Files
henrik karlsson 026b657d49 [UBT]
* 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]
2024-04-24 14:08:39 -04:00

45 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
using System.Collections.Generic;
using EpicGames.Core;
using System.Linq;
namespace UnrealBuildBase
{
static public class DirectoryLookupCache
{
static public bool FileExists(FileReference File)
{
return FileItem.GetItemByFileReference(File).Exists;
}
static public bool DirectoryExists(DirectoryReference Directory)
{
return DirectoryItem.GetItemByDirectoryReference(Directory).Exists;
}
static public bool DirectoryExistsAndContainsFiles(DirectoryReference Directory, SearchOption searchOption = SearchOption.TopDirectoryOnly)
{
DirectoryItem item = DirectoryItem.GetItemByDirectoryReference(Directory);
return item.Exists && item.ContainsFiles(searchOption);
}
static public IEnumerable<FileReference> EnumerateFiles(DirectoryReference Directory)
{
return DirectoryItem.GetItemByDirectoryReference(Directory).EnumerateFiles().Select(x => x.Location);
}
static public IEnumerable<DirectoryReference> EnumerateDirectories(DirectoryReference Directory)
{
return DirectoryItem.GetItemByDirectoryReference(Directory).EnumerateDirectories().Select(x => x.Location);
}
static public void InvalidateCachedDirectory(DirectoryReference Directory)
{
DirectoryItem.GetItemByDirectoryReference(Directory).ResetCachedInfo();
}
}
}