Esempio n. 1
3
static void AddNamedValuesFromObject(const UObject* Ob, TArray<FEnvNamedValue>& NamedValues, TArray<FName>& RequiredParams)
{
	if (Ob == NULL)
	{
		return;
	}

	for (UProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
	{
		UStructProperty* TestStruct = Cast<UStructProperty>(TestProperty);
		if (TestStruct == NULL)
		{
			continue;
		}

		FString TypeDesc = TestStruct->GetCPPType(NULL, CPPF_None);
		if (TypeDesc.Contains(GET_STRUCT_NAME_CHECKED(FEnvIntParam)))
		{
			const FEnvIntParam* PropertyValue = TestStruct->ContainerPtrToValuePtr<FEnvIntParam>(Ob);
			AddNamedValue(PropertyValue->ParamName, EEnvQueryParam::Int, *((float*)&PropertyValue->Value), NamedValues, RequiredParams);
		}
		else if (TypeDesc.Contains(GET_STRUCT_NAME_CHECKED(FEnvFloatParam)))
		{
			const FEnvFloatParam* PropertyValue = TestStruct->ContainerPtrToValuePtr<FEnvFloatParam>(Ob);
			AddNamedValue(PropertyValue->ParamName, EEnvQueryParam::Float, PropertyValue->Value, NamedValues, RequiredParams);
		}
		else if (TypeDesc.Contains(GET_STRUCT_NAME_CHECKED(FEnvBoolParam)))
		{
			const FEnvBoolParam* PropertyValue = TestStruct->ContainerPtrToValuePtr<FEnvBoolParam>(Ob);
			AddNamedValue(PropertyValue->ParamName, EEnvQueryParam::Bool, PropertyValue->Value ? 1.0f : -1.0f, NamedValues, RequiredParams);
		}
	}
}
void UK2Node_FunctionEntry::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
	
	UEdGraphPin* OldStartExecPin = nullptr;

	if(Pins[0]->LinkedTo.Num())
	{
		OldStartExecPin = Pins[0]->LinkedTo[0];
	}
	
	UEdGraphPin* LastActiveOutputPin = Pins[0];

	// Only look for FunctionEntry nodes who were duplicated and have a source object
	if ( UK2Node_FunctionEntry* OriginalNode = Cast<UK2Node_FunctionEntry>(CompilerContext.MessageLog.FindSourceObject(this)) )
	{
		check(OriginalNode->GetOuter());

		// Find the associated UFunction
		UFunction* Function = FindField<UFunction>(CompilerContext.Blueprint->SkeletonGeneratedClass, *OriginalNode->GetOuter()->GetName());
		for (TFieldIterator<UProperty> It(Function); It; ++It)
		{
			if (const UProperty* Property = *It)
			{
				for (auto& LocalVar : LocalVariables)
				{
					if (LocalVar.VarName == Property->GetFName() && !LocalVar.DefaultValue.IsEmpty())
					{
						// Add a variable set node for the local variable and hook it up immediately following the entry node or the last added local variable
						UK2Node_VariableSet* VariableSetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableSet>(this, SourceGraph);
						VariableSetNode->SetFromProperty(Property, false);
						Schema->ConfigureVarNode(VariableSetNode, LocalVar.VarName, Function, CompilerContext.Blueprint);
						VariableSetNode->AllocateDefaultPins();
						CompilerContext.MessageLog.NotifyIntermediateObjectCreation(VariableSetNode, this);

						if(UEdGraphPin* SetPin = VariableSetNode->FindPin(Property->GetName()))
						{
							if(LocalVar.VarType.bIsArray)
							{
								TSharedPtr<FStructOnScope> StructData = MakeShareable(new FStructOnScope(Function));
								FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, StructData->GetStructMemory());

								// Create a Make Array node to setup the array's defaults
								UK2Node_MakeArray* MakeArray = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);
								MakeArray->AllocateDefaultPins();
								MakeArray->GetOutputPin()->MakeLinkTo(SetPin);
								MakeArray->PostReconstructNode();

								const UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Property);
								check(ArrayProperty);

								FScriptArrayHelper_InContainer ArrayHelper(ArrayProperty, StructData->GetStructMemory());
								FScriptArrayHelper_InContainer DefaultArrayHelper(ArrayProperty, StructData->GetStructMemory());

								uint8* StructDefaults = NULL;
								UStructProperty* StructProperty = dynamic_cast<UStructProperty*>(ArrayProperty->Inner);
								if ( StructProperty != NULL )
								{
									checkSlow(StructProperty->Struct);
									StructDefaults = (uint8*)FMemory::Malloc(StructProperty->Struct->GetStructureSize());
									StructProperty->InitializeValue(StructDefaults);
								}

								// Go through each element in the array to set the default value
								for( int32 ArrayIndex = 0 ; ArrayIndex < ArrayHelper.Num() ; ArrayIndex++ )
								{
									uint8* PropData = ArrayHelper.GetRawPtr(ArrayIndex);

									// Always use struct defaults if the inner is a struct, for symmetry with the import of array inner struct defaults
									uint8* PropDefault = ( StructProperty != NULL ) ? StructDefaults :
										( ( StructData->GetStructMemory() && DefaultArrayHelper.Num() > ArrayIndex ) ? DefaultArrayHelper.GetRawPtr(ArrayIndex) : NULL );

									// Retrieve the element's default value
									FString DefaultValue;
									FBlueprintEditorUtils::PropertyValueToString(ArrayProperty->Inner, PropData, DefaultValue);

									if(ArrayIndex > 0)
									{
										MakeArray->AddInputPin();
									}

									// Add one to the index for the pin to set the default on to skip the output pin
									Schema->TrySetDefaultValue(*MakeArray->Pins[ArrayIndex + 1], DefaultValue);
								}
							}
							else
							{
								// Set the default value
								Schema->TrySetDefaultValue(*SetPin, LocalVar.DefaultValue);
							}
						}

						LastActiveOutputPin->BreakAllPinLinks();
						LastActiveOutputPin->MakeLinkTo(VariableSetNode->Pins[0]);
						LastActiveOutputPin = VariableSetNode->Pins[1];
					}
				}
			}
		}

		// Finally, hook up the last node to the old node the function entry node was connected to
		if(OldStartExecPin)
		{
			LastActiveOutputPin->MakeLinkTo(OldStartExecPin);
		}
	}
}
FTrackInstancePropertyBindings::FPropertyAddress FTrackInstancePropertyBindings::FindPropertyRecursive( const UObject* Object, void* BasePointer, UStruct* InStruct, TArray<FString>& InPropertyNames, uint32 Index ) const
{
	UProperty* Property = FindField<UProperty>(InStruct, *InPropertyNames[Index]);
	
	FTrackInstancePropertyBindings::FPropertyAddress NewAddress;

	UStructProperty* StructProp = Cast<UStructProperty>( Property );
	if( StructProp )
	{
		NewAddress.Property = StructProp;
		NewAddress.Address = BasePointer;

		if( InPropertyNames.IsValidIndex(Index+1) )
		{
			void* StructContainer = StructProp->ContainerPtrToValuePtr<void>(BasePointer);
			return FindPropertyRecursive( Object, StructContainer, StructProp->Struct, InPropertyNames, Index+1 );
		}
		else
		{
			check( StructProp->GetName() == InPropertyNames[Index] );
		}
	}
	else if( Property )
	{
		NewAddress.Property = Property;
		NewAddress.Address = BasePointer;
	}

	return NewAddress;

}
Esempio n. 4
0
bool FAIDataProviderStructValue::IsMatchingType(UProperty* PropType) const
{
	UStructProperty* StructProp = Cast<UStructProperty>(PropType);
	if (StructProp)
	{
		// skip inital "struct " 
		FString CPPType = StructProp->GetCPPType(nullptr, CPPF_None).Mid(8);
		return CPPType == StructName;
	}

	return false;
}
Esempio n. 5
0
/**
 * Exports the property values for the specified object as text to the output device.
 *
 * @param	Context			Context from which the set of 'inner' objects is extracted.  If NULL, an object iterator will be used.
 * @param	Out				the output device to send the exported text to
 * @param	ObjectClass		the class of the object to dump properties for
 * @param	Object			the address of the object to dump properties for
 * @param	Indent			number of spaces to prepend to each line of output
 * @param	DiffClass		the class to use for comparing property values when delta export is desired.
 * @param	Diff			the address of the object to use for determining whether a property value should be exported.  If the value in Object matches the corresponding
 *							value in Diff, it is not exported.  Specify NULL to export all properties.
 * @param	Parent			the UObject corresponding to Object
 * @param	PortFlags		flags used for modifying the output and/or behavior of the export
 */
void ExportProperties
(
    const FExportObjectInnerContext* Context,
    FOutputDevice&	Out,
    UClass*			ObjectClass,
    uint8*			Object,
    int32				Indent,
    UClass*			DiffClass,
    uint8*			Diff,
    UObject*		Parent,
    uint32			PortFlags,
    UObject*		ExportRootScope
)
{
    FString ThisName = TEXT("(none)");
    check(ObjectClass != NULL);

    for( UProperty* Property = ObjectClass->PropertyLink; Property; Property = Property->PropertyLinkNext )
    {
        if (!Property->ShouldPort(PortFlags))
            continue;

        ThisName = Property->GetName();
        UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Property);
        UObjectPropertyBase* ExportObjectProp = (Property->PropertyFlags & CPF_ExportObject) != 0 ? Cast<UObjectPropertyBase>(Property) : NULL;
        const uint32 ExportFlags = PortFlags | PPF_Delimited;

        if ( ArrayProperty != NULL )
        {
            // Export dynamic array.
            UProperty* InnerProp = ArrayProperty->Inner;
            ExportObjectProp = (Property->PropertyFlags & CPF_ExportObject) != 0 ? Cast<UObjectPropertyBase>(InnerProp) : NULL;
            // This is used as the default value in the case of an array property that has
            // fewer elements than the exported object.
            uint8* StructDefaults = NULL;
            UStructProperty* StructProperty = Cast<UStructProperty>(InnerProp);
            if ( StructProperty != NULL )
            {
                checkSlow(StructProperty->Struct);
                StructDefaults = (uint8*)FMemory::Malloc(StructProperty->Struct->GetStructureSize());
                StructProperty->InitializeValue(StructDefaults);
            }

            for( int32 PropertyArrayIndex=0; PropertyArrayIndex<Property->ArrayDim; PropertyArrayIndex++ )
            {
                void* Arr = Property->ContainerPtrToValuePtr<void>(Object, PropertyArrayIndex);
                FScriptArrayHelper ArrayHelper(ArrayProperty, Arr);

                void*	DiffArr = NULL;
                if( DiffClass )
                {
                    DiffArr = Property->ContainerPtrToValuePtrForDefaults<void>(DiffClass, Diff, PropertyArrayIndex);
                }
                // we won't use this if DiffArr is NULL, but we have to set it up to something
                FScriptArrayHelper DiffArrayHelper(ArrayProperty, DiffArr);

                bool bAnyElementDiffered = false;
                for( int32 DynamicArrayIndex=0; DynamicArrayIndex<ArrayHelper.Num(); DynamicArrayIndex++ )
                {
                    FString	Value;

                    // compare each element's value manually so that elements which match the NULL value for the array's inner property type
                    // but aren't in the diff array are still exported
                    uint8* SourceData = ArrayHelper.GetRawPtr(DynamicArrayIndex);
                    uint8* DiffData = DiffArr && DynamicArrayIndex < DiffArrayHelper.Num()
                                      ? DiffArrayHelper.GetRawPtr(DynamicArrayIndex)
                                      : StructDefaults;

                    bool bExportItem = DiffData == NULL || (DiffData != SourceData && !InnerProp->Identical(SourceData, DiffData, ExportFlags));
                    if ( bExportItem )
                    {
                        bAnyElementDiffered = true;
                        InnerProp->ExportTextItem(Value, SourceData, DiffData, Parent, ExportFlags, ExportRootScope);
                        if(ExportObjectProp)
                        {
                            UObject* Obj = ExportObjectProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(DynamicArrayIndex));
                            check(!Obj || Obj->IsValidLowLevel());
                            if( Obj && !Obj->HasAnyMarks(OBJECTMARK_TagImp) )
                            {
                                // only export the BEGIN OBJECT block for a component if Parent is the component's Outer....when importing subobject definitions,
                                // (i.e. BEGIN OBJECT), whichever BEGIN OBJECT block a component's BEGIN OBJECT block is located within is the object that will be
                                // used as the Outer to create the component

                                // Is this an array of components?
                                if ( InnerProp->HasAnyPropertyFlags(CPF_InstancedReference) )
                                {
                                    if ( Obj->GetOuter() == Parent )
                                    {
                                        // Don't export more than once.
                                        Obj->Mark(OBJECTMARK_TagImp);
                                        UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                    }
                                    else
                                    {
                                        // set the OBJECTMARK_TagExp flag so that the calling code knows we wanted to export this object
                                        Obj->Mark(OBJECTMARK_TagExp);
                                    }
                                }
                                else
                                {
                                    // Don't export more than once.
                                    Obj->Mark(OBJECTMARK_TagImp);
                                    UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                }
                            }
                        }

                        Out.Logf( TEXT("%s%s(%i)=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), DynamicArrayIndex, *Value );
                    }
                    // if some other element has already been determined to differ from the defaults, then export this item with no data so that
                    // the different array's size is maintained on import (this item will get the default values for that index, if any)
                    // however, if no elements of the array have changed, we still don't want to export anything
                    // so that the array size will also be taken from the defaults, which won't be the case if any element is exported
                    else if (bAnyElementDiffered)
                    {
                        Out.Logf( TEXT("%s%s(%i)=()\r\n"), FCString::Spc(Indent), *Property->GetName(), DynamicArrayIndex );
                    }
                }
            }
            if (StructDefaults)
            {
                StructProperty->DestroyValue(StructDefaults);
                FMemory::Free(StructDefaults);
            }
        }
        else
        {
            for( int32 PropertyArrayIndex=0; PropertyArrayIndex<Property->ArrayDim; PropertyArrayIndex++ )
            {
                FString	Value;
                // Export single element.

                uint8* DiffData = (DiffClass && Property->IsInContainer(DiffClass->GetPropertiesSize())) ? Diff : NULL;
                if( Property->ExportText_InContainer( PropertyArrayIndex, Value, Object, DiffData, Parent, ExportFlags, ExportRootScope ) )
                {
                    if ( ExportObjectProp )
                    {
                        UObject* Obj = ExportObjectProp->GetObjectPropertyValue(Property->ContainerPtrToValuePtr<void>(Object, PropertyArrayIndex));
                        if( Obj && !Obj->HasAnyMarks(OBJECTMARK_TagImp) )
                        {
                            // only export the BEGIN OBJECT block for a component if Parent is the component's Outer....when importing subobject definitions,
                            // (i.e. BEGIN OBJECT), whichever BEGIN OBJECT block a component's BEGIN OBJECT block is located within is the object that will be
                            // used as the Outer to create the component
                            if ( Property->HasAnyPropertyFlags(CPF_InstancedReference) )
                            {
                                if ( Obj->GetOuter() == Parent )
                                {
                                    // Don't export more than once.
                                    Obj->Mark(OBJECTMARK_TagImp);
                                    UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                }
                                else
                                {
                                    // set the OBJECTMARK_TagExp flag so that the calling code knows we wanted to export this object
                                    Obj->Mark(OBJECTMARK_TagExp);
                                }
                            }
                            else
                            {
                                // Don't export more than once.
                                Obj->Mark(OBJECTMARK_TagImp);
                                UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                            }
                        }
                    }

                    if( Property->ArrayDim == 1 )
                    {
                        Out.Logf( TEXT("%s%s=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), *Value );
                    }
                    else
                    {
                        Out.Logf( TEXT("%s%s(%i)=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), PropertyArrayIndex, *Value );
                    }
                }
            }
        }
    }

    // Allows to import/export C++ properties in case the automatic unreal script mesh wouldn't work.
    Parent->ExportCustomProperties(Out, Indent);
}
bool FObjectReplicator::ReceivedBunch( FInBunch &Bunch, const FReplicationFlags & RepFlags )
{
	UObject *		Object		= GetObject();
	UPackageMap *	PackageMap	= OwningChannel->Connection->PackageMap;

	if ( Object == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Object == NULL" ) );
		return false;
	}

	const bool bIsServer = ( OwningChannel->Connection->Driver->ServerConnection == NULL );

	FClassNetCache * ClassCache = PackageMap->GetClassNetCache( ObjectClass );

	if ( ClassCache == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: ClassCache == NULL: %s" ), *Object->GetFullName() );
		return false;
	}

	bool bThisBunchReplicatedProperties = false;

	// First RepIndex.
	int32 RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

	if ( Bunch.IsError() )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 1: %s" ), *Object->GetFullName() );
		return false;
	}

	if ( RepIndex == ClassCache->GetMaxIndex() )
	{
		// There are no actual replicated properties or functions in this bunch. That is ok - we may have gotten this
		// actor/subobject because we want the client to spawn one (but we arent actually replicating properties on it)
		return true;
	}

	if ( RepIndex > ClassCache->GetMaxIndex() )
	{
		// We shouldn't be receiving this bunch of this object has no properties or RPC functions to process
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
		return false;
	}

	FFieldNetCache * FieldCache = ClassCache->GetFromIndex( RepIndex );

	if ( FieldCache == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
		return false;
	}

	while ( FieldCache )
	{
		// Receive properties from the net.
		UProperty * ReplicatedProp	= NULL;
		int32		LastIndex		= 0;

		while ( FieldCache && ( ReplicatedProp = Cast< UProperty >( FieldCache->Field ) ) != NULL )
		{
			NET_CHECKSUM( Bunch );

			// Server shouldn't receive properties.
			if ( bIsServer )
			{
				UE_LOG( LogNet, Error, TEXT( "Server received unwanted property value %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
				return false;
			}
		
			bThisBunchReplicatedProperties = true;

			if ( !bHasReplicatedProperties )
			{
				bHasReplicatedProperties = true;		// Persistent, not reset until PostNetReceive is called
				PreNetReceive();
			}

			bool DebugProperty = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			{
				static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("net.Replication.DebugProperty"));
				if (CVar && !CVar->GetString().IsEmpty() && ReplicatedProp->GetName().Contains(CVar->GetString()) )
				{
					UE_LOG(LogNet, Log, TEXT("Replicating Property[%d] %s on %s"), RepIndex, *ReplicatedProp->GetName(), *Object->GetName());
					DebugProperty = true;
				}
			}
#endif

			if ( !Retirement[ ReplicatedProp->RepIndex ].CustomDelta )
			{
				// We hijack a non custom delta property to signify we are using FRepLayout to read the entire property block
				FPropertyRetirement & Retire = Retirement[ ReplicatedProp->RepIndex ];

				bool bDiscardLayout = false;

				if ( Bunch.PacketId >= Retire.InPacketId ) //!! problem with reliable pkts containing dynamic references, being retransmitted, and overriding newer versions. Want "OriginalPacketId" for retransmissions?
				{
					// Receive this new property.
					Retire.InPacketId = Bunch.PacketId;
				}
				else
				{
					bDiscardLayout = true;
				}
				
				if ( !RepLayout->ReceiveProperties( ObjectClass, RepState, (void*)Object, Bunch, bDiscardLayout ) )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceiveProperties FAILED %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
					return false;
				}
			}
			else
			{
				// Receive array index.
				int32 Element = 0;
				if ( ReplicatedProp->ArrayDim != 1 )
				{
					// Serialize index as delta from previous index to increase chance we'll only use 1 byte
					uint32 idx;
					Bunch.SerializeIntPacked( idx );
					Element = static_cast< int32 >( idx ) + LastIndex;
					LastIndex = Element;

					if ( Element >= ReplicatedProp->ArrayDim )
					{
						UE_LOG( LogNet, Error, TEXT( "Element index too large %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
						return false;
					}
				}

				// Pointer to destination.
				uint8 * DestObj		= (uint8*)Object;
				uint8 * DestRecent	= RepState->StaticBuffer.Num() ? RepState->StaticBuffer.GetTypedData() : NULL;

				// Check property ordering.
				FPropertyRetirement & Retire = Retirement[ ReplicatedProp->RepIndex + Element ];

				if ( Bunch.PacketId >= Retire.InPacketId ) //!! problem with reliable pkts containing dynamic references, being retransmitted, and overriding newer versions. Want "OriginalPacketId" for retransmissions?
				{
					// Receive this new property.
					Retire.InPacketId = Bunch.PacketId;
				}
				else
				{
					// Skip this property, because it's out-of-date.
					UE_LOG( LogNetTraffic, Log, TEXT( "Received out-of-date %s" ), *ReplicatedProp->GetName() );

					DestObj		= NULL;
					DestRecent	= NULL;
				}

				FMemMark Mark(FMemStack::Get());
				uint8 * Data = DestObj ? ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestObj, Element) : NewZeroed<uint8>(FMemStack::Get(),ReplicatedProp->ElementSize);
				TArray<uint8>	MetaData;
				PTRINT Offset = 0;

				// Copy current value over to Recent for comparison
				if ( DestRecent )
				{
					Offset = ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestRecent, Element) - DestRecent;
					check( Offset >= 0 && Offset < RepState->StaticBuffer.Num() ); //@todo if we move properties outside of the memory block, then this will not work anyway
					ReplicatedProp->CopySingleValue( DestRecent + Offset, Data );
				}

				// Receive custom delta property.
				UStructProperty * StructProperty = Cast< UStructProperty >( ReplicatedProp );

				if ( StructProperty == NULL )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct * InnerStruct = StructProperty->Struct;

				if ( !( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative ) )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct::ICppStructOps * CppStructOps = InnerStruct->GetCppStructOps();

				check( CppStructOps );
				check( !InnerStruct->InheritedCppStructOps() );

				FNetDeltaSerializeInfo Parms;

				FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

				Parms.DebugName			= StructProperty->GetName();
				Parms.Struct			= InnerStruct;
				Parms.Map				= PackageMap;
				Parms.InArchive			= &Bunch;
				Parms.NetSerializeCB	= &NetSerializeCB;

				// Call the custom delta serialize function to handle it
				CppStructOps->NetDeltaSerialize( Parms, Data );

				if ( Bunch.IsError() )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: NetDeltaSerialize - Bunch.IsError() == true: %s" ), *Object->GetFullName() );
					return false;
				}

				// See if it changed from our local value
				bool PropertyChanged = true;

				if ( DestRecent )
				{
					// POD types can do a memcmp with a call to Identical
					if ( ReplicatedProp->Identical( DestRecent + Offset, Data ) )
					{
						PropertyChanged = false;
					}
				}

				Mark.Pop();

				// Successfully received it.
				UE_LOG( LogNetTraffic, Log, TEXT( " %s - %s - Change: %d" ), *Object->GetName(), *ReplicatedProp->GetName(), PropertyChanged );

				// Notify the Object if this var is RepNotify
				if ( PropertyChanged )
				{
					QueuePropertyRepNotify( Object, ReplicatedProp, Element, MetaData );
				}
			}	
			
			// Next.
			RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 2: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex > ClassCache->GetMaxIndex() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
				return false;
			}
			
			if ( RepIndex == ClassCache->GetMaxIndex() )
			{
				// We're done
				FieldCache = NULL;
			}
			else
			{
				FieldCache = ClassCache->GetFromIndex( RepIndex );

				if ( FieldCache == NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
					return false;
				}
			}
		}

		// Handle function calls.
		if ( FieldCache && Cast< UFunction >( FieldCache->Field ) )
		{
			FName Message = FieldCache->Field->GetFName();
			UFunction * Function = Object->FindFunction( Message );

			if ( Function == NULL )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Function == NULL: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( ( Function->FunctionFlags & FUNC_Net ) == 0 )
			{
				UE_LOG( LogNet, Error, TEXT( "Rejected non RPC function %s in %s" ), *Message.ToString(), *Object->GetFullName() );
				return false;
			}

			if ( ( Function->FunctionFlags & ( bIsServer ? FUNC_NetServer : ( FUNC_NetClient | FUNC_NetMulticast ) ) ) == 0 )
			{
				UE_LOG( LogNet, Error, TEXT( "Rejected RPC function due to access rights %s in %s" ), *Message.ToString(), *Object->GetFullName() );
				return false;
			}

			UE_LOG( LogNetTraffic, Log, TEXT( "      Received RPC: %s" ), *Message.ToString() );

			// Get the parameters.
			FMemMark Mark(FMemStack::Get());
			uint8* Parms = new(FMemStack::Get(),MEM_Zeroed,Function->ParmsSize)uint8;

			// Use the replication layout to receive the rpc parameter values
			TSharedPtr<FRepLayout> FuncRepLayout = OwningChannel->Connection->Driver->GetFunctionRepLayout( Function );

			FuncRepLayout->ReceivePropertiesForRPC( Object, Function, OwningChannel, Bunch, Parms );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: ReceivePropertiesForRPC - Bunch.IsError() == true: %s" ), *Object->GetFullName() );
				return false;
			}

			// validate that the function is callable here
			const bool bCanExecute = ( ( !bIsServer || RepFlags.bNetOwner ) );		// we are client or net owner

			if ( bCanExecute )
			{
				// Call the function.
				RPC_ResetLastFailedReason();

				Object->ProcessEvent( Function, Parms );

				if ( RPC_GetLastFailedReason() != NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RPC_GetLastFailedReason: %s" ), RPC_GetLastFailedReason() );
					return false;
				}
			}
			else
			{
				UE_LOG( LogNet, Warning, TEXT( "Rejected unwanted function %s in %s" ), *Message.ToString(), *Object->GetFullName() );

				if ( !OwningChannel->Connection->TrackLogsPerSecond() )	// This will disconnect the client if we get her too often
				{
					return false;
				}
			}

			// Destroy the parameters.
			//warning: highly dependent on UObject::ProcessEvent freeing of parms!
			for ( UProperty * Destruct=Function->DestructorLink; Destruct; Destruct=Destruct->DestructorLinkNext )
			{
				if( Destruct->IsInContainer(Function->ParmsSize) )
				{
					Destruct->DestroyValue_InContainer(Parms);
				}
			}

			Mark.Pop();

			if ( Object == NULL || Object->IsPendingKill() )
			{
				// replicated function destroyed Object
				return true;		// FIXME: Should this return false to kick connection?  Seems we'll cause a read misalignment here if we don't
			}

			// Next.
			RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 2: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex > ClassCache->GetMaxIndex() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex == ClassCache->GetMaxIndex() )
			{
				// We're done
				FieldCache = NULL;
			}
			else
			{
				FieldCache = ClassCache->GetFromIndex( RepIndex );

				if ( FieldCache == NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
					return false;
				}
			}
		}
		else if ( FieldCache )
		{
			UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Invalid replicated field %i in %s" ), RepIndex, *Object->GetFullName() );
			return false;
		}
	}

	return true;
}
Esempio n. 7
0
bool FObjectReplicator::ReceivedBunch( FInBunch& Bunch, const FReplicationFlags& RepFlags, bool& bOutHasUnmapped )
{
	UObject* Object = GetObject();

	if ( Object == NULL )
	{
		UE_LOG(LogNet, Verbose, TEXT("ReceivedBunch: Object == NULL"));
		return false;
	}

	UPackageMap * PackageMap = OwningChannel->Connection->PackageMap;

	const bool bIsServer = ( OwningChannel->Connection->Driver->ServerConnection == NULL );

	const FClassNetCache * ClassCache = OwningChannel->Connection->Driver->NetCache->GetClassNetCache( ObjectClass );

	if ( ClassCache == NULL )
	{
		UE_LOG(LogNet, Error, TEXT("ReceivedBunch: ClassCache == NULL: %s"), *Object->GetFullName());
		return false;
	}

	bool bThisBunchReplicatedProperties = false;

	// Read first field
	const FFieldNetCache * FieldCache = ReadField( ClassCache, Bunch );

	if ( Bunch.IsError() )
	{
		UE_LOG(LogNet, Error, TEXT("ReceivedBunch: Error reading field 1: %s"), *Object->GetFullName());
		return false;
	}

	if ( FieldCache == NULL )
	{
		// There are no actual replicated properties or functions in this bunch. That is ok - we may have gotten this
		// actor/sub-object because we want the client to spawn one (but we aren't actually replicating properties on it)
		return true;
	}

	while ( FieldCache )
	{
		// Receive properties from the net.
		UProperty* ReplicatedProp = NULL;

		while ( FieldCache && ( ReplicatedProp = Cast< UProperty >( FieldCache->Field ) ) != NULL )
		{
			NET_CHECKSUM( Bunch );

			// Server shouldn't receive properties.
			if ( bIsServer )
			{
				UE_LOG(LogNet, Error, TEXT("Server received unwanted property value %s in %s"), *ReplicatedProp->GetName(), *Object->GetFullName());
				return false;
			}
		
			bThisBunchReplicatedProperties = true;

			if ( !bHasReplicatedProperties )
			{
				bHasReplicatedProperties = true;		// Persistent, not reset until PostNetReceive is called
				PreNetReceive();
			}

			bool DebugProperty = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			{
				static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("net.Replication.DebugProperty"));
				if (CVar && !CVar->GetString().IsEmpty() && ReplicatedProp->GetName().Contains(CVar->GetString()) )
				{
					UE_LOG(LogRep, Log, TEXT("Replicating Property[%d] %s on %s"), ReplicatedProp->RepIndex, *ReplicatedProp->GetName(), *Object->GetName());
					DebugProperty = true;
				}
			}
#endif
			if ( !Retirement[ ReplicatedProp->RepIndex ].CustomDelta )
			{
				bool bLocalHasUnmapped = false;
				// We hijack a non custom delta property to signify we are using FRepLayout to read the entire property block
				if ( !RepLayout->ReceiveProperties( ObjectClass, RepState, (void*)Object, Bunch, bLocalHasUnmapped ) )
				{
					UE_LOG(LogRep, Error, TEXT("ReceiveProperties FAILED %s in %s"), *ReplicatedProp->GetName(), *Object->GetFullName());
					return false;
				}

				if ( bLocalHasUnmapped )
				{
					bOutHasUnmapped = true;
				}
			}
			else
			{
				// Receive array index.
				uint32 Element = 0;
				if ( ReplicatedProp->ArrayDim != 1 )
				{
					check( ReplicatedProp->ArrayDim >= 2 );

					Bunch.SerializeIntPacked( Element );

					if ( Element >= (uint32)ReplicatedProp->ArrayDim )
					{
						UE_LOG(LogRep, Error, TEXT("Element index too large %s in %s"), *ReplicatedProp->GetName(), *Object->GetFullName());
						return false;
					}
				}

				// Pointer to destination.
				uint8* Data = ReplicatedProp->ContainerPtrToValuePtr<uint8>((uint8*)Object, Element);
				TArray<uint8>	MetaData;
				const PTRINT DataOffset = Data - (uint8*)Object;

				// Receive custom delta property.
				UStructProperty * StructProperty = Cast< UStructProperty >( ReplicatedProp );

				if ( StructProperty == NULL )
				{
					// This property isn't custom delta
					UE_LOG(LogRepTraffic, Error, TEXT("Property isn't custom delta %s"), *ReplicatedProp->GetName());
					return false;
				}

				UScriptStruct * InnerStruct = StructProperty->Struct;

				if ( !( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative ) )
				{
					// This property isn't custom delta
					UE_LOG(LogRepTraffic, Error, TEXT("Property isn't custom delta %s"), *ReplicatedProp->GetName());
					return false;
				}

				UScriptStruct::ICppStructOps * CppStructOps = InnerStruct->GetCppStructOps();

				check( CppStructOps );
				check( !InnerStruct->InheritedCppStructOps() );

				FNetDeltaSerializeInfo Parms;

				FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

				Parms.DebugName			= StructProperty->GetName();
				Parms.Struct			= InnerStruct;
				Parms.Map				= PackageMap;
				Parms.Reader			= &Bunch;
				Parms.NetSerializeCB	= &NetSerializeCB;

				// Call the custom delta serialize function to handle it
				CppStructOps->NetDeltaSerialize( Parms, Data );

				if ( Bunch.IsError() )
				{
					UE_LOG(LogNet, Error, TEXT("ReceivedBunch: NetDeltaSerialize - Bunch.IsError() == true: %s"), *Object->GetFullName());
					return false;
				}

				if ( Parms.bOutHasMoreUnmapped )
				{
					UnmappedCustomProperties.Add( DataOffset, StructProperty );
					bOutHasUnmapped = true;
				}

				// Successfully received it.
				UE_LOG(LogRepTraffic, Log, TEXT(" %s - %s"), *Object->GetName(), *ReplicatedProp->GetName());

				// Notify the Object if this var is RepNotify
				QueuePropertyRepNotify( Object, ReplicatedProp, Element, MetaData );
			}	
			
			// Read next field
			FieldCache = ReadField( ClassCache, Bunch );

			if ( Bunch.IsError() )
			{
				UE_LOG(LogNet, Error, TEXT("ReceivedBunch: Error reading field 2: %s"), *Object->GetFullName());
				return false;
			}
		}

		// Handle function calls.
		if ( FieldCache && Cast< UFunction >( FieldCache->Field ) )
		{
			FName Message = FieldCache->Field->GetFName();
			UFunction * Function = Object->FindFunction( Message );

			if ( Function == NULL )
			{
				UE_LOG(LogNet, Error, TEXT("ReceivedBunch: Function == NULL: %s"), *Object->GetFullName());
				return false;
			}

			if ( ( Function->FunctionFlags & FUNC_Net ) == 0 )
			{
				UE_LOG(LogRep, Error, TEXT("Rejected non RPC function %s in %s"), *Message.ToString(), *Object->GetFullName());
				return false;
			}

			if ( ( Function->FunctionFlags & ( bIsServer ? FUNC_NetServer : ( FUNC_NetClient | FUNC_NetMulticast ) ) ) == 0 )
			{
				UE_LOG(LogRep, Error, TEXT("Rejected RPC function due to access rights %s in %s"), *Message.ToString(), *Object->GetFullName());
				return false;
			}

			UE_LOG(LogRepTraffic, Log, TEXT("      Received RPC: %s"), *Message.ToString());

			// Get the parameters.
			FMemMark Mark(FMemStack::Get());
			uint8* Parms = new(FMemStack::Get(),MEM_Zeroed,Function->ParmsSize)uint8;

			// Use the replication layout to receive the rpc parameter values
			TSharedPtr<FRepLayout> FuncRepLayout = OwningChannel->Connection->Driver->GetFunctionRepLayout( Function );

			FuncRepLayout->ReceivePropertiesForRPC( Object, Function, OwningChannel, Bunch, Parms );

			if ( Bunch.IsError() )
			{
				UE_LOG(LogRep, Error, TEXT("ReceivedBunch: ReceivePropertiesForRPC - Bunch.IsError() == true: Function: %s, Object: %s"), *Message.ToString(), *Object->GetFullName());
				return false;
			}

			// validate that the function is callable here
			const bool bCanExecute = ( !bIsServer || RepFlags.bNetOwner );		// we are client or net owner

			if ( bCanExecute )
			{
				// Call the function.
				RPC_ResetLastFailedReason();

				Object->ProcessEvent( Function, Parms );

				if ( RPC_GetLastFailedReason() != NULL )
				{
					UE_LOG(LogRep, Error, TEXT("ReceivedBunch: RPC_GetLastFailedReason: %s"), RPC_GetLastFailedReason());
					return false;
				}
			}
			else
			{
				UE_LOG(LogRep, Verbose, TEXT("Rejected unwanted function %s in %s"), *Message.ToString(), *Object->GetFullName());

				if ( !OwningChannel->Connection->TrackLogsPerSecond() )	// This will disconnect the client if we get here too often
				{
					UE_LOG(LogRep, Error, TEXT("Rejected too many unwanted functions %s in %s"), *Message.ToString(), *Object->GetFullName());
					return false;
				}
			}

			// Destroy the parameters.
			//warning: highly dependent on UObject::ProcessEvent freeing of parms!
			for ( UProperty * Destruct=Function->DestructorLink; Destruct; Destruct=Destruct->DestructorLinkNext )
			{
				if( Destruct->IsInContainer(Function->ParmsSize) )
				{
					Destruct->DestroyValue_InContainer(Parms);
				}
			}

			Mark.Pop();

			if ( Object == NULL || Object->IsPendingKill() )
			{
				// replicated function destroyed Object
				return true;		// FIXME: Should this return false to kick connection?  Seems we'll cause a read misalignment here if we don't
			}

			// Next.
			FieldCache = ReadField( ClassCache, Bunch );

			if ( Bunch.IsError() )
			{
				UE_LOG(LogNet, Error, TEXT("ReceivedBunch: Error reading field 3: %s"), *Object->GetFullName());
				return false;
			}
		}
		else if ( FieldCache )
		{
			UE_LOG(LogRep, Error, TEXT("ReceivedBunch: Invalid replicated field %i in %s"), FieldCache->FieldNetIndex, *Object->GetFullName());
			return false;
		}
	}

	return true;
}
Esempio n. 8
0
void FObjectReplicator::UpdateUnmappedObjects( bool & bOutHasMoreUnmapped )
{
	UObject* Object = GetObject();

	if ( Object == NULL || Object->IsPendingKill() )
	{
		bOutHasMoreUnmapped = false;
		return;
	}

	if ( Connection->State == USOCK_Closed )
	{
		UE_LOG(LogNet, Warning, TEXT("FObjectReplicator::UpdateUnmappedObjects: Connection->State == USOCK_Closed"));
		return;
	}

	checkf( RepState->RepNotifies.Num() == 0, TEXT("Failed RepState RepNotifies check. Num=%d. Object=%s"), RepState->RepNotifies.Num(), *Object->GetFullName() );
	checkf( RepNotifies.Num() == 0, TEXT("Failed replicator RepNotifies check. Num=%d. Object=%s."), RepNotifies.Num(), *Object->GetFullName() );

	bool bSomeObjectsWereMapped = false;

	// Let the rep layout update any unmapped properties
	RepLayout->UpdateUnmappedObjects( RepState, Connection->PackageMap, Object, bSomeObjectsWereMapped, bOutHasMoreUnmapped );

	// Update unmapped objects for custom properties (currently just fast tarray)
	for ( auto It = UnmappedCustomProperties.CreateIterator(); It; ++It )
	{
		const int32			Offset			= It.Key();
		UStructProperty*	StructProperty	= It.Value();
		UScriptStruct*		InnerStruct		= StructProperty->Struct;

		check( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative );

		UScriptStruct::ICppStructOps* CppStructOps = InnerStruct->GetCppStructOps();

		check( CppStructOps );
		check( !InnerStruct->InheritedCppStructOps() );

		FNetDeltaSerializeInfo Parms;

		FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

		Parms.DebugName			= StructProperty->GetName();
		Parms.Struct			= InnerStruct;
		Parms.Map				= Connection->PackageMap;
		Parms.NetSerializeCB	= &NetSerializeCB;

		Parms.bUpdateUnmappedObjects	= true;
		Parms.bCalledPreNetReceive		= bSomeObjectsWereMapped;	// RepLayout used this to flag whether PreNetReceive was called
		Parms.Object					= Object;

		// Call the custom delta serialize function to handle it
		CppStructOps->NetDeltaSerialize( Parms, (uint8*)Object + Offset );

		// Merge in results
		bSomeObjectsWereMapped	|= Parms.bOutSomeObjectsWereMapped;
		bOutHasMoreUnmapped		|= Parms.bOutHasMoreUnmapped;

		if ( Parms.bOutSomeObjectsWereMapped )
		{
			// If we mapped a property, call the rep notify
			TArray<uint8> MetaData;
			QueuePropertyRepNotify( Object, StructProperty, 0, MetaData );
		}

		// If this property no longer has unmapped objects, we can stop checking it
		if ( !Parms.bOutHasMoreUnmapped )
		{
			It.RemoveCurrent();
		}
	}

	// Call any rep notifies that need to happen when object pointers change
	// Pass in false to override the check for queued bunches. Otherwise, if the owning channel has queued bunches,
	// the RepNotifies will remain in the list and the check for 0 RepNotifies above will fail next time.
	CallRepNotifies(false);

	if ( bSomeObjectsWereMapped )
	{
		// If we mapped some objects, make sure to call PostNetReceive (some game code will need to think this was actually replicated to work)
		PostNetReceive();
	}
}
void SDetailsViewBase::UpdatePropertyMapRecursive(FPropertyNode& InNode, FDetailLayoutBuilderImpl& InDetailLayout, FName CurCategory, FComplexPropertyNode* CurObjectNode)
{
	UProperty* ParentProperty = InNode.GetProperty();
	UStructProperty* ParentStructProp = Cast<UStructProperty>(ParentProperty);

	for (int32 ChildIndex = 0; ChildIndex < InNode.GetNumChildNodes(); ++ChildIndex)
	{
		TSharedPtr<FPropertyNode> ChildNodePtr = InNode.GetChildNode(ChildIndex);
		FPropertyNode& ChildNode = *ChildNodePtr;
		UProperty* Property = ChildNode.GetProperty();

		{
			FObjectPropertyNode* ObjNode = ChildNode.AsObjectNode();
			FCategoryPropertyNode* CategoryNode = ChildNode.AsCategoryNode();
			if (ObjNode)
			{
				// Currently object property nodes do not provide any useful information other than being a container for its children.  We do not draw anything for them.
				// When we encounter object property nodes, add their children instead of adding them to the tree.
				UpdatePropertyMapRecursive(ChildNode, InDetailLayout, CurCategory, ObjNode);
			}
			else if (CategoryNode)
			{
				// For category nodes, we just set the current category and recurse through the children
				UpdatePropertyMapRecursive(ChildNode, InDetailLayout, CategoryNode->GetCategoryName(), CurObjectNode);
			}
			else
			{
				// Whether or not the property can be visible in the default detail layout
				bool bVisibleByDefault = IsVisibleStandaloneProperty(ChildNode, InNode);

				// Whether or not the property is a struct
				UStructProperty* StructProperty = Cast<UStructProperty>(Property);

				bool bIsStruct = StructProperty != NULL;

				static FName ShowOnlyInners("ShowOnlyInnerProperties");

				bool bIsChildOfCustomizedStruct = false;
				bool bIsCustomizedStruct = false;

				const UStruct* Struct = StructProperty ? StructProperty->Struct : NULL;
				const UStruct* ParentStruct = ParentStructProp ? ParentStructProp->Struct : NULL;
				if (Struct || ParentStruct)
				{
					FPropertyEditorModule& ParentPlugin = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
					if (Struct)
					{
						bIsCustomizedStruct = ParentPlugin.IsCustomizedStruct(Struct, SharedThis( this ) );
					}

					if (ParentStruct)
					{
						bIsChildOfCustomizedStruct = ParentPlugin.IsCustomizedStruct(ParentStruct, SharedThis( this ) );
					}
				}

				// Whether or not to push out struct properties to their own categories or show them inside an expandable struct 
				bool bPushOutStructProps = bIsStruct && !bIsCustomizedStruct && !ParentStructProp && Property->HasMetaData(ShowOnlyInners);

				// Is the property edit inline new 
				const bool bIsEditInlineNew = SPropertyEditorEditInline::Supports(&ChildNode, ChildNode.GetArrayIndex());

				// Is this a property of an array
				bool bIsChildOfArray = PropertyEditorHelpers::IsChildOfArray(ChildNode);

				// Edit inline new properties should be visible by default
				bVisibleByDefault |= bIsEditInlineNew;

				// Children of arrays are not visible directly,
				bVisibleByDefault &= !bIsChildOfArray;

				FPropertyAndParent PropertyAndParent(*Property, ParentProperty);
				const bool bIsUserVisible = IsPropertyVisible(PropertyAndParent);

				// Inners of customized in structs should not be taken into consideration for customizing.  They are not designed to be individually customized when their parent is already customized
				if (!bIsChildOfCustomizedStruct)
				{
					// Add any object classes with properties so we can ask them for custom property layouts later
					ClassesWithProperties.Add(Property->GetOwnerStruct());
				}

				// If there is no outer object then the class is the object root and there is only one instance
				FName InstanceName = NAME_None;
				if (CurObjectNode && CurObjectNode->GetParentNode())
				{
					InstanceName = CurObjectNode->GetParentNode()->GetProperty()->GetFName();
				}
				else if (ParentStructProp)
				{
					InstanceName = ParentStructProp->GetFName();
				}

				// Do not add children of customized in struct properties or arrays
				if (!bIsChildOfCustomizedStruct && !bIsChildOfArray)
				{
					// Get the class property map
					FClassInstanceToPropertyMap& ClassInstanceMap = ClassToPropertyMap.FindOrAdd(Property->GetOwnerStruct()->GetFName());

					FPropertyNodeMap& PropertyNodeMap = ClassInstanceMap.FindOrAdd(InstanceName);

					if (!PropertyNodeMap.ParentProperty)
					{
						PropertyNodeMap.ParentProperty = CurObjectNode;
					}
					else
					{
						ensure(PropertyNodeMap.ParentProperty == CurObjectNode);
					}

					checkSlow(!PropertyNodeMap.Contains(Property->GetFName()));

					PropertyNodeMap.Add(Property->GetFName(), ChildNodePtr);
				}

				if (bVisibleByDefault && bIsUserVisible && !bPushOutStructProps)
				{
					FName CategoryName = CurCategory;

					// For properties inside a struct, add them to their own category unless they just take the name of the parent struct.  
					// In that case push them to the parent category
					FName PropertyCatagoryName = FObjectEditorUtils::GetCategoryFName(Property);
					if (!ParentStructProp || (PropertyCatagoryName != ParentStructProp->Struct->GetFName()))
					{
						CategoryName = PropertyCatagoryName;
					}

					if (IsPropertyReadOnly(PropertyAndParent))
					{
						ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
					}

					// Add a property to the default category
					FDetailCategoryImpl& CategoryImpl = InDetailLayout.DefaultCategory(CategoryName);
					CategoryImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), InstanceName);
				}

				bool bRecurseIntoChildren =
					!bIsChildOfCustomizedStruct // Don't recurse into built in struct children, we already know what they are and how to display them
					&&  !bIsCustomizedStruct // Don't recurse into customized structs
					&&	!bIsChildOfArray // Do not recurse into arrays, the children are drawn by the array property parent
					&&	!bIsEditInlineNew // Edit inline new children are not supported for customization yet
					&&	bIsUserVisible // Properties must be allowed to be visible by a user if they are not then their children are not visible either
					&& (!bIsStruct || bPushOutStructProps); //  Only recurse into struct properties if they are going to be displayed as standalone properties in categories instead of inside an expandable area inside a category

				if (bRecurseIntoChildren)
				{
					// Built in struct properties or children of arras 
					UpdatePropertyMapRecursive(ChildNode, InDetailLayout, CurCategory, CurObjectNode);
				}
			}
		}
	}
}
void SDetailsViewBase::UpdateSinglePropertyMapRecursive(FPropertyNode& InNode, FDetailLayoutData& LayoutData, FName CurCategory, FComplexPropertyNode* CurObjectNode, bool bEnableFavoriteSystem, bool bUpdateFavoriteSystemOnly)
{
	FDetailLayoutBuilderImpl& DetailLayout = *LayoutData.DetailLayout;

	UProperty* ParentProperty = InNode.GetProperty();
	UStructProperty* ParentStructProp = Cast<UStructProperty>(ParentProperty);
	for(int32 ChildIndex = 0; ChildIndex < InNode.GetNumChildNodes(); ++ChildIndex)
	{
		//Use the original value for each child
		bool LocalUpdateFavoriteSystemOnly = bUpdateFavoriteSystemOnly;

		TSharedPtr<FPropertyNode> ChildNodePtr = InNode.GetChildNode(ChildIndex);
		FPropertyNode& ChildNode = *ChildNodePtr;
		UProperty* Property = ChildNode.GetProperty();

		{
			FObjectPropertyNode* ObjNode = ChildNode.AsObjectNode();
			FCategoryPropertyNode* CategoryNode = ChildNode.AsCategoryNode();
			if(ObjNode)
			{
				// Currently object property nodes do not provide any useful information other than being a container for its children.  We do not draw anything for them.
				// When we encounter object property nodes, add their children instead of adding them to the tree.
				UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CurCategory, ObjNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
			}
			else if(CategoryNode)
			{
				if(!LocalUpdateFavoriteSystemOnly)
				{
					FName InstanceName = NAME_None;
					FName CategoryName = CurCategory;
					FString CategoryDelimiterString;
					CategoryDelimiterString.AppendChar(FPropertyNodeConstants::CategoryDelimiterChar);
					if(CurCategory != NAME_None && CategoryNode->GetCategoryName().ToString().Contains(CategoryDelimiterString))
					{
						// This property is child of another property so add it to the parent detail category
						FDetailCategoryImpl& CategoryImpl = DetailLayout.DefaultCategory(CategoryName);
						CategoryImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), InstanceName);
					}
				}

				// For category nodes, we just set the current category and recurse through the children
				UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CategoryNode->GetCategoryName(), CurObjectNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
			}
			else
			{
				// Whether or not the property can be visible in the default detail layout
				bool bVisibleByDefault = IsVisibleStandaloneProperty(ChildNode, InNode);

				// Whether or not the property is a struct
				UStructProperty* StructProperty = Cast<UStructProperty>(Property);

				bool bIsStruct = StructProperty != NULL;

				static FName ShowOnlyInners("ShowOnlyInnerProperties");

				bool bIsChildOfCustomizedStruct = false;
				bool bIsCustomizedStruct = false;

				const UStruct* Struct = StructProperty ? StructProperty->Struct : NULL;
				const UStruct* ParentStruct = ParentStructProp ? ParentStructProp->Struct : NULL;
				if(Struct || ParentStruct)
				{
					FPropertyEditorModule& ParentPlugin = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
					if(Struct)
					{
						bIsCustomizedStruct = ParentPlugin.IsCustomizedStruct(Struct, SharedThis(this));
					}

					if(ParentStruct)
					{
						bIsChildOfCustomizedStruct = ParentPlugin.IsCustomizedStruct(ParentStruct, SharedThis(this));
					}
				}

				// Whether or not to push out struct properties to their own categories or show them inside an expandable struct 
				bool bPushOutStructProps = bIsStruct && !bIsCustomizedStruct && !ParentStructProp && Property->HasMetaData(ShowOnlyInners);

				// Is the property edit inline new 
				const bool bIsEditInlineNew = ChildNode.HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties) || SPropertyEditorEditInline::Supports(&ChildNode, ChildNode.GetArrayIndex());

				// Is this a property of a container property
				bool bIsChildOfContainer = PropertyEditorHelpers::IsChildOfArray(ChildNode) || PropertyEditorHelpers::IsChildOfSet(ChildNode) || PropertyEditorHelpers::IsChildOfMap(ChildNode);

				// Edit inline new properties should be visible by default
				bVisibleByDefault |= bIsEditInlineNew;

				// Children of arrays are not visible directly,
				bVisibleByDefault &= !bIsChildOfContainer;

				FPropertyAndParent PropertyAndParent(*Property, ParentProperty);
				const bool bIsUserVisible = IsPropertyVisible(PropertyAndParent);

				// Inners of customized in structs should not be taken into consideration for customizing.  They are not designed to be individually customized when their parent is already customized
				if(!bIsChildOfCustomizedStruct && !LocalUpdateFavoriteSystemOnly)
				{
					// Add any object classes with properties so we can ask them for custom property layouts later
					LayoutData.ClassesWithProperties.Add(Property->GetOwnerStruct());
				}

				// If there is no outer object then the class is the object root and there is only one instance
				FName InstanceName = NAME_None;
				if(CurObjectNode && CurObjectNode->GetParentNode())
				{
					InstanceName = CurObjectNode->GetParentNode()->GetProperty()->GetFName();
				}
				else if(ParentStructProp)
				{
					InstanceName = ParentStructProp->GetFName();
				}

				// Do not add children of customized in struct properties or arrays
				if(!bIsChildOfCustomizedStruct && !bIsChildOfContainer && !LocalUpdateFavoriteSystemOnly)
				{
					// Get the class property map
					FClassInstanceToPropertyMap& ClassInstanceMap = LayoutData.ClassToPropertyMap.FindOrAdd(Property->GetOwnerStruct()->GetFName());

					FPropertyNodeMap& PropertyNodeMap = ClassInstanceMap.FindOrAdd(InstanceName);

					if(!PropertyNodeMap.ParentProperty)
					{
						PropertyNodeMap.ParentProperty = CurObjectNode;
					}
					else
					{
						ensure(PropertyNodeMap.ParentProperty == CurObjectNode);
					}

					checkSlow(!PropertyNodeMap.Contains(Property->GetFName()));

					PropertyNodeMap.Add(Property->GetFName(), ChildNodePtr);
				}
				bool bCanDisplayFavorite = false;
				if(bVisibleByDefault && bIsUserVisible && !bPushOutStructProps)
				{
					FName CategoryName = CurCategory;
					// For properties inside a struct, add them to their own category unless they just take the name of the parent struct.  
					// In that case push them to the parent category
					FName PropertyCatagoryName = FObjectEditorUtils::GetCategoryFName(Property);
					if(!ParentStructProp || (PropertyCatagoryName != ParentStructProp->Struct->GetFName()))
					{
						CategoryName = PropertyCatagoryName;
					}

					if(!LocalUpdateFavoriteSystemOnly)
					{
						if(IsPropertyReadOnly(PropertyAndParent))
						{
							ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
						}

						// Add a property to the default category
						FDetailCategoryImpl& CategoryImpl = DetailLayout.DefaultCategory(CategoryName);
						CategoryImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), InstanceName);
					}

					bCanDisplayFavorite = true;
					if(bEnableFavoriteSystem)
					{
						if(bIsCustomizedStruct)
						{
							bCanDisplayFavorite = false;
							//CustomizedStruct child are not categorize since they are under an object but we have to put them in favorite category if the user want to favorite them
							LocalUpdateFavoriteSystemOnly = true;
						}
						else if(ChildNodePtr->IsFavorite())
						{
							//Find or create the favorite category, we have to duplicate favorite property row under this category
							FString CategoryFavoritesName = TEXT("Favorites");
							FName CatFavName = *CategoryFavoritesName;
							FDetailCategoryImpl& CategoryFavImpl = DetailLayout.DefaultCategory(CatFavName);
							CategoryFavImpl.SetSortOrder(0);
							CategoryFavImpl.SetCategoryAsSpecialFavorite();

							//Add the property to the favorite
							FObjectPropertyNode *RootObjectParent = ChildNodePtr->FindRootObjectItemParent();
							FName RootInstanceName = NAME_None;
							if(RootObjectParent != nullptr)
							{
								RootInstanceName = RootObjectParent->GetObjectBaseClass()->GetFName();
							}

							if(LocalUpdateFavoriteSystemOnly)
							{
								if(IsPropertyReadOnly(PropertyAndParent))
								{
									ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
								}
								else
								{
									//If the parent has a condition that is not met, make the child as readonly
									FDetailLayoutCustomization ParentTmpCustomization;
									ParentTmpCustomization.PropertyRow = MakeShareable(new FDetailPropertyRow(InNode.AsShared(), CategoryFavImpl.AsShared()));
									if(ParentTmpCustomization.PropertyRow->GetPropertyEditor()->IsPropertyEditingEnabled() == false)
									{
										ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
									}
								}
							}

							//Duplicate the row
							CategoryFavImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), RootInstanceName);
						}

						if(bIsStruct)
						{
							LocalUpdateFavoriteSystemOnly = true;
						}
					}
				}
				ChildNodePtr->SetCanDisplayFavorite(bCanDisplayFavorite);

				bool bRecurseIntoChildren =
					!bIsChildOfCustomizedStruct // Don't recurse into built in struct children, we already know what they are and how to display them
					&&  !bIsCustomizedStruct // Don't recurse into customized structs
					&&	!bIsChildOfContainer // Do not recurse into containers, the children are drawn by the container property parent
					&&	!bIsEditInlineNew // Edit inline new children are not supported for customization yet
					&&	bIsUserVisible // Properties must be allowed to be visible by a user if they are not then their children are not visible either
					&& (!bIsStruct || bPushOutStructProps); //  Only recurse into struct properties if they are going to be displayed as standalone properties in categories instead of inside an expandable area inside a category

				if(bRecurseIntoChildren || LocalUpdateFavoriteSystemOnly)
				{
					// Built in struct properties or children of arras 
					UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CurCategory, CurObjectNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
				}
			}
		}
	}
}
Esempio n. 11
0
void UArrayProperty::ExportTextItem( FString& ValueStr, const void* PropertyValue, const void* DefaultValue, UObject* Parent, int32 PortFlags, UObject* ExportRootScope ) const
{
	checkSlow(Inner);

	FScriptArrayHelper ArrayHelper(this, PropertyValue);
	FScriptArrayHelper DefaultArrayHelper(this, DefaultValue);

	uint8* StructDefaults = NULL;
	UStructProperty* StructProperty = Cast<UStructProperty>(Inner);
	if ( StructProperty != NULL )
	{
		checkSlow(StructProperty->Struct);
		StructDefaults = (uint8*)FMemory::Malloc(StructProperty->Struct->GetStructureSize());
		StructProperty->InitializeValue(StructDefaults);
	}

	const bool bReadableForm = (0 != (PPF_BlueprintDebugView & PortFlags));

	int32 Count = 0;
	for( int32 i=0; i<ArrayHelper.Num(); i++ )
	{
		++Count;
		if(!bReadableForm)
		{
			if ( Count == 1 )
			{
				ValueStr += TCHAR('(');
			}
			else
			{
				ValueStr += TCHAR(',');
			}
		}
		else
		{
			if(Count > 1)
			{
				ValueStr += TCHAR('\n');
			}
			ValueStr += FString::Printf(TEXT("[%i] "), i);
		}

		uint8* PropData = ArrayHelper.GetRawPtr(i);
		uint8* PropDefault = (DefaultValue && DefaultArrayHelper.Num() > i)
			? DefaultArrayHelper.GetRawPtr(i)
			: StructDefaults;

		// Do not re-export duplicate data from superclass when exporting to .int file
		if ( (PortFlags & PPF_LocalizedOnly) != 0 && Inner->Identical(PropData, PropDefault) )
		{
			continue;
		}

		Inner->ExportTextItem( ValueStr, PropData, PropDefault, Parent, PortFlags|PPF_Delimited, ExportRootScope );
	}

	if ((Count > 0) && !bReadableForm)
	{
		ValueStr += TEXT(")");
	}
	if (StructDefaults)
	{
		StructProperty->DestroyValue(StructDefaults);
		FMemory::Free(StructDefaults);
	}
}
Esempio n. 12
0
void UArrayProperty::ExportTextItem( FString& ValueStr, const void* PropertyValue, const void* DefaultValue, UObject* Parent, int32 PortFlags, UObject* ExportRootScope ) const
{
	checkSlow(Inner);

	if (0 != (PortFlags & PPF_ExportCpp))
	{
		FString ExtendedTypeText;
		FString TypeText = GetCPPType(&ExtendedTypeText, EPropertyExportCPPFlags::CPPF_BlueprintCppBackend);
		ValueStr += FString::Printf(TEXT("%s%s()"), *TypeText, *ExtendedTypeText);
		return;
	}

	FScriptArrayHelper ArrayHelper(this, PropertyValue);
	FScriptArrayHelper DefaultArrayHelper(this, DefaultValue);

	uint8* StructDefaults = NULL;
	UStructProperty* StructProperty = dynamic_cast<UStructProperty*>(Inner);
	if ( StructProperty != NULL )
	{
		checkSlow(StructProperty->Struct);
		StructDefaults = (uint8*)FMemory::Malloc(StructProperty->Struct->GetStructureSize());
		StructProperty->InitializeValue(StructDefaults);
	}

	const bool bReadableForm = (0 != (PPF_BlueprintDebugView & PortFlags));

	int32 Count = 0;
	for( int32 i=0; i<ArrayHelper.Num(); i++ )
	{
		++Count;
		if(!bReadableForm)
		{
			if ( Count == 1 )
			{
				ValueStr += TCHAR('(');
			}
			else
			{
				ValueStr += TCHAR(',');
			}
		}
		else
		{
			if(Count > 1)
			{
				ValueStr += TCHAR('\n');
			}
			ValueStr += FString::Printf(TEXT("[%i] "), i);
		}

		uint8* PropData = ArrayHelper.GetRawPtr(i);

		// Always use struct defaults if the inner is a struct, for symmetry with the import of array inner struct defaults
		uint8* PropDefault = ( StructProperty != NULL ) ? StructDefaults :
			( ( DefaultValue && DefaultArrayHelper.Num() > i ) ? DefaultArrayHelper.GetRawPtr(i) : NULL );

		Inner->ExportTextItem( ValueStr, PropData, PropDefault, Parent, PortFlags|PPF_Delimited, ExportRootScope );
	}

	if ((Count > 0) && !bReadableForm)
	{
		ValueStr += TEXT(")");
	}
	if (StructDefaults)
	{
		StructProperty->DestroyValue(StructDefaults);
		FMemory::Free(StructDefaults);
	}
}
	static void ReplaceStructWithTempDuplicate(
		UBlueprintGeneratedStruct* StructureToReinstance, 
		TSet<UBlueprint*>& BlueprintsToRecompile,
		TArray<UBlueprintGeneratedStruct*>& ChangedStructs)
	{
		if (StructureToReinstance)
		{
			UBlueprintGeneratedStruct* DuplicatedStruct = NULL;
			{
				const FString ReinstancedName = FString::Printf(TEXT("STRUCT_REINST_%s"), *StructureToReinstance->GetName());
				const FName UniqueName = MakeUniqueObjectName(GetTransientPackage(), UBlueprintGeneratedStruct::StaticClass(), FName(*ReinstancedName));

				const bool OldIsDuplicatingClassForReinstancing = GIsDuplicatingClassForReinstancing;
				GIsDuplicatingClassForReinstancing = true;
				DuplicatedStruct = (UBlueprintGeneratedStruct*)StaticDuplicateObject(StructureToReinstance, GetTransientPackage(), *UniqueName.ToString(), ~RF_Transactional); 
				GIsDuplicatingClassForReinstancing = OldIsDuplicatingClassForReinstancing;
			}
			DuplicatedStruct->Status = EBlueprintStructureStatus::BSS_Duplicate;
			DuplicatedStruct->SetFlags(RF_Transient);
			DuplicatedStruct->AddToRoot();

			for (TObjectIterator<UStructProperty> PropertyIter(RF_ClassDefaultObject|RF_PendingKill); PropertyIter; ++PropertyIter)
			{
				UStructProperty* StructProperty = *PropertyIter;
				if (StructProperty && (StructureToReinstance == StructProperty->Struct))
				{
					UBlueprint* FoundBlueprint = NULL;
					if (auto OwnerClass = Cast<UBlueprintGeneratedClass>(StructProperty->GetOwnerClass()))
					{
						FoundBlueprint = Cast<UBlueprint>(OwnerClass->ClassGeneratedBy);
					}
					else if (auto OwnerStruct = Cast<UBlueprintGeneratedStruct>(StructProperty->GetOwnerStruct()))
					{
						check(OwnerStruct != DuplicatedStruct);
						const bool bValidStruct = (OwnerStruct->GetOutermost() != GetTransientPackage())
							&& !OwnerStruct->HasAnyFlags(RF_PendingKill)
							&& (EBlueprintStructureStatus::BSS_Duplicate != OwnerStruct->Status.GetValue());

						if (bValidStruct)
						{
							FoundBlueprint = OwnerStruct->StructGeneratedBy;
							ChangedStructs.AddUnique(OwnerStruct);
						}
						
					}
					else
					{
						UE_LOG(LogK2Compiler, Warning, TEXT("ReplaceStructWithTempDuplicate unknown owner"));
					}

					if (NULL != FoundBlueprint)
					{
						StructProperty->Struct = DuplicatedStruct;
						BlueprintsToRecompile.Add(FoundBlueprint);
					}
				}
			}

			DuplicatedStruct->RemoveFromRoot();
		}
	}