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* Fixed so Classes/Public/Internal/Private includes are only added if there are files directly or indirectly under directory. Change is to make rsp files deterministic even if p4 left empty directories behind #rb joe.kirchoff [CL 33206443 by henrik karlsson in ue5-main branch]
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.IO;
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using System.Collections.Generic;
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using EpicGames.Core;
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using System.Linq;
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namespace UnrealBuildBase
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{
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static public class DirectoryLookupCache
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{
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static public bool FileExists(FileReference File)
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{
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return FileItem.GetItemByFileReference(File).Exists;
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}
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static public bool DirectoryExists(DirectoryReference Directory)
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{
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return DirectoryItem.GetItemByDirectoryReference(Directory).Exists;
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}
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static public bool DirectoryExistsAndContainsFiles(DirectoryReference Directory, SearchOption searchOption = SearchOption.TopDirectoryOnly)
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{
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DirectoryItem item = DirectoryItem.GetItemByDirectoryReference(Directory);
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return item.Exists && item.ContainsFiles(searchOption);
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}
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static public IEnumerable<FileReference> EnumerateFiles(DirectoryReference Directory)
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{
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return DirectoryItem.GetItemByDirectoryReference(Directory).EnumerateFiles().Select(x => x.Location);
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}
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static public IEnumerable<DirectoryReference> EnumerateDirectories(DirectoryReference Directory)
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{
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return DirectoryItem.GetItemByDirectoryReference(Directory).EnumerateDirectories().Select(x => x.Location);
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}
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static public void InvalidateCachedDirectory(DirectoryReference Directory)
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{
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DirectoryItem.GetItemByDirectoryReference(Directory).ResetCachedInfo();
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}
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}
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}
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