File size: 19,276 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorValidator.h"
#include "AssetRegistry/ARFilter.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Blueprint/BlueprintSupport.h"
#include "Editor.h"
#include "EditorValidatorSubsystem.h"
#include "Engine/BlueprintCore.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Logging/MessageLog.h"
#include "LyraEditor.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/MessageDialog.h"
#include "Misc/PackageName.h"
#include "Misc/ScopedSlowTask.h"
#include "Settings/ProjectPackagingSettings.h"
#include "ShaderCompiler.h"
#include "SourceCodeNavigation.h"
#include "SourceControlOperations.h"
#include "Stats/StatsMisc.h"
#include "StudioTelemetry.h"
#include "UObject/UObjectIterator.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator)
#define LOCTEXT_NAMESPACE "EditorValidator"
int32 GMaxAssetsChangedByAHeader = 200;
static FAutoConsoleVariableRef CVarMaxAssetsChangedByAHeader(TEXT("EditorValidator.MaxAssetsChangedByAHeader"), GMaxAssetsChangedByAHeader, TEXT("The maximum number of assets to check for content validation based on a single header change."), ECVF_Default);
bool UEditorValidator::bAllowFullValidationInEditor = false;
TArray<FString> FLyraValidationMessageGatherer::IgnorePatterns;
UEditorValidator::UEditorValidator()
: Super()
{
}
void UEditorValidator::ValidateCheckedOutContent(bool bInteractive, const EDataValidationUsecase InValidationUsecase)
{
if (FStudioTelemetry::IsAvailable())
{
FStudioTelemetry::Get().RecordEvent(TEXT("ValidateContent"));
}
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
if (AssetRegistryModule.Get().IsLoadingAssets())
{
if (bInteractive)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("DiscoveringAssets", "Still discovering assets. Try again once it is complete."));
}
else
{
UE_LOG(LogLyraEditor, Display, TEXT("Could not run ValidateCheckedOutContent because asset discovery was still being done."));
}
return;
}
TArray<FString> ChangedPackageNames;
TArray<FString> DeletedPackageNames;
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
if (ISourceControlModule::Get().IsEnabled())
{
// Request the opened files at filter construction time to make sure checked out files have the correct state for the filter
TSharedRef<FUpdateStatus, ESPMode::ThreadSafe> UpdateStatusOperation = ISourceControlOperation::Create<FUpdateStatus>();
UpdateStatusOperation->SetGetOpenedOnly(true);
SourceControlProvider.Execute(UpdateStatusOperation, EConcurrency::Synchronous);
TArray<FSourceControlStateRef> CheckedOutFiles = SourceControlProvider.GetCachedStateByPredicate(
[](const FSourceControlStateRef& State) { return State->IsCheckedOut() || State->IsAdded() || State->IsDeleted(); }
);
for (const FSourceControlStateRef& FileState : CheckedOutFiles)
{
FString Filename = FileState->GetFilename();
if (FPackageName::IsPackageFilename(Filename))
{
// Assets
FString PackageName;
if (FPackageName::TryConvertFilenameToLongPackageName(Filename, PackageName))
{
if (FileState->IsDeleted())
{
DeletedPackageNames.Add(PackageName);
}
else
{
ChangedPackageNames.Add(PackageName);
}
}
}
else if (Filename.EndsWith(TEXT(".h")))
{
// Source code header changes for classes may cause issues in assets based on those classes
UEditorValidator::GetChangedAssetsForCode(AssetRegistryModule.Get(), Filename, ChangedPackageNames);
}
}
}
bool bAnyIssuesFound = false;
TArray<FString> AllWarningsAndErrors;
{
if (bInteractive)
{
bAllowFullValidationInEditor = true;
// We will be flushing shader compile as we load materials, so dont let other shader warnings be attributed incorrectly to the package that is loading.
if (GShaderCompilingManager)
{
FScopedSlowTask SlowTask(0.f, LOCTEXT("CompilingShadersBeforeCheckingContentTask", "Finishing shader compiles before checking content..."));
SlowTask.MakeDialog();
GShaderCompilingManager->FinishAllCompilation();
}
}
{
FScopedSlowTask SlowTask(0.f, LOCTEXT("CheckingContentTask", "Checking content..."));
SlowTask.MakeDialog();
if (!ValidatePackages(ChangedPackageNames, DeletedPackageNames, 2000, AllWarningsAndErrors, InValidationUsecase))
{
bAnyIssuesFound = true;
}
}
if (bInteractive)
{
bAllowFullValidationInEditor = false;
}
}
{
FLyraValidationMessageGatherer ScopedMessageGatherer;
if (!ValidateProjectSettings())
{
bAnyIssuesFound = true;
}
AllWarningsAndErrors.Append(ScopedMessageGatherer.GetAllWarningsAndErrors());
}
if (bInteractive)
{
const bool bAtLeastOneMessage = (AllWarningsAndErrors.Num() != 0);
if (bAtLeastOneMessage)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationFailed", "!!!!!!! Your checked out content has issues. Don't submit until they are fixed !!!!!!!\r\n\r\nSee the MessageLog and OutputLog for details"));
}
else if (bAnyIssuesFound)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationFailedWithNoMessages", "No errors or warnings were found, but there was an error return code. Look in the OutputLog and log file for details. You may need engineering help."));
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationPassed", "All checked out content passed. Nice job."));
}
}
}
bool UEditorValidator::ValidatePackages(const TArray<FString>& ExistingPackageNames, const TArray<FString>& DeletedPackageNames, int32 MaxPackagesToLoad, TArray<FString>& OutAllWarningsAndErrors, const EDataValidationUsecase InValidationUsecase)
{
bool bAnyIssuesFound = false;
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<FString> AllPackagesToValidate = ExistingPackageNames;
for (const FString& DeletedPackageName : DeletedPackageNames)
{
UE_LOG(LogLyraEditor, Display, TEXT("Adding referencers for deleted package %s to be verified"), *DeletedPackageName);
TArray<FName> PackageReferencers;
AssetRegistry.GetReferencers(FName(*DeletedPackageName), PackageReferencers, UE::AssetRegistry::EDependencyCategory::Package);
for (const FName& Referencer : PackageReferencers)
{
const FString ReferencerString = Referencer.ToString();
if (!DeletedPackageNames.Contains(ReferencerString) && !IsInUncookedFolder(ReferencerString))
{
UE_LOG(LogLyraEditor, Display, TEXT(" Deleted package referencer %s was added to the queue to be verified"), *ReferencerString);
AllPackagesToValidate.Add(ReferencerString);
}
}
}
const FText ValidationPageName = LOCTEXT("ValidatePackages", "Validate Packages");
FMessageLog DataValidationLog("AssetCheck");
DataValidationLog.NewPage(ValidationPageName);
if (AllPackagesToValidate.Num() > MaxPackagesToLoad)
{
// Too much changed to verify, just pass it.
FString WarningMessage = FString::Printf(TEXT("Assets to validate (%d) exceeded -MaxPackagesToLoad=(%d). Skipping existing package validation."), AllPackagesToValidate.Num(), MaxPackagesToLoad);
UE_LOG(LogLyraEditor, Warning, TEXT("%s"), *WarningMessage);
OutAllWarningsAndErrors.Add(WarningMessage);
DataValidationLog.Warning(FText::FromString(WarningMessage));
}
else
{
// Load all packages that match the file filter string
TArray<FAssetData> AssetsToCheck;
for (const FString& PackageName : AllPackagesToValidate)
{
if (FPackageName::IsValidLongPackageName(PackageName) && !IsInUncookedFolder(PackageName))
{
int32 OldNumAssets = AssetsToCheck.Num();
AssetRegistry.GetAssetsByPackageName(FName(*PackageName), AssetsToCheck, true);
if (AssetsToCheck.Num() == OldNumAssets)
{
FString WarningMessage;
// See if the file exists at all. Otherwise, the package contains no assets.
if (FPackageName::DoesPackageExist(PackageName))
{
WarningMessage = FString::Printf(TEXT("Found no assets in package '%s'"), *PackageName);
}
else
{
if (ISourceControlModule::Get().IsEnabled())
{
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FString PackageFilename = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());
TSharedPtr<ISourceControlState, ESPMode::ThreadSafe> FileState = SourceControlProvider.GetState(PackageFilename, EStateCacheUsage::ForceUpdate);
if (FileState->IsAdded())
{
WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk. It is marked for add in perforce but missing from your hard drive."), *PackageName);
}
if (FileState->IsCheckedOut())
{
WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk. It is checked out in perforce but missing from your hard drive."), *PackageName);
}
}
if (WarningMessage.IsEmpty())
{
WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk."), *PackageName);
}
}
ensure(!WarningMessage.IsEmpty());
UE_LOG(LogLyraEditor, Warning, TEXT("%s"), *WarningMessage);
OutAllWarningsAndErrors.Add(WarningMessage);
DataValidationLog.Warning(FText::FromString(WarningMessage));
bAnyIssuesFound = true;
}
}
}
if (AssetsToCheck.Num() > 0)
{
// Preload all assets to check, so load warnings can be handled separately from validation warnings
{
for (const FAssetData& AssetToCheck : AssetsToCheck)
{
if (!AssetToCheck.IsAssetLoaded())
{
UE_LOG(LogLyraEditor, Display, TEXT("Preloading %s..."), *AssetToCheck.GetObjectPathString());
// Start listening for load warnings
FLyraValidationMessageGatherer ScopedPreloadMessageGatherer;
// Load the asset
AssetToCheck.GetAsset();
if (ScopedPreloadMessageGatherer.GetAllWarningsAndErrors().Num() > 0)
{
// Repeat all errant load warnings as errors, so other CIS systems can treat them more severely (i.e. Build health will create an issue and assign it to a developer)
for (const FString& LoadWarning : ScopedPreloadMessageGatherer.GetAllWarnings())
{
UE_LOG(LogLyraEditor, Error, TEXT("%s"), *LoadWarning);
}
OutAllWarningsAndErrors.Append(ScopedPreloadMessageGatherer.GetAllWarningsAndErrors());
bAnyIssuesFound = true;
}
}
}
}
// Run all validators now.
FLyraValidationMessageGatherer ScopedMessageGatherer;
FValidateAssetsSettings Settings;
FValidateAssetsResults Results;
Settings.bSkipExcludedDirectories = true;
Settings.bShowIfNoFailures = true;
Settings.ValidationUsecase = InValidationUsecase;
Settings.MessageLogPageTitle = ValidationPageName;
const bool bHasInvalidFiles = GEditor->GetEditorSubsystem<UEditorValidatorSubsystem>()->ValidateAssetsWithSettings(AssetsToCheck, Settings, Results) > 0;
if (bHasInvalidFiles || ScopedMessageGatherer.GetAllWarningsAndErrors().Num() > 0)
{
OutAllWarningsAndErrors.Append(ScopedMessageGatherer.GetAllWarningsAndErrors());
bAnyIssuesFound = true;
}
}
}
return !bAnyIssuesFound;
}
bool UEditorValidator::ValidateProjectSettings()
{
bool bSuccess = true;
FMessageLog ValidationLog("AssetCheck");
{
bool bDeveloperMode = false;
GConfig->GetBool(TEXT("/Script/PythonScriptPlugin.PythonScriptPluginSettings"), TEXT("bDeveloperMode"), /*out*/ bDeveloperMode, GEngineIni);
if (bDeveloperMode)
{
const FString ErrorMessage(TEXT("The project setting version of Python's bDeveloperMode should not be checked in. Use the editor preference version instead!"));
UE_LOG(LogLyraEditor, Error, TEXT("%s"), *ErrorMessage);
ValidationLog.Error(FText::AsCultureInvariant(ErrorMessage));
bSuccess = false;
}
}
return bSuccess;
}
bool UEditorValidator::IsInUncookedFolder(const FString& PackageName, FString* OutUncookedFolderName)
{
const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
check(PackagingSettings);
for (const FDirectoryPath& DirectoryToNeverCook : PackagingSettings->DirectoriesToNeverCook)
{
const FString& UncookedFolder = DirectoryToNeverCook.Path;
if (PackageName.StartsWith(UncookedFolder))
{
if (OutUncookedFolderName)
{
FString FolderToReport = UncookedFolder.StartsWith(TEXT("/Game/")) ? UncookedFolder.RightChop(6) : UncookedFolder;
if (FolderToReport.EndsWith(TEXT("/")))
{
*OutUncookedFolderName = FolderToReport.LeftChop(1);
}
else
{
*OutUncookedFolderName = FolderToReport;
}
}
return true;
}
}
return false;
}
bool UEditorValidator::ShouldAllowFullValidation()
{
return IsRunningCommandlet() || bAllowFullValidationInEditor;
}
bool UEditorValidator::CanValidateAsset_Implementation(UObject* InAsset) const
{
if (InAsset)
{
FString PackageName = InAsset->GetOutermost()->GetName();
if (!IsInUncookedFolder(PackageName))
{
return true;
}
}
return false;
}
void UEditorValidator::GetChangedAssetsForCode(IAssetRegistry& AssetRegistry, const FString& ChangedHeaderLocalFilename, TArray<FString>& OutChangedPackageNames)
{
static struct FCachedNativeClasses
{
public:
FCachedNativeClasses()
{
static const FName ModuleNameFName = "ModuleName";
static const FName ModuleRelativePathFName = "ModuleRelativePath";
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
UClass* TestClass = *ClassIt;
if (TestClass->HasAnyClassFlags(CLASS_Native))
{
FAssetData ClassAssetData(TestClass);
FString ModuleName, ModuleRelativePath;
ClassAssetData.GetTagValue(ModuleNameFName, ModuleName);
ClassAssetData.GetTagValue(ModuleRelativePathFName, ModuleRelativePath);
Classes.Add(ModuleName + TEXT("+") + ModuleRelativePath, TestClass);
}
}
}
TArray<TWeakObjectPtr<UClass>> GetClassesInHeader(const FString& ModuleName, const FString& ModuleRelativePath)
{
TArray<TWeakObjectPtr<UClass>> ClassesInHeader;
Classes.MultiFind(ModuleName + TEXT("+") + ModuleRelativePath, ClassesInHeader);
return ClassesInHeader;
}
private:
TMultiMap<FString, TWeakObjectPtr<UClass>> Classes;
} NativeClassCache;
const TArray<FString>& ModuleNames = FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames();
const FString* Module = ModuleNames.FindByPredicate([ChangedHeaderLocalFilename](const FString& ModuleBuildPath) {
const FString ModuleFullPath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ModuleBuildPath));
if (ChangedHeaderLocalFilename.StartsWith(ModuleFullPath))
{
return true;
}
return false;
});
if (Module)
{
SCOPE_LOG_TIME_IN_SECONDS(TEXT("Looking for blueprints affected by code changes"), nullptr);
const FString FoundModulePath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(*Module));
const FString FoundModulePathWithSlash = FoundModulePath / TEXT("");
FString ChangedHeaderReleativeToModule = ChangedHeaderLocalFilename;
FPaths::MakePathRelativeTo(ChangedHeaderReleativeToModule, *FoundModulePathWithSlash);
FString ChangedHeaderModule = FPaths::GetBaseFilename(FoundModulePath);
// STEP 1 - Find all the native classes inside the header that changed.
TArray<TWeakObjectPtr<UClass>> ClassList = NativeClassCache.GetClassesInHeader(ChangedHeaderModule, ChangedHeaderReleativeToModule);
// STEP 2 - We now need to convert the set of native classes into actual derived blueprints.
bool bTooManyFiles = false;
TArray<FAssetData> BlueprintsDerivedFromNativeModifiedClasses;
for (TWeakObjectPtr<UClass> ModifiedClassPtr : ClassList)
{
// If we capped out on maximum number of modified files for a single header change, don't try to keep looking for more stuff.
if (bTooManyFiles)
{
break;
}
if (UClass* ModifiedClass = ModifiedClassPtr.Get())
{
// This finds all native derived blueprints, both direct subclasses, or subclasses of subclasses.
TSet<FTopLevelAssetPath> DerivedClassNames;
TArray<FTopLevelAssetPath> ClassNames;
ClassNames.Add(ModifiedClass->GetClassPathName());
AssetRegistry.GetDerivedClassNames(ClassNames, TSet<FTopLevelAssetPath>(), DerivedClassNames);
UE_LOG(LogLyraEditor, Display, TEXT("Validating Subclasses of %s in %s + %s"), *ModifiedClass->GetName(), *ChangedHeaderModule, *ChangedHeaderReleativeToModule);
FARFilter Filter;
Filter.bRecursiveClasses = true;
Filter.ClassPaths.Add(UBlueprintCore::StaticClass()->GetClassPathName());
// We enumerate all assets to find any blueprints who inherit from native classes directly - or
// from other blueprints.
AssetRegistry.EnumerateAssets(Filter, [&BlueprintsDerivedFromNativeModifiedClasses, &bTooManyFiles, &DerivedClassNames, ChangedHeaderModule, ChangedHeaderReleativeToModule](const FAssetData& AssetData)
{
FString PackageName = AssetData.PackageName.ToString();
// Don't check data-only blueprints, we'll be here all day.
if (!AssetData.GetTagValueRef<bool>(FBlueprintTags::IsDataOnly) && !UEditorValidator::IsInUncookedFolder(PackageName))
{
// Need to get the generated class here to see if it's one in the derived set we care about.
const FString ClassFromData = AssetData.GetTagValueRef<FString>(FBlueprintTags::GeneratedClassPath);
if (!ClassFromData.IsEmpty())
{
const FTopLevelAssetPath ClassObjectPath(FPackageName::ExportTextPathToObjectPath(ClassFromData));
if (DerivedClassNames.Contains(ClassObjectPath))
{
UE_LOG(LogLyraEditor, Display, TEXT("\tAdding %s To Validate"), *PackageName);
BlueprintsDerivedFromNativeModifiedClasses.Emplace(AssetData);
if (BlueprintsDerivedFromNativeModifiedClasses.Num() >= GMaxAssetsChangedByAHeader)
{
bTooManyFiles = true;
UE_LOG(LogLyraEditor, Display, TEXT("Too many assets invalidated (Max %d) by change to, %s + %s"), GMaxAssetsChangedByAHeader, *ChangedHeaderModule, *ChangedHeaderReleativeToModule);
return false; // Stop enumerating.
}
}
}
}
return true;
});
}
}
// STEP 3 - Report the possibly changed blueprints as affected modified packages that need
// to be proved out.
for (const FAssetData& BlueprintsDerivedFromNativeModifiedClass : BlueprintsDerivedFromNativeModifiedClasses)
{
OutChangedPackageNames.Add(BlueprintsDerivedFromNativeModifiedClass.PackageName.ToString());
}
}
}
#undef LOCTEXT_NAMESPACE
|