Changed context index mapping to fix issues with multi-PIE debugging in 4.25.

This commit is contained in:
Sebastian 2020-09-15 20:48:35 +01:00
parent 16056820e9
commit db77175e66

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@ -6,35 +6,26 @@
// Utilities mapping worlds to indices that we use to identify ImGui contexts.
// Editor and standalone games have context index 0 while PIE worlds have indices starting from 1 for server and 2+ for
// clients.
namespace Utilities
{
// Invalid context index for parameters that cannot be resolved to a valid world.
static constexpr int32 INVALID_CONTEXT_INDEX = -1;
static constexpr int32 INVALID_CONTEXT_INDEX = -10;
// Standalone context index.
static constexpr int32 STANDALONE_GAME_CONTEXT_INDEX = 0;
static constexpr int32 STANDALONE_GAME_CONTEXT_INDEX = -2;
#if WITH_EDITOR
// Editor context index.
static constexpr int32 EDITOR_CONTEXT_INDEX = 0;
// Editor context index. We are lacking flexibility here, so we might need to change it somehow.
static constexpr int32 EDITOR_CONTEXT_INDEX = -1;
FORCEINLINE int32 GetWorldContextIndex(const FWorldContext& WorldContext)
{
// In standalone game (WorldType = Game) we have only one context with index 0 (see GAME_CONTEXT_INDEX).
// In editor, we keep 0 for editor and use PIEInstance to index worlds. In simulation or standalone single-PIE
// sessions PIEInstance is 0, but since there is only one world we can change it without causing any conflicts.
// In single-PIE with dedicated server or multi-PIE sessions worlds have PIEInstance starting from 1 for server
// and 2+ for clients, what maps directly to our index.
switch (WorldContext.WorldType)
{
case EWorldType::PIE:
return FMath::Max(WorldContext.PIEInstance, 1);
return WorldContext.PIEInstance;
case EWorldType::Game:
return STANDALONE_GAME_CONTEXT_INDEX;
case EWorldType::Editor: