// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnrealBuildBase
{
public class Rules
{
///
/// 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,
///
/// .ubtplugin.csproj files
///
UbtPlugin,
}
///
/// 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();
public List UbtPlugins = 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();
///
///
///
///
///
///
///
///
/// 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(Unreal.GetExtensionDirs(Unreal.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(Unreal.GetExtensionDirs(Unreal.EngineDirectory));
}
if (GameFolders != null)
{
RootFolders.AddRange(GameFolders.SelectMany(x => Unreal.GetExtensionDirs(x)));
}
// Find all the plugin source directories
foreach (DirectoryReference RootFolder in RootFolders)
{
DirectoryReference PluginsFolder = DirectoryReference.Combine(RootFolder, "Plugins");
foreach (FileReference PluginFile in PluginsBase.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(Unreal.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 Exception($"Couldn't find AdditionalSearchPath for rules source files '{AdditionalSearchPath}'");
}
}
}
}
return FindAllRulesFiles(Folders, RulesFileType);
}
///
/// 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
public 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
public static IReadOnlyList FindAllRulesFiles(DirectoryReference Directory, RulesFileType Type)
{
return FindAllRulesFiles(new List { Directory }, Type);
}
///
/// Finds all the rules of the given type under a given directories
///
/// Directories to search
/// Type of rules to return
/// List of rules files of the given type
public static List FindAllRulesFiles(IEnumerable Directories, RulesFileType Type)
{
List<(DirectoryReference, RulesFileCache)> Caches = new List<(DirectoryReference, RulesFileCache)>(Directories.Count());
using (ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue())
{
foreach (DirectoryReference Directory in Directories)
{
RulesFileCache? Cache;
if (!RootFolderToRulesFileCache.TryGetValue(Directory, out Cache))
{
Cache = new RulesFileCache();
Queue.Enqueue(() => FindAllRulesFilesRecursively(DirectoryItem.GetItemByDirectoryReference(Directory), Cache, Queue));
}
Caches.Add((Directory, Cache));
}
}
List Files = new List();
foreach ((DirectoryReference Directory, RulesFileCache Cache) in Caches)
{
if (!RootFolderToRulesFileCache.ContainsKey(Directory))
{
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));
Cache.UbtPlugins.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 == RulesFileType.Module)
{
Files.AddRange(Cache.ModuleRules);
}
else if (Type == RulesFileType.Target)
{
Files.AddRange(Cache.TargetRules);
}
else if (Type == RulesFileType.AutomationModule)
{
Files.AddRange(Cache.AutomationModules);
}
else if (Type == RulesFileType.UbtPlugin)
{
Files.AddRange(Cache.UbtPlugins);
}
else
{
throw new Exception($"Unhandled rules type: {Type}");
}
}
return Files;
}
///
/// 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;
}
else if (File.HasExtension(".ubtplugin.csproj"))
{
lock(Cache.UbtPlugins)
{
Cache.UbtPlugins.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));
}
}
}
}
}