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BusyRabbit/Plugins/UnrealSharp/Source/UnrealSharpRuntimeGlue/Private/UnrealSharpRuntimeGlue.cpp

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#include "UnrealSharpRuntimeGlue.h"
#include "CSGlueGenerator.h"
#include "CSRuntimeGlueSettings.h"
#include "Logging/StructuredLog.h"
#define LOCTEXT_NAMESPACE "FUnrealSharpRuntimeGlueModule"
DEFINE_LOG_CATEGORY(LogUnrealSharpRuntimeGlue);
void FUnrealSharpRuntimeGlueModule::StartupModule()
{
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FUnrealSharpRuntimeGlueModule::OnModulesChanged);
InitializeRuntimeGlueGenerators();
}
void FUnrealSharpRuntimeGlueModule::ShutdownModule()
{
}
void FUnrealSharpRuntimeGlueModule::ForceRefreshRuntimeGlue()
{
for (const TPair<TObjectKey<UClass>, UCSGlueGenerator*>& Pair : RuntimeGlueGenerators)
{
if (!IsValid(Pair.Value))
{
UObject* Object = Pair.Value;
UE_LOGFMT(LogUnrealSharpRuntimeGlue, Warning, "Runtime glue generator {0} is not valid. Skipping refresh", *Object->GetName());
continue;
}
Pair.Value->ForceRefresh();
}
}
void FUnrealSharpRuntimeGlueModule::InitializeRuntimeGlueGenerators()
{
const UCSRuntimeGlueSettings* Settings = GetDefault<UCSRuntimeGlueSettings>();
for (const TSoftClassPtr<UCSGlueGenerator>& Generator : Settings->Generators)
{
if (Generator.IsNull())
{
UE_LOGFMT(LogUnrealSharpRuntimeGlue, Log, "{0} is null. Can't create generator", *Generator.ToString());
continue;
}
UClass* GeneratorClass = Generator.Get();
if (!GeneratorClass || RuntimeGlueGenerators.Contains(GeneratorClass))
{
continue;
}
UCSGlueGenerator* GeneratorInstance = NewObject<UCSGlueGenerator>(GetTransientPackage(), GeneratorClass, NAME_None, RF_Standalone);
RuntimeGlueGenerators.Add(GeneratorClass, GeneratorInstance);
GeneratorInstance->Initialize();
}
}
void FUnrealSharpRuntimeGlueModule::OnModulesChanged(FName ModuleName, EModuleChangeReason Reason)
{
if (Reason != EModuleChangeReason::ModuleLoaded)
{
return;
}
InitializeRuntimeGlueGenerators();
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FUnrealSharpRuntimeGlueModule, UnrealSharpRuntimeGlue)