Files
2019-01-28 18:40:38 -05:00

614 lines
25 KiB
C#

// Copyright 1998-2019 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;
using Tools.DotNETCommon;
using System.Collections.Concurrent;
namespace UnrealBuildTool
{
/// <summary>
/// Class which compiles (and caches) rules assemblies for different folders.
/// </summary>
public class RulesCompiler
{
/// <summary>
/// Enum for types of rules files. Should match extensions in RulesFileExtensions.
/// </summary>
public enum RulesFileType
{
/// <summary>
/// .build.cs files
/// </summary>
Module,
/// <summary>
/// .target.cs files
/// </summary>
Target,
/// <summary>
/// .automation.csproj files
/// </summary>
AutomationModule
}
/// <summary>
/// Cached list of rules files in each directory of each type
/// </summary>
class RulesFileCache
{
public List<FileReference> ModuleRules = new List<FileReference>();
public List<FileReference> TargetRules = new List<FileReference>();
public List<FileReference> AutomationModules = new List<FileReference>();
}
/// 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<DirectoryReference, RulesFileCache> RootFolderToRulesFileCache = new Dictionary<DirectoryReference, RulesFileCache>();
/// <summary>
///
/// </summary>
#if NET_CORE
const string FrameworkAssemblyExtension = "_NetCore.dll";
#else
const string FrameworkAssemblyExtension = ".dll";
#endif
/// <summary>
///
/// </summary>
/// <param name="RulesFileType"></param>
/// <param name="GameFolders"></param>
/// <param name="ForeignPlugins"></param>
/// <param name="AdditionalSearchPaths"></param>
/// <param name="bIncludeEngine"></param>
/// <param name="bIncludeEnterprise"></param>
/// <returns></returns>
public static List<FileReference> FindAllRulesSourceFiles(RulesFileType RulesFileType, List<DirectoryReference> GameFolders, List<FileReference> ForeignPlugins, List<DirectoryReference> AdditionalSearchPaths, bool bIncludeEngine = true, bool bIncludeEnterprise = true)
{
List<DirectoryReference> Folders = new List<DirectoryReference>();
// Add all engine source (including third party source)
if (bIncludeEngine)
{
Folders.Add(UnrealBuildTool.EngineSourceDirectory);
}
if(bIncludeEnterprise)
{
Folders.Add(UnrealBuildTool.EnterpriseSourceDirectory);
}
// @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<DirectoryReference> RootFolders = new List<DirectoryReference>();
if (bIncludeEngine)
{
RootFolders.Add(UnrealBuildTool.EngineDirectory);
}
if(bIncludeEnterprise)
{
RootFolders.Add(UnrealBuildTool.EnterpriseDirectory);
}
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<FileReference> SourceFiles = new List<FileReference>();
HashSet<FileReference> UniqueSourceFiles = new HashSet<FileReference>();
foreach (DirectoryReference Folder in Folders)
{
IReadOnlyList<FileReference> SourceFilesForFolder = FindAllRulesFiles(Folder, RulesFileType);
foreach (FileReference SourceFile in SourceFilesForFolder)
{
if (UniqueSourceFiles.Add(SourceFile))
{
SourceFiles.Add(SourceFile);
}
}
}
return SourceFiles;
}
/// <summary>
/// Invalidate the cache for the givcen directory
/// </summary>
/// <param name="DirectoryPath">Directory to invalidate</param>
public static void InvalidateRulesFileCache(string DirectoryPath)
{
DirectoryReference Directory = new DirectoryReference(DirectoryPath);
RootFolderToRulesFileCache.Remove(Directory);
DirectoryLookupCache.InvalidateCachedDirectory(Directory);
}
/// <summary>
/// Prefetch multiple directories in parallel
/// </summary>
/// <param name="Directories">The directories to cache</param>
private static void PrefetchRulesFiles(IEnumerable<DirectoryReference> 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;
}
}
}
/// <summary>
/// Finds all the rules of the given type under a given directory
/// </summary>
/// <param name="Directory">Directory to search</param>
/// <param name="Type">Type of rules to return</param>
/// <returns>List of rules files of the given type</returns>
private static IReadOnlyList<FileReference> 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));
}
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);
}
}
/// <summary>
/// Search through a directory tree for any rules files
/// </summary>
/// <param name="Directory">The root directory to search from</param>
/// <param name="Cache">Receives all the discovered rules files</param>
/// <param name="Queue">Queue for adding additional tasks to</param>
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));
}
}
}
/// <summary>
/// The cached rules assembly for engine modules and targets.
/// </summary>
private static RulesAssembly EngineRulesAssembly;
/// <summary>
/// The cached rules assembly for enterprise modules and targets.
/// </summary>
private static RulesAssembly EnterpriseRulesAssembly;
/// <summary>
/// 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
/// </summary>
private static Dictionary<FileReference, RulesAssembly> LoadedAssemblyMap = new Dictionary<FileReference, RulesAssembly>();
/// <summary>
/// Creates the engine rules assembly
/// </summary>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <returns>New rules assembly</returns>
public static RulesAssembly CreateEngineRulesAssembly(bool bUsePrecompiled, bool bSkipCompile)
{
if (EngineRulesAssembly == null)
{
IReadOnlyList<PluginInfo> IncludedPlugins = Plugins.ReadEnginePlugins(UnrealBuildTool.EngineDirectory);
EngineRulesAssembly = CreateEngineOrEnterpriseRulesAssembly(UnrealBuildTool.EngineDirectory, ProjectFileGenerator.EngineProjectFileNameBase, IncludedPlugins, UnrealBuildTool.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, null);
}
return EngineRulesAssembly;
}
/// <summary>
/// Creates the enterprise rules assembly
/// </summary>
/// <param name="bUsePrecompiled">Whether to use a precompiled enterprise and engine folder</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <returns>New rules assembly. Returns null if the enterprise directory is unavailable.</returns>
public static RulesAssembly CreateEnterpriseRulesAssembly(bool bUsePrecompiled, bool bSkipCompile)
{
if (EnterpriseRulesAssembly == null)
{
if (DirectoryReference.Exists(UnrealBuildTool.EnterpriseDirectory))
{
IReadOnlyList<PluginInfo> IncludedPlugins = Plugins.ReadEnterprisePlugins(UnrealBuildTool.EnterpriseDirectory);
EnterpriseRulesAssembly = CreateEngineOrEnterpriseRulesAssembly(UnrealBuildTool.EnterpriseDirectory, ProjectFileGenerator.EnterpriseProjectFileNameBase, IncludedPlugins, UnrealBuildTool.IsEnterpriseInstalled() || bUsePrecompiled, bSkipCompile, CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile));
}
else
{
Log.TraceWarning("Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.");
// If we're asked for the enterprise rules assembly but the enterprise directory is missing, fallback on the engine rules assembly
return CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile);
}
}
return EnterpriseRulesAssembly;
}
/// <summary>
/// Creates a rules assembly
/// </summary>
/// <param name="RootDirectory">The root directory to create rules for</param>
/// <param name="AssemblyPrefix">A prefix for the assembly file name</param>
/// <param name="Plugins">List of plugins to include in this assembly</param>
/// <param name="bReadOnly">Whether the assembly should be marked as installed</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="Parent">The parent rules assembly</param>
/// <returns>New rules assembly</returns>
private static RulesAssembly CreateEngineOrEnterpriseRulesAssembly(DirectoryReference RootDirectory, string AssemblyPrefix, IReadOnlyList<PluginInfo> Plugins, bool bReadOnly, bool bSkipCompile, RulesAssembly Parent)
{
DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source");
DirectoryReference ProgramsDirectory = DirectoryReference.Combine(SourceDirectory, "Programs");
// Find the shared modules, excluding the programs directory. These are used to create an assembly with the bContainsEngineModules flag set to true.
List<FileReference> EngineModuleFiles = new List<FileReference>();
using(Timeline.ScopeEvent("Finding engine modules"))
{
foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(SourceDirectory))
{
if(SubDirectory != ProgramsDirectory)
{
EngineModuleFiles.AddRange(FindAllRulesFiles(SubDirectory, RulesFileType.Module));
}
}
}
// Add all the plugin modules too
Dictionary<FileReference, PluginInfo> ModuleFileToPluginInfo = new Dictionary<FileReference, PluginInfo>();
using(Timeline.ScopeEvent("Finding plugin modules"))
{
FindModuleRulesForPlugins(Plugins, EngineModuleFiles, ModuleFileToPluginInfo);
}
// Create the assembly
FileReference EngineAssemblyFileName = FileReference.Combine(RootDirectory, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "Rules" + FrameworkAssemblyExtension);
RulesAssembly EngineAssembly = new RulesAssembly(RootDirectory, Plugins, EngineModuleFiles, new List<FileReference>(), ModuleFileToPluginInfo, EngineAssemblyFileName, bContainsEngineModules: true, bUseBackwardsCompatibleDefaults: false, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, Parent: Parent);
// Find all the rules files
List<FileReference> ProgramModuleFiles;
using(Timeline.ScopeEvent("Finding program modules"))
{
ProgramModuleFiles = new List<FileReference>(FindAllRulesFiles(ProgramsDirectory, RulesFileType.Module));
}
List<FileReference> ProgramTargetFiles;
using(Timeline.ScopeEvent("Finding program targets"))
{
ProgramTargetFiles = new List<FileReference>(FindAllRulesFiles(SourceDirectory, RulesFileType.Target));
}
// Create a path to the assembly that we'll either load or compile
FileReference ProgramAssemblyFileName = FileReference.Combine(RootDirectory, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "ProgramRules" + FrameworkAssemblyExtension);
RulesAssembly ProgramAssembly = new RulesAssembly(RootDirectory, new List<PluginInfo>().AsReadOnly(), ProgramModuleFiles, ProgramTargetFiles, new Dictionary<FileReference, PluginInfo>(), ProgramAssemblyFileName, bContainsEngineModules: false, bUseBackwardsCompatibleDefaults: false, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, Parent: EngineAssembly);
// Return the combined assembly
return ProgramAssembly;
}
/// <summary>
/// Creates a rules assembly with the given parameters.
/// </summary>
/// <param name="ProjectFileName">The project file to create rules for. Null for the engine.</param>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <returns>New rules assembly</returns>
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;
if (Project.IsEnterpriseProject)
{
Parent = CreateEnterpriseRulesAssembly(bUsePrecompiled, bSkipCompile);
}
else
{
Parent = CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile);
}
// Find all the rules under the project source directory
DirectoryReference ProjectDirectory = ProjectFileName.Directory;
DirectoryReference ProjectSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Source");
List<FileReference> ModuleFiles = new List<FileReference>(FindAllRulesFiles(ProjectSourceDirectory, RulesFileType.Module));
List<FileReference> TargetFiles = new List<FileReference>(FindAllRulesFiles(ProjectSourceDirectory, RulesFileType.Target));
// Find all the project plugins
List<PluginInfo> ProjectPlugins = new List<PluginInfo>(Plugins.ReadProjectPlugins(ProjectFileName.Directory));
// Add the project's additional plugin directories plugins too
if(Project.AdditionalPluginDirectories != null)
{
foreach(string AdditionalPluginDirectory in Project.AdditionalPluginDirectories)
{
ProjectPlugins.AddRange(Plugins.ReadAdditionalPlugins(DirectoryReference.Combine(ProjectFileName.Directory, AdditionalPluginDirectory)));
}
}
// Find all the plugin module rules
Dictionary<FileReference, PluginInfo> ModuleFileToPluginInfo = new Dictionary<FileReference, PluginInfo>();
FindModuleRulesForPlugins(ProjectPlugins, ModuleFiles, ModuleFileToPluginInfo);
// Add the games project's intermediate source folder
DirectoryReference ProjectIntermediateSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Intermediate", "Source");
if (DirectoryReference.Exists(ProjectIntermediateSourceDirectory))
{
ModuleFiles.AddRange(FindAllRulesFiles(ProjectIntermediateSourceDirectory, RulesFileType.Module));
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(ProjectDirectory, "Intermediate", "Build", "BuildRules", ProjectFileName.GetFileNameWithoutExtension() + "ModuleRules" + FrameworkAssemblyExtension);
if(ModuleFiles.Count == 0 && TargetFiles.Count == 0)
{
ProjectRulesAssembly = Parent;
}
else
{
ProjectRulesAssembly = new RulesAssembly(ProjectDirectory, ProjectPlugins, ModuleFiles, TargetFiles, ModuleFileToPluginInfo, AssemblyFileName, bContainsEngineModules: false, bUseBackwardsCompatibleDefaults: true, bReadOnly: UnrealBuildTool.IsProjectInstalled(), bSkipCompile: bSkipCompile, Parent: Parent);
}
LoadedAssemblyMap.Add(ProjectFileName, ProjectRulesAssembly);
}
return ProjectRulesAssembly;
}
/// <summary>
/// Creates a rules assembly with the given parameters.
/// </summary>
/// <param name="PluginFileName">The plugin file to create rules for</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="Parent">The parent rules assembly</param>
/// <param name="bContainsEngineModules">Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule.</param>
/// <returns>The new rules assembly</returns>
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
List<FileReference> ModuleFiles = new List<FileReference>();
List<FileReference> TargetFiles = new List<FileReference>();
// Create a list of plugins for this assembly. If it already exists in the parent assembly, just create an empty assembly.
List<PluginInfo> ForeignPlugins = new List<PluginInfo>();
if (Parent == null || !Parent.EnumeratePlugins().Any(x => x.File == PluginFileName))
{
ForeignPlugins.Add(new PluginInfo(PluginFileName, PluginType.External));
}
// Find all the modules
Dictionary<FileReference, PluginInfo> ModuleFileToPluginInfo = new Dictionary<FileReference, PluginInfo>();
FindModuleRulesForPlugins(ForeignPlugins, ModuleFiles, ModuleFileToPluginInfo);
// Compile the assembly
FileReference AssemblyFileName = FileReference.Combine(PluginFileName.Directory, "Intermediate", "Build", "BuildRules", Path.GetFileNameWithoutExtension(PluginFileName.FullName) + "ModuleRules" + FrameworkAssemblyExtension);
PluginRulesAssembly = new RulesAssembly(PluginFileName.Directory, ForeignPlugins, ModuleFiles, TargetFiles, ModuleFileToPluginInfo, AssemblyFileName, bContainsEngineModules, bUseBackwardsCompatibleDefaults: false, bReadOnly: false, bSkipCompile: bSkipCompile, Parent: Parent);
LoadedAssemblyMap.Add(PluginFileName, PluginRulesAssembly);
}
return PluginRulesAssembly;
}
/// <summary>
/// Compile a rules assembly for the current target
/// </summary>
/// <param name="ProjectFile">The project file being compiled</param>
/// <param name="TargetName">The target being built</param>
/// <param name="bSkipRulesCompile">Whether to skip compiling any rules assemblies</param>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine/enterprise build</param>
/// <param name="ForeignPlugin">Foreign plugin to be compiled</param>
/// <returns>The compiled rules assembly</returns>
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 (RulesAssembly.GetTargetFileName(TargetName) == null && DirectoryReference.Exists(UnrealBuildTool.EnterpriseDirectory))
{
// Target isn't part of the engine assembly, try the enterprise assembly
RulesAssembly = CreateEnterpriseRulesAssembly(bUsePrecompiled, bSkipRulesCompile);
}
}
if (ForeignPlugin != null)
{
RulesAssembly = CreatePluginRulesAssembly(ForeignPlugin, bSkipRulesCompile, RulesAssembly, true);
}
return RulesAssembly;
}
/// <summary>
/// Finds all the module rules for plugins under the given directory.
/// </summary>
/// <param name="Plugins">The directory to search</param>
/// <param name="ModuleFiles">List of module files to be populated</param>
/// <param name="ModuleFileToPluginInfo">Dictionary which is filled with mappings from the module file to its corresponding plugin file</param>
private static void FindModuleRulesForPlugins(IReadOnlyList<PluginInfo> Plugins, List<FileReference> ModuleFiles, Dictionary<FileReference, PluginInfo> ModuleFileToPluginInfo)
{
PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Source")));
foreach (PluginInfo Plugin in Plugins)
{
IReadOnlyList<FileReference> PluginModuleFiles = FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, "Source"), RulesFileType.Module);
foreach (FileReference ModuleFile in PluginModuleFiles)
{
ModuleFiles.Add(ModuleFile);
ModuleFileToPluginInfo[ModuleFile] = Plugin;
}
}
}
/// <summary>
/// Gets the filename that declares the given type.
/// </summary>
/// <param name="ExistingType">The type to search for.</param>
/// <returns>The filename that declared the given type, or null</returns>
public static string GetFileNameFromType(Type ExistingType)
{
FileReference FileName;
if (EngineRulesAssembly != null && EngineRulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
else if (EnterpriseRulesAssembly != null && EnterpriseRulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
foreach (RulesAssembly RulesAssembly in LoadedAssemblyMap.Values)
{
if (RulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
}
return null;
}
}
}