Files
BusyRabbit/Plugins/UnrealSharp/Source/UnrealSharpCompiler/CSCompilerContext.cpp
wyatt 648386cd73 Lua向C#逻辑迁移 一期 #13
将整个插件代码上传
2025-10-26 21:48:39 +08:00

290 lines
9.4 KiB
C++

#include "CSCompilerContext.h"
#include "BlueprintActionDatabase.h"
#include "ISettingsModule.h"
#include "BehaviorTree/Tasks/BTTask_BlueprintBase.h"
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "Engine/SCS_Node.h"
#include "Engine/SimpleConstructionScript.h"
#include "TypeGenerator/CSBlueprint.h"
#include "TypeGenerator/CSClass.h"
#include "TypeGenerator/CSSkeletonClass.h"
#include "TypeGenerator/Factories/CSFunctionFactory.h"
#include "TypeGenerator/Factories/CSPropertyFactory.h"
#include "TypeGenerator/Factories/PropertyGenerators/CSPropertyGenerator.h"
#include "TypeGenerator/Register/CSGeneratedClassBuilder.h"
#include "TypeGenerator/Register/CSMetaDataUtils.h"
#include "TypeGenerator/Register/CSSimpleConstructionScriptBuilder.h"
#include "TypeGenerator/Register/MetaData/CSClassMetaData.h"
#include "TypeGenerator/Register/TypeInfo/CSClassInfo.h"
#include "UnrealSharpEditor/CSUnrealSharpEditorSettings.h"
#include "UnrealSharpUtilities/UnrealSharpUtils.h"
#include "Utils/CSClassUtilities.h"
FCSCompilerContext::FCSCompilerContext(UCSBlueprint* Blueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions):
FKismetCompilerContext(Blueprint, InMessageLog, InCompilerOptions)
{
}
void FCSCompilerContext::FinishCompilingClass(UClass* Class)
{
bool bIsSkeletonClass = FCSClassUtilities::IsSkeletonType(Class);
if (!bIsSkeletonClass)
{
// The skeleton class shouldn't be using the managed constructor since it's not tied to an assembly
Class->ClassConstructor = &UCSGeneratedClassBuilder::ManagedObjectConstructor;
}
Super::FinishCompilingClass(Class);
TSharedPtr<FCSClassMetaData> TypeMetaData = GetClassInfo()->GetTypeMetaData<FCSClassMetaData>();
// Super call overrides the class flags, so we need to set after that
Class->ClassFlags |= TypeMetaData->ClassFlags;
if (NeedsToFakeNativeClass(Class) && !bIsSkeletonClass)
{
// There are systems in Unreal (BehaviorTree, StateTree) which uses the AssetRegistry to find BP classes, since our C# classes are not assets,
// we need to fake that they're native classes in editor in order to be able to find them.
// The functions that are used to find classes are:
// FGraphNodeClassHelper::BuildClassGraph()
// FStateTreeNodeClassCache::CacheClasses()
Class->ClassFlags |= CLASS_Native;
}
UCSGeneratedClassBuilder::SetConfigName(Class, TypeMetaData);
TryInitializeAsDeveloperSettings(Class);
ApplyMetaData();
}
void FCSCompilerContext::OnPostCDOCompiled(const UObject::FPostCDOCompiledContext& Context)
{
FKismetCompilerContext::OnPostCDOCompiled(Context);
UCSGeneratedClassBuilder::SetupDefaultTickSettings(NewClass->GetDefaultObject(), NewClass);
UCSClass* Class = GetMainClass();
if (Class == NewClass)
{
UCSGeneratedClassBuilder::TryRegisterDynamicSubsystem(Class);
if (GEditor)
{
FBlueprintActionDatabase::Get().RefreshClassActions(Class);
}
}
}
void FCSCompilerContext::CreateClassVariablesFromBlueprint()
{
TSharedPtr<FCSClassInfo> ClassInfo = GetMainClass()->GetManagedTypeInfo<FCSClassInfo>();
const TArray<FCSPropertyMetaData>& Properties = ClassInfo->GetTypeMetaData<FCSClassMetaData>()->Properties;
NewClass->PropertyGuids.Empty(Properties.Num());
TryValidateSimpleConstructionScript(ClassInfo);
FCSPropertyFactory::CreateAndAssignProperties(NewClass, Properties, [this](const FProperty* NewProperty)
{
FName PropertyName = NewProperty->GetFName();
FGuid PropertyGuid = FCSUnrealSharpUtils::ConstructGUIDFromName(PropertyName);
NewClass->PropertyGuids.Add(PropertyName, PropertyGuid);
});
// Create dummy variables for the blueprint.
// They should not get compiled, just there for metadata for different Unreal modules.
CreateDummyBlueprintVariables(Properties);
}
void FCSCompilerContext::CleanAndSanitizeClass(UBlueprintGeneratedClass* ClassToClean, UObject*& InOldCDO)
{
FKismetCompilerContext::CleanAndSanitizeClass(ClassToClean, InOldCDO);
NewClass->FieldNotifies.Reset();
TryDeinitializeAsDeveloperSettings(InOldCDO);
// Too late to generate functions in CreateFunctionList for child blueprints
GenerateFunctions();
}
void FCSCompilerContext::SpawnNewClass(const FString& NewClassName)
{
UCSClass* MainClass = GetMainClass();
UCSSkeletonClass* NewSkeletonClass = NewObject<UCSSkeletonClass>(Blueprint->GetOutermost(), FName(*NewClassName), RF_Public | RF_Transactional);
NewSkeletonClass->SetGeneratedClass(MainClass);
NewClass = NewSkeletonClass;
// Skeleton class doesn't generate functions on the first pass.
// It's done in CleanAndSanitizeClass which doesn't run when the skeleton class is created
GenerateFunctions();
}
void FCSCompilerContext::AddInterfacesFromBlueprint(UClass* Class)
{
UCSGeneratedClassBuilder::ImplementInterfaces(Class, GetTypeMetaData()->Interfaces);
}
void FCSCompilerContext::TryValidateSimpleConstructionScript(const TSharedPtr<const FCSClassInfo>& ClassInfo) const
{
const TArray<FCSPropertyMetaData>& Properties = GetTypeMetaData()->Properties;
FCSSimpleConstructionScriptBuilder::BuildSimpleConstructionScript(Blueprint->GeneratedClass, &Blueprint->SimpleConstructionScript, Properties);
if (!Blueprint->SimpleConstructionScript)
{
return;
}
TArray<USCS_Node*> Nodes;
for (const FCSPropertyMetaData& Property : Properties)
{
if (Property.Type->PropertyType != ECSPropertyType::DefaultComponent)
{
continue;
}
USimpleConstructionScript* SCS = Blueprint->SimpleConstructionScript;
USCS_Node* Node = SCS->FindSCSNode(Property.Name);
Nodes.Add(Node);
}
// Remove all nodes that are not part of the class anymore.
int32 NumNodes = Blueprint->SimpleConstructionScript->GetAllNodes().Num();
TArray<USCS_Node*> AllNodes = Blueprint->SimpleConstructionScript->GetAllNodes();
for (int32 i = NumNodes - 1; i >= 0; --i)
{
USCS_Node* Node = AllNodes[i];
if (!Nodes.Contains(Node))
{
Blueprint->SimpleConstructionScript->RemoveNode(Node);
}
}
Blueprint->SimpleConstructionScript->ValidateNodeTemplates(MessageLog);
Blueprint->SimpleConstructionScript->ValidateNodeVariableNames(MessageLog);
}
void FCSCompilerContext::GenerateFunctions() const
{
TSharedPtr<const FCSClassMetaData> TypeMetaData = GetTypeMetaData();
if (TypeMetaData->VirtualFunctions.IsEmpty() && TypeMetaData->Functions.IsEmpty())
{
return;
}
FCSFunctionFactory::GenerateVirtualFunctions(NewClass, TypeMetaData);
FCSFunctionFactory::GenerateFunctions(NewClass, TypeMetaData->Functions);
}
UCSClass* FCSCompilerContext::GetMainClass() const
{
return CastChecked<UCSClass>(Blueprint->GeneratedClass);
}
TSharedPtr<const FCSClassInfo> FCSCompilerContext::GetClassInfo() const
{
return GetMainClass()->GetManagedTypeInfo<FCSClassInfo>();
}
TSharedPtr<const FCSClassMetaData> FCSCompilerContext::GetTypeMetaData() const
{
return GetClassInfo()->GetTypeMetaData<FCSClassMetaData>();
}
bool FCSCompilerContext::IsDeveloperSettings() const
{
return Blueprint->GeneratedClass == NewClass && NewClass->IsChildOf<UDeveloperSettings>();
}
void FCSCompilerContext::TryInitializeAsDeveloperSettings(const UClass* Class) const
{
if (!IsDeveloperSettings())
{
return;
}
UDeveloperSettings* Settings = static_cast<UDeveloperSettings*>(Class->GetDefaultObject());
ISettingsModule& SettingsModule = FModuleManager::GetModuleChecked<ISettingsModule>("Settings");
SettingsModule.RegisterSettings(Settings->GetContainerName(), Settings->GetCategoryName(), Settings->GetSectionName(),
Settings->GetSectionText(),
Settings->GetSectionDescription(),
Settings);
Settings->LoadConfig();
}
void FCSCompilerContext::TryDeinitializeAsDeveloperSettings(UObject* Settings) const
{
if (!IsValid(Settings) || !IsDeveloperSettings())
{
return;
}
ISettingsModule& SettingsModule = FModuleManager::GetModuleChecked<ISettingsModule>("Settings");
UDeveloperSettings* DeveloperSettings = static_cast<UDeveloperSettings*>(Settings);
SettingsModule.UnregisterSettings(DeveloperSettings->GetContainerName(), DeveloperSettings->GetCategoryName(), DeveloperSettings->GetSectionName());
}
void FCSCompilerContext::ApplyMetaData()
{
TSharedPtr<const FCSClassMetaData> TypeMetaData = GetTypeMetaData();
static FString DisplayNameKey = TEXT("DisplayName");
if (!NewClass->HasMetaData(*DisplayNameKey))
{
NewClass->SetMetaData(*DisplayNameKey, *Blueprint->GetName());
}
if (GetDefault<UCSUnrealSharpEditorSettings>()->bSuffixGeneratedTypes)
{
FString DisplayName = NewClass->GetMetaData(*DisplayNameKey);
DisplayName += TEXT(" (C#)");
NewClass->SetMetaData(*DisplayNameKey, *DisplayName);
}
FCSMetaDataUtils::ApplyMetaData(TypeMetaData->MetaData, NewClass);
}
bool FCSCompilerContext::NeedsToFakeNativeClass(UClass* Class)
{
static TArray ParentClasses =
{
UBTTask_BlueprintBase::StaticClass(),
UStateTreeTaskBlueprintBase::StaticClass(),
};
for (UClass* ParentClass : ParentClasses)
{
if (Class->IsChildOf(ParentClass))
{
return true;
}
}
return false;
}
void FCSCompilerContext::CreateDummyBlueprintVariables(const TArray<FCSPropertyMetaData>& Properties) const
{
Blueprint->NewVariables.Empty(Properties.Num());
for (const FCSPropertyMetaData& PropertyMetaData : Properties)
{
FBPVariableDescription VariableDescription;
VariableDescription.FriendlyName = PropertyMetaData.Name.ToString();
VariableDescription.VarName = PropertyMetaData.Name;
for (const TTuple<FString, FString>& MetaData : PropertyMetaData.MetaData)
{
VariableDescription.SetMetaData(*MetaData.Key, MetaData.Value);
}
Blueprint->NewVariables.Add(VariableDescription);
}
}
#undef LOCTEXT_NAMESPACE