首页 > 代码库 > 虚幻4蓝图编译剖析(三)

虚幻4蓝图编译剖析(三)

编译

上面基本的术语已经介绍完了,下面我们进入来进入蓝图编译过程分析。蓝图的编译过程都在FKismetCompilerContext::Compile()函数中。它根据编译的类型不同(上文编译选项中提到的只编译Skeleton、只生成字节码、只生成cpp代码等等)会走不同的分支。我们这里以完全编译来讲解。此处为大概的流程,若想看详细的流程,请参照流程图以及代码。

 

清除类

类是就地编译的,这意味着同一个UBlueprintGeneratedClass在每次编译的时候都会被清理,并且会重复利用,这样指向这个类的指针就不用修复了。CleanAndSanitizeClass()把属性和函数放到临时包的一个垃圾(trash)类里面,然后清除类中的所有数据。

创建类的属性

CreateClassVariablesFromBlueprint()函数遍历蓝图的NewVariables数组,也包括构造脚本、Timeline等地方来找到该类需要的所有属性,然后创建UProperties。

创建函数列表

通过处理事件图表(Event graph)、常规的函数图表、代理、以及接口中来创建函数。

技术分享

处理事件图表

CreateAndProcessUberGraph()函数用来处理事件图表。它把所有的事件图表拷贝到一个大的图中,这个时候节点有机会去做展开操作(expand,如果它需要的话)。然后会为图中的每一个事件节点创建一个函数桩(stub),最终会为当前的事件图表创建一个FKismetFunctionContext,用于把整个事件图表当作一个函数来处理。

处理函数图表

常规函数图表的处理是通过ProcessOneFunctionGraph()函数来完成的,它会把图中的每一个节点拷贝到另外一个节点中去,这个时候每个节点有机会展开(expand),最后会为每一个函数创建一个FKismetFunctionContext,用来后面对该函数的编译工作。

预编译函数

函数的预编译是通过为每一个FKismetFunctionContext调用PrecompileFunction()来实现的,这个函数主要做以下操作:

  1. 确定执行顺序并计算数据依赖。
  2. 去除那些没有连接的或者无数据依赖的节点。
  3. 为每一个剩下的运行每一个节点处理器(FNodeHandlingFunctor)的RegisterNets()函数,它会为函数中的值创建FBPTerminal。
  4. 创建UFunction对象和相关的属性。

技术分享

绑定和链接类

现在类已经拥有了UFunctions和UProperties,现在可以绑定和链接类了,它包含填充属性链,属性大小 以及函数的列表。这个时候它相关于有了一个类头文件,不包括最终的标记、元数据以及CDO对象。

编译函数

接下来就需要通过每一个节点处理器(FNodeHanlingFunctor)的Compile()函数使用AppendStatementForNode()函数来为该节点添加FKismetBlueprintStatement。这个函数也可能会创建FBPTerminal对象只要它们只是局部使用的。

技术分享

后编译函数

PostCompileFunction()是编译函数的最后一个阶段,在所有函数调用了CompileFunction()之后调用,主要是修复交叉引用。

技术分享

完成编译类

为了完成编译该类,编译器会最终设置类标记,并从父类继承标记和元数据,最后会确定所有的事情在编译过程中是正确的。

后端生成代码

编译器后端会把函数中的所有语句转换成代码,目前有两个使用的后端:

  1. FKismetCompilerVMBackend 把FKismetCompilerStatement转成字节码,并把它序列化到脚本数组中。

技术分享

  1. FKismetCppBackend 生成C++代码,只用于调试目的。

字节码

字节码的定义在Script.h中的EExprToken枚举中,定义如下,可以看到它有一些比较通用的指令,如EX_Jump EX_JumpIfNot等,也有一些专用的指令比如EX_DynamicCast EX_SetArray。

    
  1 //  2   3 // Evaluatable expression item types.  4   5 //  6   7 enum EExprToken  8   9 { 10  11     // Variable references. 12  13     EX_LocalVariable        = 0x00,    // A local variable. 14  15     EX_InstanceVariable        = 0x01,    // An object variable. 16  17     EX_DefaultVariable        = 0x02, // Default variable for a class context. 18  19     //                        = 0x03, 20  21     EX_Return                = 0x04,    // Return from function. 22  23     //                        = 0x05, 24  25     EX_Jump                    = 0x06,    // Goto a local address in code. 26  27     EX_JumpIfNot            = 0x07,    // Goto if not expression. 28  29     //                        = 0x08, 30  31     EX_Assert                = 0x09,    // Assertion. 32  33     //                        = 0x0A, 34  35     EX_Nothing                = 0x0B,    // No operation. 36  37     //                        = 0x0C, 38  39     //                        = 0x0D, 40  41     //                        = 0x0E, 42  43     EX_Let                    = 0x0F,    // Assign an arbitrary size value to a variable. 44  45     //                        = 0x10, 46  47     //                        = 0x11, 48  49     EX_ClassContext            = 0x12,    // Class default object context. 50  51     EX_MetaCast = 0x13, // Metaclass cast. 52  53     EX_LetBool                = 0x14, // Let boolean variable. 54  55     EX_EndParmValue            = http://www.mamicode.com/0x15,    // end of default value for optional function parameter 56  57     EX_EndFunctionParms        = 0x16,    // End of function call parameters. 58  59     EX_Self                    = 0x17,    // Self object. 60  61     EX_Skip                    = 0x18,    // Skippable expression. 62  63     EX_Context                = 0x19,    // Call a function through an object context. 64  65     EX_Context_FailSilent    = 0x1A, // Call a function through an object context (can fail silently if the context is NULL; only generated for functions that don‘t have output or return values). 66  67     EX_VirtualFunction        = 0x1B,    // A function call with parameters. 68  69     EX_FinalFunction        = 0x1C,    // A prebound function call with parameters. 70  71     EX_IntConst                = 0x1D,    // Int constant. 72  73     EX_FloatConst            = 0x1E,    // Floating point constant. 74  75     EX_StringConst            = 0x1F,    // String constant. 76  77     EX_ObjectConst         = 0x20,    // An object constant. 78  79     EX_NameConst            = 0x21,    // A name constant. 80  81     EX_RotationConst        = 0x22,    // A rotation constant. 82  83     EX_VectorConst            = 0x23,    // A vector constant. 84  85     EX_ByteConst            = 0x24,    // A byte constant. 86  87     EX_IntZero                = 0x25,    // Zero. 88  89     EX_IntOne                = 0x26,    // One. 90  91     EX_True                    = 0x27,    // Bool True. 92  93     EX_False                = 0x28,    // Bool False. 94  95     EX_TextConst            = 0x29, // FText constant 96  97     EX_NoObject                = 0x2A,    // NoObject. 98  99     EX_TransformConst        = 0x2B, // A transform constant100 101     EX_IntConstByte            = 0x2C,    // Int constant that requires 1 byte.102 103     EX_NoInterface            = 0x2D, // A null interface (similar to EX_NoObject, but for interfaces)104 105     EX_DynamicCast            = 0x2E,    // Safe dynamic class casting.106 107     EX_StructConst            = 0x2F, // An arbitrary UStruct constant108 109     EX_EndStructConst        = 0x30, // End of UStruct constant110 111     EX_SetArray                = 0x31, // Set the value of arbitrary array112 113     EX_EndArray                = 0x32,114 115     //                        = 0x33,116 117     EX_UnicodeStringConst = 0x34, // Unicode string constant.118 119     EX_Int64Const            = 0x35,    // 64-bit integer constant.120 121     EX_UInt64Const            = 0x36,    // 64-bit unsigned integer constant.122 123     //                        = 0x37,124 125     EX_PrimitiveCast        = 0x38,    // A casting operator for primitives which reads the type as the subsequent byte126 127     //                        = 0x39,128 129     //                        = 0x3A,130 131     //                        = 0x3B,132 133     //                        = 0x3C,134 135     //                        = 0x3D,136 137     //                        = 0x3E,138 139     //                        = 0x3F,140 141     //                        = 0x40,142 143     //                        = 0x41,144 145     EX_StructMemberContext    = 0x42, // Context expression to address a property within a struct146 147     EX_LetMulticastDelegate    = 0x43, // Assignment to a multi-cast delegate148 149     EX_LetDelegate            = 0x44, // Assignment to a delegate150 151     //                        = 0x45,152 153     //                        = 0x46, // CST_ObjectToInterface154 155     //                        = 0x47, // CST_ObjectToBool156 157     EX_LocalOutVariable        = 0x48, // local out (pass by reference) function parameter158 159     //                        = 0x49, // CST_InterfaceToBool160 161     EX_DeprecatedOp4A        = 0x4A,162 163     EX_InstanceDelegate        = 0x4B,    // const reference to a delegate or normal function object164 165     EX_PushExecutionFlow    = 0x4C, // push an address on to the execution flow stack for future execution when a EX_PopExecutionFlow is executed. Execution continues on normally and doesn‘t change to the pushed address.166 167     EX_PopExecutionFlow        = 0x4D, // continue execution at the last address previously pushed onto the execution flow stack.168 169     EX_ComputedJump            = 0x4E,    // Goto a local address in code, specified by an integer value.170 171     EX_PopExecutionFlowIfNot = 0x4F, // continue execution at the last address previously pushed onto the execution flow stack, if the condition is not true.172 173     EX_Breakpoint            = 0x50, // Breakpoint. Only observed in the editor, otherwise it behaves like EX_Nothing.174 175     EX_InterfaceContext        = 0x51,    // Call a function through a native interface variable176 177     EX_ObjToInterfaceCast = 0x52,    // Converting an object reference to native interface variable178 179     EX_EndOfScript            = 0x53, // Last byte in script code180 181     EX_CrossInterfaceCast    = 0x54, // Converting an interface variable reference to native interface variable182 183     EX_InterfaceToObjCast = 0x55, // Converting an interface variable reference to an object184 185     //                        = 0x56,186 187     //                        = 0x57,188 189     //                        = 0x58,190 191     //                        = 0x59,192 193     EX_WireTracepoint        = 0x5A, // Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.194 195     EX_SkipOffsetConst        = 0x5B, // A CodeSizeSkipOffset constant196 197     EX_AddMulticastDelegate = 0x5C, // Adds a delegate to a multicast delegate‘s targets198 199     EX_ClearMulticastDelegate = 0x5D, // Clears all delegates in a multicast target200 201     EX_Tracepoint            = 0x5E, // Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.202 203     EX_LetObj                = 0x5F,    // assign to any object ref pointer204 205     EX_LetWeakObjPtr        = 0x60, // assign to a weak object pointer206 207     EX_BindDelegate            = 0x61, // bind object and name to delegate208 209     EX_RemoveMulticastDelegate = 0x62, // Remove a delegate from a multicast delegate‘s targets210 211     EX_CallMulticastDelegate = 0x63, // Call multicast delegate212 213     EX_LetValueOnPersistentFrame = 0x64,214 215     EX_ArrayConst            = 0x65,216 217     EX_EndArrayConst        = 0x66,218 219     EX_AssetConst            = 0x67,220 221     EX_CallMath                = 0x68, // static pure function from on local call space222 223     EX_SwitchValue            = http://www.mamicode.com/0x69,224 225     EX_InstrumentationEvent    = 0x6A, // Instrumentation event226 227     EX_ArrayGetByRef        = 0x6B,228 229     EX_Max                    = 0x100,230 231 };

 

拷贝类默认对象(CDO)属性

使用一个特殊的函数CopyPropertiesForUnrelatedObjects(),编译器把类旧CDO中的值拷贝到新的CDO中。属性是通过带标记的序列化来拷贝的,只要名字是一致的,它们就应该被正确的复制。CDO中的组件会重新实例化。

重新实例化

由于类可能已经改变大小或者属性已经添加或删除了,编译器需要重新实例化该类实例化的所有对象。它使用TOjbectIterator来找到该类的实例,创建一个新的,并且使用CopyPropertiesForUnrelatedObjects()函数来把旧实例的数据拷贝到新的实例。详细信息参照FBlueprintCompileReinstancer类。

编译实例学习

我在蓝图里面新建了一个继承自Actor的NewBlueprint,它有一个变量StringTest并且实现了一个BeginPlay 事件和一个FunctionTest()函数,这个函数有一个局部变量LocalStringTest。

下面分别是BeginPlay和FunctionTest的定义:

技术分享

 

技术分享

 

为了看到编译的结果,我们需要修改BaseEngine.ini中的设置把CompileDisplaysBinaryBackend设置为true,如果要显示生成的cpp文件,也可以把CompileDisplaysTextBackend设置为true。注意需要重新启动编辑器。点击编译后在OutputLog中得到的结果如下代码所示:

    
  1 BlueprintLog: New page: Compile NewBlueprint  2   3 LogK2Compiler: [function ExecuteUbergraph_NewBlueprint]:  4   5 Label_0x0:  6   7 $4E: Computed Jump, offset specified by expression:  8   9 $0: Local variable named EntryPoint 10  11 Label_0xA: 12  13 $5E: .. debug site .. 14  15 Label_0xB: 16  17 $5A: .. wire debug site .. 18  19 Label_0xC: 20  21 $5E: .. debug site .. 22  23 Label_0xD: 24  25 $1B: Virtual Function named FunctionTest 26  27 $0: Local variable named CallFunc_FunctionTest_OutNewString 28  29 $16: EX_EndFunctionParms 30  31 Label_0x24: 32  33 $5A: .. wire debug site .. 34  35 Label_0x25: 36  37 $5E: .. debug site .. 38  39 Label_0x26: 40  41 $19: Context 42  43 ObjectExpression: 44  45 $20: EX_ObjectConst (000000003022A100:KismetSystemLibrary /Script/Engine.Default__KismetSystemLibrary) 46  47 Skip Bytes: 0x3D 48  49 R-Value Property: (null) 50  51 ContextExpression: 52  53 $1C: Final Function (stack node KismetSystemLibrary::PrintString) 54  55 $17: EX_Self 56  57 $0: Local variable named CallFunc_FunctionTest_OutNewString 58  59 $28: EX_False 60  61 $27: EX_True 62  63 $2F: literal struct LinearColor (serialized size: 16) 64  65 $1E: literal float 0.000000 66  67 $1E: literal float 0.660000 68  69 $1E: literal float 1.000000 70  71 $1E: literal float 1.000000 72  73 $30: EX_EndStructConst 74  75 $1E: literal float 2.000000 76  77 $16: EX_EndFunctionParms 78  79 Label_0x79: 80  81 $5A: .. wire debug site .. 82  83 Label_0x7A: 84  85 $4: Return expression 86  87 $B: EX_Nothing 88  89 Label_0x7C: 90  91 $53: EX_EndOfScript 92  93 LogK2Compiler: [function ReceiveBeginPlay]: 94  95 Label_0x0: 96  97 $1B: Virtual Function named ExecuteUbergraph_NewBlueprint 98  99 $1D: literal int32 10100 101 $16: EX_EndFunctionParms102 103 Label_0x13:104 105 $4: Return expression106 107 $B: EX_Nothing108 109 Label_0x15:110 111 $53: EX_EndOfScript112 113 LogK2Compiler: [function UserConstructionScript]:114 115 Label_0x0:116 117 $5E: .. debug site ..118 119 Label_0x1:120 121 $5A: .. wire debug site ..122 123 Label_0x2:124 125 $4: Return expression126 127 $B: EX_Nothing128 129 Label_0x4:130 131 $53: EX_EndOfScript132 133 LogK2Compiler: [function FunctionTest]:134 135 Label_0x0:136 137 $5E: .. debug site ..138 139 Label_0x1:140 141 $5A: .. wire debug site ..142 143 Label_0x2:144 145 $5E: .. debug site ..146 147 Label_0x3:148 149 $F: Let (Variable = Expression)150 151 Variable:152 153 $0: Local variable named LocalStringTest154 155 Expression:156 157 $1F: literal ansi string "Bluepirnt Test: "158 159 Label_0x27:160 161 $5A: .. wire debug site ..162 163 Label_0x28:164 165 $F: Let (Variable = Expression)166 167 Variable:168 169 $0: Local variable named CallFunc_Concat_StrStr_ReturnValue170 171 Expression:172 173 $19: Context174 175 ObjectExpression:176 177 $20: EX_ObjectConst (0000000030229B00:KismetStringLibrary /Script/Engine.Default__KismetStringLibrary)178 179 Skip Bytes: 0x1C180 181 R-Value Property: CallFunc_Concat_StrStr_ReturnValue182 183 ContextExpression:184 185 $1C: Final Function (stack node KismetStringLibrary::Concat_StrStr)186 187 $0: Local variable named LocalStringTest188 189 $1: Instance variable named StringTest190 191 $16: EX_EndFunctionParms192 193 Label_0x6C:194 195 $5E: .. debug site ..196 197 Label_0x6D:198 199 $F: Let (Variable = Expression)200 201 Variable:202 203 $48: Local out variable named OutNewString204 205 Expression:206 207 $0: Local variable named CallFunc_Concat_StrStr_ReturnValue208 209 Label_0x88:210 211 $5A: .. wire debug site ..212 213 Label_0x89:214 215 $4: Return expression216 217 $B: EX_Nothing218 219 Label_0x8B:220 221 $53: EX_EndOfScript

 

有个需要说明的地方就是,我们可以看到事件ReceiveBeginPlay,如上面我们所说,它具体并没有做什么事情,整个函数的指令被放到了function ExecuteUbergraph_NewBlueprint中,而它所做的事情是调用了 Virtual Function named ExecuteUbergraph_NewBlueprint 并传递了一个int32的值,这个值是在ExecuteUbergraph_NewBlueprint处的偏移值,而在ExecuteUbergraph_NewBlueprint一开始就根据传进来的偏移值进行了无条件jump跳转到相应的位置进行程序的执行。

 

总结

至此,我们我们对蓝图的编译过程有了一个基本的了解,粗略地讲解了蓝图是如何从我们编辑的结果最终编译的过程,接下来的文章我们将介绍虚幻4中蓝图虚拟机的实现,敬请期待。当然由于本人理解能力有限,里面难免有错误的地方,如读者发现还请指正。

参考文档

  1. https://docs.unrealengine.com/latest/INT/Engine/Blueprints/TechnicalGuide/Compiler/index.html
  2. http://www.cnblogs.com/ghl_carmack/p/5804737.html
  3. 脚本语言入门书籍 Game Scripting Mastery
  4. http://blog.csdn.net/tangl_99/article/details/5600

虚幻4蓝图编译剖析(三)