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198 lines
5.2 KiB
C++
198 lines
5.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AssetRegistryPCH.h"
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bool FPathTree::CachePath(FName Path)
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{
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if (Path.IsNone())
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{
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return false;
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}
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if (ParentPathToChildPaths.Contains(Path))
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{
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// Already cached - nothing more to do
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return false;
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}
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FString PathStr = Path.ToString();
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check(PathStr.Len() >= 2); // Must be at least "/A"
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check(PathStr[0] == '/'); // Must start with a "/"
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// Paths are cached without their trailing slash, so if the given path has a trailing slash, test it again now as it may already be cached
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if (PathStr[PathStr.Len() - 1] == '/')
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{
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PathStr.RemoveAt(PathStr.Len() - 1, 1, /*bAllowShrinking*/false);
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Path = *PathStr;
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if (ParentPathToChildPaths.Contains(Path))
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{
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// Already cached - nothing more to do
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return false;
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}
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}
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// Walk each part of the path, adding known path entries if required
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// This manipulates PathStr in-place to avoid making any string copies
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FName LastPath;
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TCHAR* PathCharPtr = &PathStr[1]; // Skip over the first / when scanning
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for (;;)
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{
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const TCHAR PathChar = *PathCharPtr;
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if (PathChar == '/' || PathChar == 0)
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{
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// We've found a path separator (or the end of the string), so process this part of the path
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(*PathCharPtr) = 0; // Null terminate this part of the string so we can create an FName from it
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const FName CurrentPath = *PathStr;
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(*PathCharPtr) = PathChar; // Restore the original character now
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check(!CurrentPath.IsNone()); // Path parts cannot be empty
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check(*(PathCharPtr-1) != '/'); // The previous character cannot be a /, as that would suggest a malformed path such as "/Game//MyAsset"
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if (!ParentPathToChildPaths.Contains(CurrentPath))
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{
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ParentPathToChildPaths.Add(CurrentPath);
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}
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if (!LastPath.IsNone())
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{
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// Add us as a known child of our parent path
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TSet<FName>& ChildPaths = ParentPathToChildPaths.FindChecked(LastPath);
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ChildPaths.Add(CurrentPath);
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// Make sure we know how to find our parent again later on
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ChildPathToParentPath.Add(CurrentPath, LastPath);
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}
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LastPath = CurrentPath;
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}
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if (PathChar == 0)
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{
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// End of the string
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break;
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}
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++PathCharPtr;
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}
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return true;
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}
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bool FPathTree::RemovePath(FName Path)
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{
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if (Path.IsNone())
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{
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return false;
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}
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if (!ParentPathToChildPaths.Contains(Path))
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{
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// Paths are cached without their trailing slash, so if the given path has a trailing slash, test it again now as it may already be cached
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// We do this after the initial map test as: a) Most paths are well formed, b) This avoids string allocations until we know we need them
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FString PathStr = Path.ToString();
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if (PathStr[PathStr.Len() - 1] == '/')
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{
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PathStr.RemoveAt(PathStr.Len() - 1, 1, /*bAllowShrinking*/false);
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Path = *PathStr;
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if (!ParentPathToChildPaths.Contains(Path))
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{
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// Doesn't exist - nothing more to do
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return false;
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}
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}
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else
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{
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// Doesn't exist - nothing more to do
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return false;
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}
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}
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// We also need to gather up and remove any children of this path
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TSet<FName> SubPathsToRemove;
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GetSubPaths(Path, SubPathsToRemove, /*bRecurse=*/true);
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// Simply remove sub-paths from both maps
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for (const FName& SubPathToRemove : SubPathsToRemove)
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{
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ParentPathToChildPaths.Remove(SubPathToRemove);
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ChildPathToParentPath.Remove(SubPathToRemove);
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}
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// We also need to remove ourself from our parent list before removing ourself from the maps
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{
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const FName* ParentPathPtr = ChildPathToParentPath.Find(Path);
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if (ParentPathPtr)
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{
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TSet<FName>& ChildPaths = ParentPathToChildPaths.FindChecked(*ParentPathPtr);
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ChildPaths.Remove(Path);
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}
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}
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ParentPathToChildPaths.Remove(Path);
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ChildPathToParentPath.Remove(Path);
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return true;
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}
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bool FPathTree::GetAllPaths(TSet<FName>& OutPaths) const
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{
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OutPaths.Reset();
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OutPaths.Reserve(ParentPathToChildPaths.Num());
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for (const auto& PathPair : ParentPathToChildPaths)
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{
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OutPaths.Add(PathPair.Key);
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}
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return OutPaths.Num() > 0;
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}
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bool FPathTree::GetSubPaths(FName BasePath, TSet<FName>& OutPaths, bool bRecurse) const
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{
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if (BasePath.IsNone())
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{
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return false;
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}
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const TSet<FName>* ChildPathsPtr = ParentPathToChildPaths.Find(BasePath);
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if (!ChildPathsPtr)
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{
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// Paths are cached without their trailing slash, so if the given path has a trailing slash, test it again now as it may already be cached
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// We do this after the initial map test as: a) Most paths are well formed, b) This avoids string allocations until we know we need them
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FString BasePathStr = BasePath.ToString();
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if (BasePathStr[BasePathStr.Len() - 1] == '/')
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{
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BasePathStr.RemoveAt(BasePathStr.Len() - 1, 1, /*bAllowShrinking*/false);
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BasePath = *BasePathStr;
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ChildPathsPtr = ParentPathToChildPaths.Find(BasePath);
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if (!ChildPathsPtr)
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{
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return false;
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}
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}
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else
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{
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return false;
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}
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}
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const int32 OutPathsOriginalNum = OutPaths.Num();
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for (const FName& ChildPath : *ChildPathsPtr)
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{
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check(ParentPathToChildPaths.Contains(ChildPath)); // This failing is an integrity violation as this entry lists a child that we don't know about
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OutPaths.Add(ChildPath);
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if (bRecurse)
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{
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GetSubPaths(ChildPath, OutPaths, /*bRecurse=*/true);
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}
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}
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return OutPaths.Num() > OutPathsOriginalNum;
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}
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