Files
chris constantinescu eaa0b0ae58 Allow plugins "Tests" folder that can include test target and module files.
#rb Jerome.Delattre, Dave.Haslam
#jira UE-188420

[CL 25985206 by chris constantinescu in ue5-main branch]
2023-06-14 13:23:01 -04:00

324 lines
10 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace UnrealBuildBase
{
public class Rules
{
/// <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>
/// .ubtplugin.csproj files
/// </summary>
UbtPlugin,
}
/// <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>();
public List<FileReference> UbtPlugins = 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>
/// <param name="RulesFileType"></param>
/// <param name="GameFolders"></param>
/// <param name="ForeignPlugins"></param>
/// <param name="AdditionalSearchPaths"></param>
/// <param name="bIncludeEngine"></param>
/// <param name="bIncludeTempTargets">Whether to include targets generated by UAT to accomodate content-only projects that need to be compiled to include plugins</param>
/// <returns></returns>
public static List<FileReference> FindAllRulesSourceFiles(RulesFileType RulesFileType, List<DirectoryReference>? GameFolders, List<FileReference>? ForeignPlugins, List<DirectoryReference>? AdditionalSearchPaths, bool bIncludeEngine = true, bool bIncludeTempTargets = true)
{
List<DirectoryReference> Folders = new List<DirectoryReference>();
// Add all engine source (including third party source)
if (bIncludeEngine)
{
Folders.AddRange(Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Source"));
}
// @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.AddRange(Unreal.GetExtensionDirs(Unreal.EngineDirectory));
}
if (GameFolders != null)
{
RootFolders.AddRange(GameFolders.SelectMany(x => Unreal.GetExtensionDirs(x)));
}
// Find all the plugin source and tests directories
foreach (DirectoryReference RootFolder in RootFolders)
{
DirectoryReference PluginsFolder = DirectoryReference.Combine(RootFolder, "Plugins");
foreach (FileReference PluginFile in PluginsBase.EnumeratePlugins(PluginsFolder))
{
Folders.Add(DirectoryReference.Combine(PluginFile.Directory, "Source"));
Folders.Add(DirectoryReference.Combine(PluginFile.Directory, "Tests"));
}
}
// 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)
{
Folders.AddRange(Unreal.GetExtensionDirs(GameFolder, "Source"));
if (bIncludeTempTargets)
{
DirectoryReference GameIntermediateSourceFolder = DirectoryReference.Combine(GameFolder, "Intermediate", "Source");
Folders.Add(GameIntermediateSourceFolder);
}
}
}
// Process the additional search path, if sent in, only for paths that exist
if (AdditionalSearchPaths != null)
{
Folders.AddRange(AdditionalSearchPaths.Where(x => x != null && DirectoryReference.Exists(x)));
}
return FindAllRulesFiles(Folders, RulesFileType);
}
/// <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);
lock(RootFolderToRulesFileCache)
{
RootFolderToRulesFileCache.Remove(Directory);
}
DirectoryLookupCache.InvalidateCachedDirectory(Directory);
}
/// <summary>
/// Prefetch multiple directories in parallel
/// </summary>
/// <param name="Directories">The directories to cache</param>
public static void PrefetchRulesFiles(IEnumerable<DirectoryReference> Directories)
{
PrefetchRulesFilesInternal(Directories);
}
/// <summary>
/// Prefetch multiple directories in parallel
/// </summary>
/// <param name="Directories">The directories to cache</param>
/// <returns>The list of caches for each directory</returns>
private static List<(DirectoryReference, RulesFileCache)> PrefetchRulesFilesInternal(IEnumerable<DirectoryReference> Directories)
{
List<(DirectoryReference, RulesFileCache)> Caches = new List<(DirectoryReference, RulesFileCache)>(Directories.Count());
lock (RootFolderToRulesFileCache)
{
using (ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue())
{
foreach (DirectoryReference Directory in Directories)
{
RulesFileCache? Cache;
if (!RootFolderToRulesFileCache.TryGetValue(Directory, out Cache))
{
Cache = new RulesFileCache();
Queue.Enqueue(() => FindAllRulesFilesRecursively(DirectoryItem.GetItemByDirectoryReference(Directory), Cache, Queue));
}
Caches.Add((Directory, Cache));
}
}
using (ThreadPoolWorkQueue SortQueue = new ThreadPoolWorkQueue())
{
foreach ((DirectoryReference Directory, RulesFileCache Cache) in Caches)
{
if (!RootFolderToRulesFileCache.ContainsKey(Directory))
{
SortQueue.Enqueue(() =>
{
Cache.ModuleRules.Sort((A, B) => A.FullName.CompareTo(B.FullName));
Cache.TargetRules.Sort((A, B) => A.FullName.CompareTo(B.FullName));
Cache.AutomationModules.Sort((A, B) => A.FullName.CompareTo(B.FullName));
Cache.UbtPlugins.Sort((A, B) => A.FullName.CompareTo(B.FullName));
});
RootFolderToRulesFileCache[Directory] = Cache;
}
}
}
}
return Caches;
}
/// <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>
public static IReadOnlyList<FileReference> FindAllRulesFiles(DirectoryReference Directory, RulesFileType Type)
{
return FindAllRulesFiles(new List<DirectoryReference> { Directory }, Type);
}
/// <summary>
/// Finds all the rules of the given type under a given directories
/// </summary>
/// <param name="Directories">Directories to search</param>
/// <param name="Type">Type of rules to return</param>
/// <returns>List of rules files of the given type</returns>
public static List<FileReference> FindAllRulesFiles(IEnumerable<DirectoryReference> Directories, RulesFileType Type)
{
List<(DirectoryReference, RulesFileCache)> Caches = PrefetchRulesFilesInternal(Directories);
List<FileReference> Files = new List<FileReference>();
foreach ((DirectoryReference Directory, RulesFileCache Cache) in Caches)
{
// Get the list of files of the type we're looking for
if (Type == RulesFileType.Module)
{
Files.AddRange(Cache.ModuleRules);
}
else if (Type == RulesFileType.Target)
{
Files.AddRange(Cache.TargetRules);
}
else if (Type == RulesFileType.AutomationModule)
{
Files.AddRange(Cache.AutomationModules);
}
else if (Type == RulesFileType.UbtPlugin)
{
Files.AddRange(Cache.UbtPlugins);
}
else
{
throw new Exception($"Unhandled rules type: {Type}");
}
}
return Files;
}
/// <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;
bool bIsPlugin = false;
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;
}
else if (File.HasExtension(".ubtplugin.csproj"))
{
lock(Cache.UbtPlugins)
{
Cache.UbtPlugins.Add(File.Location);
}
bSearchSubFolders = false;
}
else if (File.HasExtension(".uplugin"))
{
bIsPlugin = true;
bSearchSubFolders = false;
}
else if (File.Name == ".ubtignore")
{
bSearchSubFolders = false;
}
}
if (bIsPlugin)
{
DirectoryItem? SourceDir;
if (Directory.TryGetDirectory("Source", out SourceDir))
{
Queue.Enqueue(() => FindAllRulesFilesRecursively(SourceDir, Cache, Queue));
}
}
// 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));
}
}
}
}
}