// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using System; using System.IO; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Diagnostics; using System.Runtime.Serialization; 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(); /// /// /// /// /// /// /// /// /// public static List FindAllRulesSourceFiles(RulesFileType RulesFileType, List GameFolders, List ForeignPlugins, List AdditionalSearchPaths, bool bIncludeEngine = true) { List Folders = new List(); // Add all engine source (including third party source) if (bIncludeEngine) { Folders.Add(UnrealBuildTool.EngineSourceDirectory); } // @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.Add(UnrealBuildTool.EngineDirectory); } if (GameFolders != null) { RootFolders.AddRange(GameFolders); } // 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) { DirectoryReference GameSourceFolder = DirectoryReference.Combine(GameFolder, "Source"); Folders.Add(GameSourceFolder); 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); } 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(); FindAllRulesFilesRecursively(Directory, Cache); 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); } } private static void FindAllRulesFilesRecursively(DirectoryReference Directory, RulesFileCache Cache) { // Scan all the files in this directory bool bSearchSubFolders = true; foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(Directory)) { if (File.HasExtension(".build.cs")) { Cache.ModuleRules.Add(File); bSearchSubFolders = false; } else if (File.HasExtension(".target.cs")) { Cache.TargetRules.Add(File); } else if (File.HasExtension(".automation.csproj")) { Cache.AutomationModules.Add(File); bSearchSubFolders = false; } } // If we didn't find anything to stop the search, search all the subdirectories too if (bSearchSubFolders) { foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(Directory)) { FindAllRulesFilesRecursively(SubDirectory, Cache); } } } /// /// 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 /// /// New rules assembly public static RulesAssembly CreateEngineRulesAssembly() { if (EngineRulesAssembly == null) { // Find all the rules files List ModuleFiles = new List(FindAllRulesFiles(UnrealBuildTool.EngineSourceDirectory, RulesFileType.Module)); List TargetFiles = new List(FindAllRulesFiles(UnrealBuildTool.EngineSourceDirectory, RulesFileType.Target)); // Add all the plugin modules too IReadOnlyList EnginePlugins = Plugins.ReadEnginePlugins(UnrealBuildTool.EngineDirectory); Dictionary ModuleFileToPluginInfo = new Dictionary(); FindModuleRulesForPlugins(EnginePlugins, ModuleFiles, ModuleFileToPluginInfo); // Create a path to the assembly that we'll either load or compile FileReference AssemblyFileName = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "BuildRules", "UE4Rules.dll"); EngineRulesAssembly = new RulesAssembly(EnginePlugins, ModuleFiles, TargetFiles, ModuleFileToPluginInfo, AssemblyFileName, null); } return EngineRulesAssembly; } /// /// Creates a rules assembly with the given parameters. /// /// The project file to create rules for. Null for the engine. /// New rules assembly public static RulesAssembly CreateProjectRulesAssembly(FileReference ProjectFileName) { // Check if there's an existing assembly for this project RulesAssembly ProjectRulesAssembly; if (!LoadedAssemblyMap.TryGetValue(ProjectFileName, out ProjectRulesAssembly)) { // Create the engine rules assembly RulesAssembly Parent = CreateEngineRulesAssembly(); // Find all the rules under the project source directory DirectoryReference ProjectDirectory = ProjectFileName.Directory; DirectoryReference ProjectSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Source"); List ModuleFiles = new List(FindAllRulesFiles(ProjectSourceDirectory, RulesFileType.Module)); List TargetFiles = new List(FindAllRulesFiles(ProjectSourceDirectory, RulesFileType.Target)); // Find all the project plugins List ProjectPlugins = new List(Plugins.ReadProjectPlugins(ProjectFileName.Directory)); ProjectDescriptor Project = ProjectDescriptor.FromFile(ProjectFileName.FullName); // Add the project's additional plugin directories plugins too ProjectPlugins.AddRange(Plugins.ReadAdditionalPlugins(Project.AdditionalPluginDirectories)); Dictionary ModuleFileToPluginInfo = new Dictionary(); FindModuleRulesForPlugins(ProjectPlugins, ModuleFiles, ModuleFileToPluginInfo); // Add the games project's intermediate source folder DirectoryReference ProjectIntermediateSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Intermediate", "Source"); if (DirectoryReference.Exists(ProjectIntermediateSourceDirectory)) { TargetFiles.AddRange(FindAllRulesFiles(ProjectIntermediateSourceDirectory, RulesFileType.Target)); } // Compile the assembly FileReference AssemblyFileName = FileReference.Combine(ProjectDirectory, "Intermediate", "Build", "BuildRules", ProjectFileName.GetFileNameWithoutExtension() + "ModuleRules.dll"); ProjectRulesAssembly = new RulesAssembly(ProjectPlugins, ModuleFiles, TargetFiles, ModuleFileToPluginInfo, AssemblyFileName, Parent); LoadedAssemblyMap.Add(ProjectFileName, ProjectRulesAssembly); } return ProjectRulesAssembly; } /// /// Creates a rules assembly with the given parameters. /// /// The plugin file to create rules for /// The parent rules assembly /// The new rules assembly public static RulesAssembly CreatePluginRulesAssembly(FileReference PluginFileName, RulesAssembly Parent) { // Check if there's an existing assembly for this project RulesAssembly PluginRulesAssembly; if (!LoadedAssemblyMap.TryGetValue(PluginFileName, out PluginRulesAssembly)) { // Find all the rules source files List ModuleFiles = new List(); 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 == null || !Parent.EnumeratePlugins().Any(x => x.File == PluginFileName)) { ForeignPlugins.Add(new PluginInfo(PluginFileName, PluginLoadedFrom.GameProject)); } // Find all the modules Dictionary ModuleFileToPluginInfo = new Dictionary(); FindModuleRulesForPlugins(ForeignPlugins, ModuleFiles, ModuleFileToPluginInfo); // Compile the assembly FileReference AssemblyFileName = FileReference.Combine(PluginFileName.Directory, "Intermediate", "Build", "BuildRules", Path.GetFileNameWithoutExtension(PluginFileName.FullName) + "ModuleRules.dll"); PluginRulesAssembly = new RulesAssembly(ForeignPlugins, ModuleFiles, TargetFiles, ModuleFileToPluginInfo, AssemblyFileName, Parent); LoadedAssemblyMap.Add(PluginFileName, PluginRulesAssembly); } return PluginRulesAssembly; } /// /// Finds all the module rules for plugins under the given directory. /// /// The directory to search /// List of module files to be populated /// Dictionary which is filled with mappings from the module file to its corresponding plugin file private static void FindModuleRulesForPlugins(IReadOnlyList Plugins, List ModuleFiles, Dictionary ModuleFileToPluginInfo) { foreach (PluginInfo Plugin in Plugins) { IReadOnlyList PluginModuleFiles = FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, "Source"), RulesFileType.Module); foreach (FileReference ModuleFile in PluginModuleFiles) { ModuleFiles.Add(ModuleFile); ModuleFileToPluginInfo[ModuleFile] = Plugin; } } } /// /// 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; } } }