetAllMetaData(IntPtr obj, ManagedUnrealReflectionBase field, UMeta.Target target)
        {
            if (!FBuild.WithEditor || !metaDataEnabled || field == null || string.IsNullOrEmpty(field.Path))
            {
                return;
            }

            IntPtr outermost = Native_UObjectBaseUtility.GetOutermost(obj);
            IntPtr metadata  = outermost == IntPtr.Zero ? IntPtr.Zero : Native_UPackage.GetMetaData(outermost);

            if (metadata == IntPtr.Zero)
            {
                return;
            }

            Dictionary <FName, string> values = null;

            if (!metaDataMap.TryGetValue(field.Path.ToLower(), out values))
            {
                values = new Dictionary <FName, string>();
            }

            switch (target)
            {
            // Class / interface
            case UMeta.Target.Class:
            case UMeta.Target.Interface:
                // See GetMetadataKeyword (Engine\Source\Programs\UnrealHeaderTool\Private\BaseParser.cpp)
                // "NotBlueprintable" removes "NotBlueprintable" and adds "IsBlueprintBase=false"
                // "Blueprintable" and adds "IsBlueprintBase=true"
                // "BlueprintInternalUseOnly" adds "BlueprintType"

                if (!values.ContainsKey(UMeta.GetKeyName(MDClass.IsBlueprintBase)))
                {
                    if (values.ContainsKey(UMeta.GetKeyName(MDClass.Blueprintable)))
                    {
                        values[UMeta.GetKeyName(MDClass.IsBlueprintBase)] = "true";
                    }
                    else if (values.ContainsKey(UMeta.GetKeyName(MDClass.NotBlueprintable)))
                    {
                        values[UMeta.GetKeyName(MDClass.IsBlueprintBase)] = "false";
                    }
                }

                MetaDataMergeClassCategories(metadata, obj, values);
                break;
            }
            SetMetaDataBlueprintability(values, target, field as ManagedUnrealTypeInfo);

            using (TArrayUnsafe <FName> keysUnsafe = new TArrayUnsafe <FName>())
                using (TArrayUnsafe <string> valuesUnsafe = new TArrayUnsafe <string>())
                {
                    keysUnsafe.AddRange(values.Keys.ToArray());
                    valuesUnsafe.AddRange(values.Values.ToArray());
                    Native_UMetaData.SetObjectValues(metadata, obj, keysUnsafe.Address, valuesUnsafe.Address);
                }
        }
Esempio n. 3
0
 protected void WriteObject(BinaryWriter writer, ManagedUnrealReflectionBase obj)
 {
     if (obj == null)
     {
         writer.Write(false);
     }
     else
     {
         writer.Write(true);
         obj.Serialize(writer);
     }
 }
Esempio n. 4
0
        private static void LateAddMetaData(ManagedUnrealReflectionBase field, IntPtr nativeField, string key)
        {
            FName keyName = new FName(key);

            using (FStringUnsafe displayNameUnsafe = new FStringUnsafe())
            {
                Native_UField.GetMetaDataF(nativeField, ref keyName, ref displayNameUnsafe.Array);
                string displayName = displayNameUnsafe.Value;
                if (!string.IsNullOrEmpty(displayName))
                {
                    LateAddMetaData(field.Path, keyName, displayName, false);
                }
            }
        }
Esempio n. 5
0
        public static void Main(string[] args)
        {
            if (!args.Any())
            {
                Console.Error.WriteLine("Error: No input files. Add file path to dll as argument.");
                Environment.Exit(2);
            }

            Stopwatch stopwatch = new Stopwatch();

            stopwatch.Start();

            UnrealTypes.Load();
            AssemblyRewriter rewriter = new AssemblyRewriter();

            if (Debugger.IsAttached)
            {
                ManagedUnrealReflectionBase.UpdateSerializerCode();
                //RunTests(rewriter);
            }

            AppDomain.CurrentDomain.AssemblyResolve += CurrentDomain_AssemblyResolve;

            foreach (string filePath in args)
            {
                Console.WriteLine("Processing file: " + filePath);
                if (!ProcessAssembly(rewriter, filePath))
                {
                    Environment.ExitCode = 3;
                    break;
                }
                additionalAssemblySearchPath = null;
            }

            stopwatch.Stop();
            Console.WriteLine("AssemblyRewriter finished " + stopwatch.Elapsed);
            if (ManagedUnrealModuleInfo.NumWarnings > 0)
            {
                Console.WriteLine("!!!!!! " + ManagedUnrealModuleInfo.NumWarnings + " warning(s) whilst running AssemblyRewriter");
                ManagedUnrealModuleInfo.NumWarnings = 0;
            }
        }
Esempio n. 6
0
        public static void Main(string[] args)
        {
            if (!args.Any())
            {
                Console.Error.WriteLine($"Error: No input files. Add file path to dll as argument.");
                Environment.Exit(2);
            }

            Stopwatch stopwatch = new Stopwatch();

            stopwatch.Start();

            UnrealTypes.Load();
            AssemblyRewriter rewriter = new AssemblyRewriter();

            if (System.Diagnostics.Debugger.IsAttached)
            {
                ManagedUnrealReflectionBase.UpdateSerializerCode();
                //RunTests(rewriter);
            }


            AppDomain.CurrentDomain.AssemblyResolve += CurrentDomain_AssemblyResolve;

            foreach (string filePath in args)
            {
                Console.WriteLine($"Processing file: {filePath}");
                var success = ProcessAssembly(rewriter, filePath);
                if (!success)
                {
                    Environment.ExitCode = 3;
                }
                additionalAssemblySearchPath = null;
            }

            stopwatch.Stop();
            Console.WriteLine("AssemblyRewriter finished " + stopwatch.Elapsed);
            Console.ReadLine();
        }