Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.Build/System/EnumeratePlugins.cs
2022-05-25 19:55:37 -04:00

194 lines
7.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnrealBuildBase
{
public class PluginsBase
{
/// <summary>
/// Cache of plugin filenames under each directory
/// </summary>
static Dictionary<DirectoryReference, List<FileReference>> PluginFileCache = new Dictionary<DirectoryReference, List<FileReference>>();
/// <summary>
/// Cache of all UBT plugins that have been built. When generating projects, there is a good chance that a UBT project
/// might need to be rebuilt.
/// </summary>
static Dictionary<FileReference, FileReference> UbtPluginFileCache = new Dictionary<FileReference, FileReference>();
/// <summary>
/// Invalidate cached plugin data so that we can pickup new things
/// Warning: Will make subsequent plugin lookups and directory scans slow until the caches are repopulated
/// </summary>
public static void InvalidateCache_SLOW()
{
PluginFileCache = new Dictionary<DirectoryReference, List<FileReference>>();
DirectoryItem.ResetAllCachedInfo_SLOW();
}
/// <summary>
/// Enumerates all the plugin files available to the given project
/// </summary>
/// <param name="ProjectFile">Path to the project file</param>
/// <returns>List of project files</returns>
public static IEnumerable<FileReference> EnumeratePlugins(FileReference? ProjectFile)
{
List<DirectoryReference> BaseDirs = new List<DirectoryReference>();
BaseDirs.AddRange(Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Plugins"));
if(ProjectFile != null)
{
BaseDirs.AddRange(Unreal.GetExtensionDirs(ProjectFile.Directory, "Plugins"));
BaseDirs.AddRange(Unreal.GetExtensionDirs(ProjectFile.Directory, "Mods"));
}
return BaseDirs.SelectMany(x => EnumeratePlugins(x)).ToList();
}
/// <summary>
/// Find paths to all the plugins under a given parent directory (recursively)
/// </summary>
/// <param name="ParentDirectory">Parent directory to look in. Plugins will be found in any *subfolders* of this directory.</param>
public static IEnumerable<FileReference> EnumeratePlugins(DirectoryReference ParentDirectory)
{
List<FileReference>? FileNames;
if (!PluginFileCache.TryGetValue(ParentDirectory, out FileNames))
{
FileNames = new List<FileReference>();
DirectoryItem ParentDirectoryItem = DirectoryItem.GetItemByDirectoryReference(ParentDirectory);
if (ParentDirectoryItem.Exists)
{
using(ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue())
{
EnumeratePluginsInternal(ParentDirectoryItem, FileNames, Queue);
}
}
// Sort the filenames to ensure that the plugin order is deterministic; otherwise response files will change with each build.
FileNames = FileNames.OrderBy(x => x.FullName, StringComparer.OrdinalIgnoreCase).ToList();
PluginFileCache.Add(ParentDirectory, FileNames);
}
return FileNames;
}
/// <summary>
/// Find paths to all the plugins under a given parent directory (recursively)
/// </summary>
/// <param name="ParentDirectory">Parent directory to look in. Plugins will be found in any *subfolders* of this directory.</param>
/// <param name="FileNames">List of filenames. Will have all the discovered .uplugin files appended to it.</param>
/// <param name="Queue">Queue for tasks to be executed</param>
static void EnumeratePluginsInternal(DirectoryItem ParentDirectory, List<FileReference> FileNames, ThreadPoolWorkQueue Queue)
{
foreach (DirectoryItem ChildDirectory in ParentDirectory.EnumerateDirectories())
{
bool bSearchSubDirectories = true;
foreach (FileItem PluginFile in ChildDirectory.EnumerateFiles())
{
if(PluginFile.HasExtension(".uplugin"))
{
lock(FileNames)
{
FileNames.Add(PluginFile.Location);
}
bSearchSubDirectories = false;
}
}
if (bSearchSubDirectories)
{
Queue.Enqueue(() => EnumeratePluginsInternal(ChildDirectory, FileNames, Queue));
}
}
}
/// <summary>
/// Enumerates all the UBT plugin files available to the given project
/// </summary>
/// <param name="ProjectFile">Path to the project file</param>
/// <returns>The collection of UBT project files</returns>
public static List<FileReference> EnumerateUbtPlugins(FileReference? ProjectFile)
{
List<DirectoryReference> PluginDirectories = new List<DirectoryReference>();
PluginDirectories.AddRange(Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Source"));
PluginDirectories.AddRange(Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Plugins"));
if (ProjectFile != null)
{
PluginDirectories.AddRange(Unreal.GetExtensionDirs(ProjectFile.Directory, "Source"));
PluginDirectories.AddRange(Unreal.GetExtensionDirs(ProjectFile.Directory, "Plugins"));
PluginDirectories.AddRange(Unreal.GetExtensionDirs(ProjectFile.Directory, "Mods"));
}
List<FileReference> Plugins = UnrealBuildBase.Rules.FindAllRulesFiles(PluginDirectories, UnrealBuildBase.Rules.RulesFileType.UbtPlugin);
Plugins.SortBy(P => P.FullName);
return Plugins;
}
/// <summary>
/// Build the given collection of plugins
/// </summary>
/// <param name="ProjectFile">Path to the project file</param>
/// <param name="FoundPlugins">Collection of plugins to build</param>
/// <param name="Logger">Logger for output</param>
/// <param name="Plugins">Collection of built plugins</param>
/// <returns>True if the plugins compiled</returns>
public static bool BuildUbtPlugins(FileReference? ProjectFile, IEnumerable<FileReference> FoundPlugins, ILogger Logger,
out (FileReference ProjectFile, FileReference TargetAssembly)[]? Plugins)
{
bool bBuildSuccess = true;
Plugins = null;
// Collect the list of plugins already build
List<FileReference> Built = FoundPlugins.Where(P => !UbtPluginFileCache.ContainsKey(P)).ToList();
// Collect the list of plugins not build
IEnumerable<FileReference> NotBuilt = FoundPlugins.Where(P => !UbtPluginFileCache.ContainsKey(P));
// If we have anything left to build, then build it
if (NotBuilt.Any())
{
Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordFile)>? BuiltPlugins =
CompileScriptModule.Build(UnrealBuildBase.Rules.RulesFileType.UbtPlugin, new HashSet<FileReference>(NotBuilt),
GetBaseDirectories(ProjectFile), false, false, true, out bBuildSuccess,
Count =>
{
if (Log.OutputFile != null)
{
Logger.LogInformation("Building {Count} plugins (see Log '{LogFile}' for more details)", Count, Log.OutputFile);
}
else
{
Logger.LogInformation("Building {Count} plugins", Count);
}
}, Logger
);
// Add any built plugins back into the cache
foreach (KeyValuePair<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordFile)> BuiltPlugin in BuiltPlugins)
{
Built.Add(BuiltPlugin.Key);
UbtPluginFileCache.Add(BuiltPlugin.Key, CompileScriptModule.GetTargetPath(BuiltPlugin));
}
}
Plugins = Built.Select(P => (P, UbtPluginFileCache[P])).OrderBy(X => X.P.FullName).ToArray();
return bBuildSuccess;
}
static List<DirectoryReference> GetBaseDirectories(FileReference? ProjectFile)
{
List<DirectoryReference> BaseDirectories = new List<DirectoryReference>(2);
BaseDirectories.Add(Unreal.EngineDirectory);
if (ProjectFile != null)
{
BaseDirectories.Add(ProjectFile.Directory);
}
return BaseDirectories;
}
}
}