// Copyright Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Reflection; using System.IO; using System.Text; using System.Threading.Tasks; using EpicGames.Core; using UnrealBuildTool; namespace UnrealBuildTool { /// /// Caches config files and config file hierarchies /// public static class ConfigCache { /// /// Delegate to add a value to an ICollection in a target object /// /// The object containing the field to be modified /// The value to add delegate void AddElementDelegate(object TargetObject, object? ValueObject); /// /// Caches information about a field with a [ConfigFile] attribute in a type /// class ConfigField { /// /// The field with the config attribute /// public FieldInfo FieldInfo; /// /// The attribute instance /// public ConfigFileAttribute Attribute; /// /// For fields implementing ICollection, specifies the element type /// public Type? ElementType; /// /// For fields implementing ICollection, a callback to add an element type. /// public AddElementDelegate? AddElement; /// /// Constructor /// /// /// public ConfigField(FieldInfo FieldInfo, ConfigFileAttribute Attribute) { this.FieldInfo = FieldInfo; this.Attribute = Attribute; } } /// /// Allowed modification types allowed for default config files /// public enum ConfigDefaultUpdateType { /// /// Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist /// SetValue, /// /// Used to add an array entry to the end of any existing array entries, or will add to the end of the section /// AddArrayEntry, } /// /// Stores information identifying a unique config hierarchy /// class ConfigHierarchyKey { /// /// The hierarchy type /// public ConfigHierarchyType Type; /// /// The project directory to read from /// public DirectoryReference? ProjectDir; /// /// Which platform-specific files to read /// public UnrealTargetPlatform Platform; /// /// Custom config subdirectory to load /// public string CustomConfig; /// /// Constructor /// /// The hierarchy type /// The project directory to read from /// Which platform-specific files to read /// Custom config subdirectory to load public ConfigHierarchyKey(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig) { this.Type = Type; this.ProjectDir = ProjectDir; this.Platform = Platform; this.CustomConfig = CustomConfig; } /// /// Test whether this key is equal to another object /// /// The object to compare against /// True if the objects match, false otherwise public override bool Equals(object? Other) { ConfigHierarchyKey? OtherKey = Other as ConfigHierarchyKey; return (OtherKey != null && OtherKey.Type == Type && OtherKey.ProjectDir == ProjectDir && OtherKey.Platform == Platform && OtherKey.CustomConfig == CustomConfig); } /// /// Returns a stable hash of this object /// /// Hash value for this object public override int GetHashCode() { return ((ProjectDir != null) ? ProjectDir.GetHashCode() : 0) + ((int)Type * 123) + (Platform.GetHashCode() * 345) + (CustomConfig.GetHashCode() * 789); } } /// /// Cache of individual config files /// static Dictionary LocationToConfigFile = new Dictionary(); /// /// Cache of config hierarchies by project /// static Dictionary HierarchyKeyToHierarchy = new Dictionary(); /// /// Cache of config fields by type /// static Dictionary> TypeToConfigFields = new Dictionary>(); /// /// Attempts to read a config file (or retrieve it from the cache) /// /// Location of the file to read /// On success, receives the parsed config file /// True if the file exists and was read, false otherwise internal static bool TryReadFile(FileReference Location, [NotNullWhen(true)] out ConfigFile? ConfigFile) { lock (LocationToConfigFile) { if (!LocationToConfigFile.TryGetValue(Location, out ConfigFile)) { if (FileReference.Exists(Location)) { ConfigFile = new ConfigFile(Location); } if (ConfigFile != null) { LocationToConfigFile.Add(Location, ConfigFile); } } } return ConfigFile != null; } /// /// Reads a config hierarchy (or retrieve it from the cache) /// /// The type of hierarchy to read /// The project directory to read the hierarchy for /// Which platform to read platform-specific config files for /// Optional override config directory to search, for support of multiple target types /// Optional list of command line arguments /// The requested config hierarchy public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig = "", string[]? CustomArgs = null) { // Handle command line overrides List OverrideStrings = new List(); string[] CmdLine = Environment.GetCommandLineArgs(); if (CustomArgs != null) { CmdLine = CmdLine.Concat(CustomArgs).ToArray(); } string IniConfigArgPrefix = "-ini:" + Enum.GetName(typeof(ConfigHierarchyType), Type) + ":"; string CustomConfigPrefix = "-CustomConfig="; foreach (string CmdLineArg in CmdLine) { if (CmdLineArg.StartsWith(IniConfigArgPrefix, StringComparison.InvariantCultureIgnoreCase)) { OverrideStrings.Add(CmdLineArg.Substring(IniConfigArgPrefix.Length)); } if (CmdLineArg.StartsWith(CustomConfigPrefix, StringComparison.InvariantCultureIgnoreCase)) { CustomConfig = CmdLineArg.Substring(CustomConfigPrefix.Length); } } if (CustomConfig == null) { CustomConfig = String.Empty; } // Get the key to use for the cache. It cannot be null, so we use the engine directory if a project directory is not given. ConfigHierarchyKey Key = new ConfigHierarchyKey(Type, ProjectDir, Platform, CustomConfig); // Try to get the cached hierarchy with this key ConfigHierarchy? Hierarchy; lock (HierarchyKeyToHierarchy) { if (!HierarchyKeyToHierarchy.TryGetValue(Key, out Hierarchy)) { // Find all the input files List Files = new List(); foreach (FileReference IniFileName in ConfigHierarchy.EnumerateConfigFileLocations(Type, ProjectDir, Platform, CustomConfig)) { ConfigFile? File; if (TryReadFile(IniFileName, out File)) { Files.Add(File); } } foreach (string OverrideString in OverrideStrings) { ConfigFile OverrideFile = new ConfigFile(OverrideString); Files.Add(OverrideFile); } // Create the hierarchy Hierarchy = new ConfigHierarchy(Files); HierarchyKeyToHierarchy.Add(Key, Hierarchy); } } return Hierarchy; } /// /// Gets a list of ConfigFields for the given type /// /// Type to get configurable fields for /// List of config fields for the given type static List FindConfigFieldsForType(Type TargetObjectType) { List? Fields; lock(TypeToConfigFields) { if (!TypeToConfigFields.TryGetValue(TargetObjectType, out Fields)) { Fields = new List(); if(TargetObjectType.BaseType != null) { Fields.AddRange(FindConfigFieldsForType(TargetObjectType.BaseType)); } foreach (FieldInfo FieldInfo in TargetObjectType.GetFields(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly)) { IEnumerable Attributes = FieldInfo.GetCustomAttributes(); foreach (ConfigFileAttribute Attribute in Attributes) { // Copy the field ConfigField Setter = new ConfigField(FieldInfo, Attribute); // Check if the field type implements ICollection<>. If so, we can take multiple values. foreach (Type InterfaceType in FieldInfo.FieldType.GetInterfaces()) { if (InterfaceType.IsGenericType && InterfaceType.GetGenericTypeDefinition() == typeof(ICollection<>)) { MethodInfo MethodInfo = InterfaceType.GetRuntimeMethod("Add", new Type[] { InterfaceType.GenericTypeArguments[0] })!; Setter.AddElement = (Target, Value) => { MethodInfo.Invoke(Setter.FieldInfo.GetValue(Target), new object?[] { Value }); }; Setter.ElementType = InterfaceType.GenericTypeArguments[0]; break; } } // Add it to the output list Fields.Add(Setter); } } TypeToConfigFields.Add(TargetObjectType, Fields); } } return Fields; } /// /// Read config settings for the given object /// /// Path to the project directory /// The platform being built /// Object to receive the settings public static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject) { ReadSettings(ProjectDir, Platform, TargetObject, null); } /// /// Read config settings for the given object /// /// Path to the project directory /// The platform being built /// Object to receive the settings /// Will be populated with config values that were retrieved. May be null. internal static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, Dictionary?>? ConfigValues) { List Fields = FindConfigFieldsForType(TargetObject.GetType()); foreach(ConfigField Field in Fields) { // Read the hierarchy listed ConfigHierarchy Hierarchy = ReadHierarchy(Field.Attribute.ConfigType, ProjectDir, Platform); // Get the key name string KeyName = Field.Attribute.KeyName ?? Field.FieldInfo.Name; // Get the value(s) associated with this key IReadOnlyList? Values; Hierarchy.TryGetValues(Field.Attribute.SectionName, KeyName, out Values); // Parse the values from the config files and update the target object if (Field.AddElement == null) { if(Values != null && Values.Count == 1) { object? Value; if(TryParseValue(Values[0], Field.FieldInfo.FieldType, out Value)) { Field.FieldInfo.SetValue(TargetObject, Value); } } } else { if(Values != null) { foreach(string Item in Values) { object? Value; if(TryParseValue(Item, Field.ElementType!, out Value)) { Field.AddElement(TargetObject, Value); } } } } // Save the dependency if (ConfigValues != null) { ConfigDependencyKey Key = new ConfigDependencyKey(Field.Attribute.ConfigType, ProjectDir, Platform, Field.Attribute.SectionName, KeyName); ConfigValues[Key] = Values; } } } /// /// Attempts to parse the given text into an object which matches a specific field type /// /// The text to parse /// The type of field to parse /// If successful, a value of type 'FieldType' /// True if the value could be parsed, false otherwise public static bool TryParseValue(string Text, Type FieldType, out object? Value) { if(FieldType == typeof(string)) { Value = Text; return true; } else if(FieldType == typeof(bool)) { bool BoolValue; if(ConfigHierarchy.TryParse(Text, out BoolValue)) { Value = BoolValue; return true; } else { Value = null; return false; } } else if(FieldType == typeof(int)) { int IntValue; if(ConfigHierarchy.TryParse(Text, out IntValue)) { Value = IntValue; return true; } else { Value = null; return false; } } else if(FieldType == typeof(float)) { float FloatValue; if(ConfigHierarchy.TryParse(Text, out FloatValue)) { Value = FloatValue; return true; } else { Value = null; return false; } } else if(FieldType == typeof(double)) { double DoubleValue; if(ConfigHierarchy.TryParse(Text, out DoubleValue)) { Value = DoubleValue; return true; } else { Value = null; return false; } } else if(FieldType == typeof(Guid)) { Guid GuidValue; if(ConfigHierarchy.TryParse(Text, out GuidValue)) { Value = GuidValue; return true; } else { Value = null; return false; } } else if(FieldType.IsEnum) { try { Value = Enum.Parse(FieldType, Text); return true; } catch { Value = null; return false; } } else if(FieldType.GetGenericTypeDefinition() == typeof(Nullable<>)) { return TryParseValue(Text, FieldType.GetGenericArguments()[0], out Value); } else { throw new Exception("Unsupported type for [ConfigFile] attribute"); } } #region Updating Default Config file support /// /// Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini) /// /// Game, Engine, etc /// Project directory, used to find Config/Default[Type].ini public static FileReference GetDefaultConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir) { return FileReference.Combine(ProjectDir, "Config", $"Default{ConfigType}.ini"); } /// /// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out. /// /// Game, Engine, etc /// Project directory, used to find Config/Default[Type].ini /// How to modify the secion /// Name of the section with the Key in it /// Key to update /// Value to write for te Key /// public static bool WriteSettingToDefaultConfig(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value) { FileReference DefaultConfigFile = GetDefaultConfigFileReference(ConfigType, ProjectDir); if (!FileReference.Exists(DefaultConfigFile)) { Log.TraceWarning($"Failed to find config file '{DefaultConfigFile.FullName}' to update"); return false; } if (File.GetAttributes(DefaultConfigFile.FullName).HasFlag(FileAttributes.ReadOnly)) { Log.TraceWarning($"Config file '{DefaultConfigFile.FullName}' is read-only, unable to write setting {Key}"); return false; } // generate the section header string SectionString = $"[{Section}]"; // genrate the line we are going to write to the config string KeyWithEquals = $"{Key}="; string LineToWrite = (UpdateType == ConfigDefaultUpdateType.AddArrayEntry ? "+" : ""); LineToWrite += KeyWithEquals + Value; // read in all the lines so we can insert or replace one List Lines = File.ReadAllLines(DefaultConfigFile.FullName).ToList(); // look for the section int SectionIndex = -1; for (int Index = 0; Index < Lines.Count; Index++) { if (Lines[Index].Trim().Equals(SectionString, StringComparison.InvariantCultureIgnoreCase)) { SectionIndex = Index; break; } } // if section not found, just append to the end if (SectionIndex == -1) { Lines.Add(SectionString); Lines.Add(LineToWrite); File.WriteAllLines(DefaultConfigFile.FullName, Lines); return true; } // find the last line in the section with the prefix int LastIndexOfPrefix = -1; int NextSectionIndex = -1; for (int Index = SectionIndex + 1; Index < Lines.Count; Index++) { string Line = Lines[Index]; if (Line.StartsWith('+') || Line.StartsWith('-') || Line.StartsWith('.') || Line.StartsWith('!')) { Line = Line.Substring(1); } // look for last array entry in case of multiples (or the only line for non-array type) if (Line.StartsWith(KeyWithEquals, StringComparison.InvariantCultureIgnoreCase)) { LastIndexOfPrefix = Index; } else if (Lines[Index].StartsWith("[")) { NextSectionIndex = Index; // we found another section, so break out break; } } // now we know enough to either insert or replace a line // if we never found the key, we will insert at the end of the section if (LastIndexOfPrefix == -1) { // if we didn't find a next section, thjen we will insert at the end of the file if (NextSectionIndex == -1) { NextSectionIndex = Lines.Count; } // move past blank lines between sections while (string.IsNullOrWhiteSpace(Lines[NextSectionIndex - 1])) { NextSectionIndex--; } // insert before the next section (or end of file) Lines.Insert(NextSectionIndex, LineToWrite); } // otherwise, insert after, or replace, a line, depending on type else { if (UpdateType == ConfigDefaultUpdateType.AddArrayEntry) { Lines.Insert(LastIndexOfPrefix + 1, LineToWrite); } else { Lines[LastIndexOfPrefix] = LineToWrite; } } // now the lines are updated, we can overwrite the file File.WriteAllLines(DefaultConfigFile.FullName, Lines); return true; } /// /// Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk /// but existing ones will still be valid with old values /// public static void InvalidateCaches() { lock (LocationToConfigFile) { LocationToConfigFile.Clear(); } lock (HierarchyKeyToHierarchy) { HierarchyKeyToHierarchy.Clear(); } } #endregion } }