// Copyright Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using EpicGames.Core; namespace UnrealBuildTool { /// /// Class which compiles (and caches) rules assemblies for different folders. /// public class RulesCompiler { /// /// Enum for types of rules files. Should match extensions in RulesFileExtensions. /// public enum RulesFileType { /// /// .build.cs files /// Module, /// /// .target.cs files /// Target, /// /// .automation.csproj files /// AutomationModule } /// /// Cached list of rules files in each directory of each type /// class RulesFileCache { public List ModuleRules = new List(); public List TargetRules = new List(); public List AutomationModules = new List(); } /// Map of root folders to a cached list of all UBT-related source files in that folder or any of its sub-folders. /// We cache these file names so we can avoid searching for them later on. static Dictionary RootFolderToRulesFileCache = new Dictionary(); /// /// /// const string FrameworkAssemblyExtension = ".dll"; /// /// /// /// /// /// /// /// /// Whether to include targets generated by UAT to accomodate content-only projects that need to be compiled to include plugins /// public static List FindAllRulesSourceFiles(RulesFileType RulesFileType, List GameFolders, List ForeignPlugins, List AdditionalSearchPaths, bool bIncludeEngine = true, bool bIncludeTempTargets = true) { List Folders = new List(); // Add all engine source (including third party source) if (bIncludeEngine) { Folders.AddRange(UnrealBuildTool.GetExtensionDirs(UnrealBuildTool.EngineDirectory, "Source")); } // @todo plugin: Disallow modules from including plugin modules as dependency modules? (except when the module is part of that plugin) // Get all the root folders for plugins List RootFolders = new List(); if (bIncludeEngine) { RootFolders.AddRange(UnrealBuildTool.GetExtensionDirs(UnrealBuildTool.EngineDirectory)); } if (GameFolders != null) { RootFolders.AddRange(GameFolders.SelectMany(x => UnrealBuildTool.GetExtensionDirs(x))); } // Find all the plugin source directories foreach (DirectoryReference RootFolder in RootFolders) { DirectoryReference PluginsFolder = DirectoryReference.Combine(RootFolder, "Plugins"); foreach (FileReference PluginFile in Plugins.EnumeratePlugins(PluginsFolder)) { Folders.Add(DirectoryReference.Combine(PluginFile.Directory, "Source")); } } // Add all the extra plugin folders if (ForeignPlugins != null) { foreach (FileReference ForeignPlugin in ForeignPlugins) { Folders.Add(DirectoryReference.Combine(ForeignPlugin.Directory, "Source")); } } // Add in the game folders to search if (GameFolders != null) { foreach (DirectoryReference GameFolder in GameFolders) { Folders.AddRange(UnrealBuildTool.GetExtensionDirs(GameFolder, "Source")); if (bIncludeTempTargets) { DirectoryReference GameIntermediateSourceFolder = DirectoryReference.Combine(GameFolder, "Intermediate", "Source"); Folders.Add(GameIntermediateSourceFolder); } } } // Process the additional search path, if sent in if (AdditionalSearchPaths != null) { foreach (DirectoryReference AdditionalSearchPath in AdditionalSearchPaths) { if (AdditionalSearchPath != null) { if (DirectoryReference.Exists(AdditionalSearchPath)) { Folders.Add(AdditionalSearchPath); } else { throw new BuildException("Couldn't find AdditionalSearchPath for rules source files '{0}'", AdditionalSearchPath); } } } } // Iterate over all the folders to check List SourceFiles = new List(); HashSet UniqueSourceFiles = new HashSet(); foreach (DirectoryReference Folder in Folders) { IReadOnlyList SourceFilesForFolder = FindAllRulesFiles(Folder, RulesFileType); foreach (FileReference SourceFile in SourceFilesForFolder) { if (UniqueSourceFiles.Add(SourceFile)) { SourceFiles.Add(SourceFile); } } } return SourceFiles; } /// /// Invalidate the cache for the givcen directory /// /// Directory to invalidate public static void InvalidateRulesFileCache(string DirectoryPath) { DirectoryReference Directory = new DirectoryReference(DirectoryPath); RootFolderToRulesFileCache.Remove(Directory); DirectoryLookupCache.InvalidateCachedDirectory(Directory); } /// /// Prefetch multiple directories in parallel /// /// The directories to cache private static void PrefetchRulesFiles(IEnumerable Directories) { ThreadPoolWorkQueue? Queue = null; try { foreach(DirectoryReference Directory in Directories) { if(!RootFolderToRulesFileCache.ContainsKey(Directory)) { RulesFileCache Cache = new RulesFileCache(); RootFolderToRulesFileCache[Directory] = Cache; if(Queue == null) { Queue = new ThreadPoolWorkQueue(); } DirectoryItem DirectoryItem = DirectoryItem.GetItemByDirectoryReference(Directory); Queue.Enqueue(() => FindAllRulesFilesRecursively(DirectoryItem, Cache, Queue)); } } } finally { if(Queue != null) { Queue.Dispose(); Queue = null; } } } /// /// Finds all the rules of the given type under a given directory /// /// Directory to search /// Type of rules to return /// List of rules files of the given type private static IReadOnlyList FindAllRulesFiles(DirectoryReference Directory, RulesFileType Type) { // Check to see if we've already cached source files for this folder RulesFileCache? Cache; if (!RootFolderToRulesFileCache.TryGetValue(Directory, out Cache)) { Cache = new RulesFileCache(); using(ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue()) { DirectoryItem BaseDirectory = DirectoryItem.GetItemByDirectoryReference(Directory); Queue.Enqueue(() => FindAllRulesFilesRecursively(BaseDirectory, Cache, Queue)); } Cache.ModuleRules.Sort((A, B) => A.FullName.CompareTo(B.FullName)); Cache.TargetRules.Sort((A, B) => A.FullName.CompareTo(B.FullName)); Cache.AutomationModules.Sort((A, B) => A.FullName.CompareTo(B.FullName)); RootFolderToRulesFileCache[Directory] = Cache; } // Get the list of files of the type we're looking for if (Type == RulesCompiler.RulesFileType.Module) { return Cache.ModuleRules; } else if (Type == RulesCompiler.RulesFileType.Target) { return Cache.TargetRules; } else if (Type == RulesCompiler.RulesFileType.AutomationModule) { return Cache.AutomationModules; } else { throw new BuildException("Unhandled rules type: {0}", Type); } } /// /// Search through a directory tree for any rules files /// /// The root directory to search from /// Receives all the discovered rules files /// Queue for adding additional tasks to private static void FindAllRulesFilesRecursively(DirectoryItem Directory, RulesFileCache Cache, ThreadPoolWorkQueue Queue) { // Scan all the files in this directory bool bSearchSubFolders = true; foreach (FileItem File in Directory.EnumerateFiles()) { if (File.HasExtension(".build.cs")) { lock(Cache.ModuleRules) { Cache.ModuleRules.Add(File.Location); } bSearchSubFolders = false; } else if (File.HasExtension(".target.cs")) { lock(Cache.TargetRules) { Cache.TargetRules.Add(File.Location); } } else if (File.HasExtension(".automation.csproj")) { lock(Cache.AutomationModules) { Cache.AutomationModules.Add(File.Location); } bSearchSubFolders = false; } } // If we didn't find anything to stop the search, search all the subdirectories too if (bSearchSubFolders) { foreach (DirectoryItem SubDirectory in Directory.EnumerateDirectories()) { Queue.Enqueue(() => FindAllRulesFilesRecursively(SubDirectory, Cache, Queue)); } } } /// /// Find all the module rules files under a given directory /// /// The directory to search under /// The module context for each found rules instance /// Map of module files to their context private static void AddModuleRulesWithContext(DirectoryReference BaseDirectory, ModuleRulesContext ModuleContext, Dictionary ModuleFileToContext) { IReadOnlyList RulesFiles = FindAllRulesFiles(BaseDirectory, RulesFileType.Module); foreach (FileReference RulesFile in RulesFiles) { ModuleFileToContext[RulesFile] = ModuleContext; } } /// /// Find all the module rules files under a given directory /// /// The directory to search under /// Name of the subdirectory to look under /// The module context for each found rules instance /// The UHT module type /// Map of module files to their context private static void AddEngineModuleRulesWithContext(DirectoryReference BaseDirectory, string SubDirectoryName, ModuleRulesContext BaseModuleContext, UHTModuleType? DefaultUHTModuleType, Dictionary ModuleFileToContext) { DirectoryReference Directory = DirectoryReference.Combine(BaseDirectory, SubDirectoryName); if (DirectoryLookupCache.DirectoryExists(Directory)) { ModuleRulesContext ModuleContext = new ModuleRulesContext(BaseModuleContext) { DefaultUHTModuleType = DefaultUHTModuleType }; AddModuleRulesWithContext(Directory, ModuleContext, ModuleFileToContext); } } /// /// The cached rules assembly for engine modules and targets. /// private static RulesAssembly? EngineRulesAssembly; /// /// Map of assembly names we've already compiled and loaded to their Assembly and list of game folders. This is used to prevent /// trying to recompile the same assembly when ping-ponging between different types of targets /// private static Dictionary LoadedAssemblyMap = new Dictionary(); /// /// Creates the engine rules assembly /// /// Whether to use a precompiled engine /// Whether to skip compilation for this assembly /// New rules assembly public static RulesAssembly CreateEngineRulesAssembly(bool bUsePrecompiled, bool bSkipCompile) { if (EngineRulesAssembly == null) { List EnginePlugins = new List(); List MarketplacePlugins = new List(); DirectoryReference MarketplaceDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Plugins", "Marketplace"); foreach (PluginInfo PluginInfo in Plugins.ReadEnginePlugins(UnrealBuildTool.EngineDirectory)) { if (PluginInfo.File.IsUnderDirectory(MarketplaceDirectory)) { MarketplacePlugins.Add(PluginInfo); } else { EnginePlugins.Add(PluginInfo); } } EngineRulesAssembly = CreateEngineRulesAssemblyInternal(UnrealBuildTool.GetExtensionDirs(UnrealBuildTool.EngineDirectory), ProjectFileGenerator.EngineProjectFileNameBase, EnginePlugins, UnrealBuildTool.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, null); if (MarketplacePlugins.Count > 0) { EngineRulesAssembly = CreateMarketplaceRulesAssembly(MarketplacePlugins, bSkipCompile, EngineRulesAssembly); } } return EngineRulesAssembly; } /// /// Creates a rules assembly /// /// The root directories to create rules for /// A prefix for the assembly file name /// List of plugins to include in this assembly /// Whether the assembly should be marked as installed /// Whether to skip compilation for this assembly /// The parent rules assembly /// New rules assembly private static RulesAssembly CreateEngineRulesAssemblyInternal(List RootDirectories, string AssemblyPrefix, IReadOnlyList Plugins, bool bReadOnly, bool bSkipCompile, RulesAssembly? Parent) { // Scope hierarchy RulesScope Scope= new RulesScope("Engine", null); RulesScope PluginsScope = new RulesScope("Engine Plugins", Scope); RulesScope ProgramsScope = new RulesScope("Engine Programs", PluginsScope); // Find the shared modules, excluding the programs directory. These are used to create an assembly with the bContainsEngineModules flag set to true. Dictionary ModuleFileToContext = new Dictionary(); ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, RootDirectories[0]); foreach (DirectoryReference RootDirectory in RootDirectories) { using (Timeline.ScopeEvent("Finding engine modules")) { DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source"); AddEngineModuleRulesWithContext(SourceDirectory, "Runtime", DefaultModuleContext, UHTModuleType.EngineRuntime, ModuleFileToContext); AddEngineModuleRulesWithContext(SourceDirectory, "Developer", DefaultModuleContext, UHTModuleType.EngineDeveloper, ModuleFileToContext); AddEngineModuleRulesWithContext(SourceDirectory, "Editor", DefaultModuleContext, UHTModuleType.EngineEditor, ModuleFileToContext); AddEngineModuleRulesWithContext(SourceDirectory, "ThirdParty", DefaultModuleContext, UHTModuleType.EngineThirdParty, ModuleFileToContext); } } // Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found using (Timeline.ScopeEvent("Finding plugin modules")) { ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(PluginsScope, RootDirectories[0]); FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext); } // Create the assembly DirectoryReference AssemblyDir = RootDirectories[0]; FileReference EngineAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "Rules" + FrameworkAssemblyExtension); RulesAssembly EngineAssembly = new RulesAssembly(Scope, RootDirectories, Plugins, ModuleFileToContext, new List(), EngineAssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: BuildSettingsVersion.Latest, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, Parent: Parent); List ProgramTargetFiles = new List(); Dictionary ProgramModuleFiles = new Dictionary(); foreach (DirectoryReference RootDirectory in RootDirectories) { DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source"); DirectoryReference ProgramsDirectory = DirectoryReference.Combine(SourceDirectory, "Programs"); // Also create a scope for them, and update the UHT module type ModuleRulesContext ProgramsModuleContext = new ModuleRulesContext(ProgramsScope, RootDirectory); ProgramsModuleContext.DefaultUHTModuleType = UHTModuleType.Program; using (Timeline.ScopeEvent("Finding program modules")) { // Find all the rules files AddModuleRulesWithContext(ProgramsDirectory, ProgramsModuleContext, ProgramModuleFiles); } using (Timeline.ScopeEvent("Finding program targets")) { ProgramTargetFiles.AddRange(FindAllRulesFiles(SourceDirectory, RulesFileType.Target)); } } // Create a path to the assembly that we'll either load or compile FileReference ProgramAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "ProgramRules" + FrameworkAssemblyExtension); RulesAssembly ProgramAssembly = new RulesAssembly(ProgramsScope, RootDirectories, new List().AsReadOnly(), ProgramModuleFiles, ProgramTargetFiles, ProgramAssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: BuildSettingsVersion.Latest, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, Parent: EngineAssembly); // Return the combined assembly return ProgramAssembly; } /// /// Creates a rules assembly /// /// List of plugins to include in this assembly /// Whether to skip compilation for this assembly /// The parent rules assembly /// New rules assembly private static RulesAssembly CreateMarketplaceRulesAssembly(IReadOnlyList Plugins, bool bSkipCompile, RulesAssembly Parent) { RulesScope MarketplaceScope = new RulesScope("Marketplace", Parent.Scope); // Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found Dictionary ModuleFileToContext = new Dictionary(); using (Timeline.ScopeEvent("Finding marketplace plugin modules")) { ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(MarketplaceScope, UnrealBuildTool.EngineDirectory); FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext); } // Create the assembly RulesAssembly Result = Parent; if (ModuleFileToContext.Count > 0) { FileReference AssemblyFileName = FileReference.Combine(UnrealBuildTool.WritableEngineDirectory, "Intermediate", "Build", "BuildRules", "MarketplaceRules.dll"); Result = new RulesAssembly(MarketplaceScope, new List { UnrealBuildTool.EngineDirectory }, Plugins, ModuleFileToContext, new List(), AssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: BuildSettingsVersion.Latest, bReadOnly: false, bSkipCompile: bSkipCompile, Parent: Parent); } return Result; } /// /// Creates a rules assembly with the given parameters. /// /// The project file to create rules for. Null for the engine. /// Whether to use a precompiled engine /// Whether to skip compilation for this assembly /// New rules assembly public static RulesAssembly CreateProjectRulesAssembly(FileReference ProjectFileName, bool bUsePrecompiled, bool bSkipCompile) { // Check if there's an existing assembly for this project RulesAssembly? ProjectRulesAssembly; if (!LoadedAssemblyMap.TryGetValue(ProjectFileName, out ProjectRulesAssembly)) { ProjectDescriptor Project = ProjectDescriptor.FromFile(ProjectFileName); // Create the parent assembly RulesAssembly Parent = CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile); DirectoryReference MainProjectDirectory = ProjectFileName.Directory; //DirectoryReference MainProjectSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Source"); // Create a scope for things in this assembly RulesScope Scope = new RulesScope("Project", Parent.Scope); // Create a new context for modules created by this assembly ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, MainProjectDirectory); DefaultModuleContext.bCanBuildDebugGame = true; DefaultModuleContext.bCanHotReload = true; DefaultModuleContext.bClassifyAsGameModuleForUHT = true; DefaultModuleContext.bCanUseForSharedPCH = false; // gather modules from project and platforms Dictionary ModuleFiles = new Dictionary(); List TargetFiles = new List(); // Find all the project directories List ProjectDirectories = UnrealBuildTool.GetExtensionDirs(ProjectFileName.Directory); if (Project.AdditionalRootDirectories != null) { ProjectDirectories.AddRange(Project.AdditionalRootDirectories); } // Find all the rules/plugins under the project source directories foreach (DirectoryReference ProjectDirectory in ProjectDirectories) { DirectoryReference ProjectSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Source"); AddModuleRulesWithContext(ProjectSourceDirectory, DefaultModuleContext, ModuleFiles); TargetFiles.AddRange(FindAllRulesFiles(ProjectSourceDirectory, RulesFileType.Target)); } // Find all the project plugins List ProjectPlugins = new List(); ProjectPlugins.AddRange(Plugins.ReadProjectPlugins(MainProjectDirectory)); // Add the project's additional plugin directories plugins too if (Project.AdditionalPluginDirectories != null) { foreach (DirectoryReference AdditionalPluginDirectory in Project.AdditionalPluginDirectories) { ProjectPlugins.AddRange(Plugins.ReadAdditionalPlugins(AdditionalPluginDirectory)); } } // Find all the plugin module rules FindModuleRulesForPlugins(ProjectPlugins, DefaultModuleContext, ModuleFiles); // Add the games project's intermediate source folder DirectoryReference ProjectIntermediateSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Intermediate", "Source"); if (DirectoryReference.Exists(ProjectIntermediateSourceDirectory)) { AddModuleRulesWithContext(ProjectIntermediateSourceDirectory, DefaultModuleContext, ModuleFiles); TargetFiles.AddRange(FindAllRulesFiles(ProjectIntermediateSourceDirectory, RulesFileType.Target)); } // Compile the assembly. If there are no module or target files, just use the parent assembly. FileReference AssemblyFileName = FileReference.Combine(MainProjectDirectory, "Intermediate", "Build", "BuildRules", ProjectFileName.GetFileNameWithoutExtension() + "ModuleRules" + FrameworkAssemblyExtension); if(ModuleFiles.Count == 0 && TargetFiles.Count == 0) { ProjectRulesAssembly = Parent; } else { ProjectRulesAssembly = new RulesAssembly(Scope, new List { MainProjectDirectory }, ProjectPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: null, bReadOnly: UnrealBuildTool.IsProjectInstalled(), bSkipCompile: bSkipCompile, Parent: Parent); } LoadedAssemblyMap.Add(ProjectFileName, ProjectRulesAssembly); } return ProjectRulesAssembly; } /// /// Creates a rules assembly with the given parameters. /// /// The plugin file to create rules for /// Whether to skip compilation for this assembly /// The parent rules assembly /// Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule. /// The new rules assembly public static RulesAssembly CreatePluginRulesAssembly(FileReference PluginFileName, bool bSkipCompile, RulesAssembly Parent, bool bContainsEngineModules) { // Check if there's an existing assembly for this project RulesAssembly? PluginRulesAssembly; if (!LoadedAssemblyMap.TryGetValue(PluginFileName, out PluginRulesAssembly)) { // Find all the rules source files Dictionary ModuleFiles = new Dictionary(); List TargetFiles = new List(); // Create a list of plugins for this assembly. If it already exists in the parent assembly, just create an empty assembly. List ForeignPlugins = new List(); if (!Parent.EnumeratePlugins().Any(x => x.File == PluginFileName)) { ForeignPlugins.Add(new PluginInfo(PluginFileName, PluginType.External)); } // Create a new scope for the plugin. It should not reference anything else. RulesScope Scope = new RulesScope("Plugin", Parent.Scope); // Find all the modules ModuleRulesContext PluginModuleContext = new ModuleRulesContext(Scope, PluginFileName.Directory); PluginModuleContext.bClassifyAsGameModuleForUHT = !bContainsEngineModules; FindModuleRulesForPlugins(ForeignPlugins, PluginModuleContext, ModuleFiles); // Compile the assembly FileReference AssemblyFileName = FileReference.Combine(PluginFileName.Directory, "Intermediate", "Build", "BuildRules", Path.GetFileNameWithoutExtension(PluginFileName.FullName) + "ModuleRules" + FrameworkAssemblyExtension); PluginRulesAssembly = new RulesAssembly(Scope, new List { PluginFileName.Directory }, ForeignPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules, DefaultBuildSettings: null, bReadOnly: false, bSkipCompile: bSkipCompile, Parent: Parent); LoadedAssemblyMap.Add(PluginFileName, PluginRulesAssembly); } return PluginRulesAssembly; } /// /// Compile a rules assembly for the current target /// /// The project file being compiled /// The target being built /// Whether to skip compiling any rules assemblies /// Whether to use a precompiled engine build /// Foreign plugin to be compiled /// The compiled rules assembly public static RulesAssembly CreateTargetRulesAssembly(FileReference? ProjectFile, string TargetName, bool bSkipRulesCompile, bool bUsePrecompiled, FileReference? ForeignPlugin) { RulesAssembly RulesAssembly; if (ProjectFile != null) { RulesAssembly = CreateProjectRulesAssembly(ProjectFile, bUsePrecompiled, bSkipRulesCompile); } else { RulesAssembly = CreateEngineRulesAssembly(bUsePrecompiled, bSkipRulesCompile); } if (ForeignPlugin != null) { RulesAssembly = CreatePluginRulesAssembly(ForeignPlugin, bSkipRulesCompile, RulesAssembly, true); } return RulesAssembly; } /// /// Finds all the module rules for plugins under the given directory. /// /// The directory to search /// The default context for any files that are enumerated /// Dictionary which is filled with mappings from the module file to its corresponding context private static void FindModuleRulesForPlugins(IReadOnlyList Plugins, ModuleRulesContext DefaultContext, Dictionary ModuleFileToContext) { PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Source"))); foreach (PluginInfo Plugin in Plugins) { List PluginModuleFiles = FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, "Source"), RulesFileType.Module).ToList(); foreach (FileReference ChildFile in Plugin.ChildFiles) { PluginModuleFiles.AddRange(FindAllRulesFiles(DirectoryReference.Combine(ChildFile.Directory, "Source"), RulesFileType.Module)); } foreach (FileReference ModuleFile in PluginModuleFiles) { ModuleRulesContext PluginContext = new ModuleRulesContext(DefaultContext); PluginContext.DefaultOutputBaseDir = Plugin.Directory; PluginContext.Plugin = Plugin; ModuleFileToContext[ModuleFile] = PluginContext; } } } /// /// Gets the filename that declares the given type. /// /// The type to search for. /// The filename that declared the given type, or null public static string? GetFileNameFromType(Type ExistingType) { FileReference? FileName; if (EngineRulesAssembly != null && EngineRulesAssembly.TryGetFileNameFromType(ExistingType, out FileName)) { return FileName.FullName; } foreach (RulesAssembly RulesAssembly in LoadedAssemblyMap.Values) { if (RulesAssembly.TryGetFileNameFromType(ExistingType, out FileName)) { return FileName.FullName; } } return null; } } }