private static System.Collections.IEnumerator DeferBroadcastHotReload() { yield return(Coroutine.WaitForFrames(1)); Native_SharpHotReloadUtils.BroadcastOnHotReload(true); }
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(); } }