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- Started moving the code that turns ProjectPackagingSettings into BuildCookRun commandline from editor to C# so that we can run scripts without needing to bake out the commandline - Updated ExecuteBuild to handle some new variables and such (like the new one for importing ProjectPackagingSettings into the commandline dynamically) - Added ability to update a Default config file in C# (with limited functionality - set value and add array entry, with an enum we can extend later) - Minor cleanup here and there #rb david.harvey #preflight 622b581ddf3960e506cf9a27 #preflight 622bb3f046679d56c3239a8c [CL 19360380 by Josh Adams in ue5-main branch]
631 lines
19 KiB
C#
631 lines
19 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Reflection;
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using System.IO;
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using System.Text;
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using System.Threading.Tasks;
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using EpicGames.Core;
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using UnrealBuildTool;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Caches config files and config file hierarchies
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/// </summary>
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public static class ConfigCache
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{
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/// <summary>
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/// Delegate to add a value to an ICollection in a target object
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/// </summary>
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/// <param name="TargetObject">The object containing the field to be modified</param>
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/// <param name="ValueObject">The value to add</param>
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delegate void AddElementDelegate(object TargetObject, object? ValueObject);
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/// <summary>
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/// Caches information about a field with a [ConfigFile] attribute in a type
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/// </summary>
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class ConfigField
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{
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/// <summary>
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/// The field with the config attribute
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/// </summary>
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public FieldInfo FieldInfo;
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/// <summary>
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/// The attribute instance
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/// </summary>
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public ConfigFileAttribute Attribute;
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/// <summary>
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/// For fields implementing ICollection, specifies the element type
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/// </summary>
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public Type? ElementType;
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/// <summary>
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/// For fields implementing ICollection, a callback to add an element type.
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/// </summary>
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public AddElementDelegate? AddElement;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="FieldInfo"></param>
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/// <param name="Attribute"></param>
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public ConfigField(FieldInfo FieldInfo, ConfigFileAttribute Attribute)
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{
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this.FieldInfo = FieldInfo;
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this.Attribute = Attribute;
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}
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}
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/// <summary>
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/// Allowed modification types allowed for default config files
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/// </summary>
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public enum ConfigDefaultUpdateType
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{
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/// <summary>
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/// Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist
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/// </summary>
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SetValue,
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/// <summary>
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/// Used to add an array entry to the end of any existing array entries, or will add to the end of the section
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/// </summary>
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AddArrayEntry,
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}
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/// <summary>
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/// Stores information identifying a unique config hierarchy
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/// </summary>
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class ConfigHierarchyKey
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{
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/// <summary>
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/// The hierarchy type
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/// </summary>
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public ConfigHierarchyType Type;
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/// <summary>
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/// The project directory to read from
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/// </summary>
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public DirectoryReference? ProjectDir;
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/// <summary>
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/// Which platform-specific files to read
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/// </summary>
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public UnrealTargetPlatform Platform;
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/// <summary>
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/// Custom config subdirectory to load
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/// </summary>
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public string CustomConfig;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="Type">The hierarchy type</param>
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/// <param name="ProjectDir">The project directory to read from</param>
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/// <param name="Platform">Which platform-specific files to read</param>
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/// <param name="CustomConfig">Custom config subdirectory to load</param>
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public ConfigHierarchyKey(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig)
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{
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this.Type = Type;
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this.ProjectDir = ProjectDir;
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this.Platform = Platform;
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this.CustomConfig = CustomConfig;
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}
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/// <summary>
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/// Test whether this key is equal to another object
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/// </summary>
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/// <param name="Other">The object to compare against</param>
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/// <returns>True if the objects match, false otherwise</returns>
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public override bool Equals(object? Other)
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{
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ConfigHierarchyKey? OtherKey = Other as ConfigHierarchyKey;
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return (OtherKey != null && OtherKey.Type == Type && OtherKey.ProjectDir == ProjectDir && OtherKey.Platform == Platform && OtherKey.CustomConfig == CustomConfig);
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}
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/// <summary>
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/// Returns a stable hash of this object
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/// </summary>
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/// <returns>Hash value for this object</returns>
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public override int GetHashCode()
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{
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return ((ProjectDir != null) ? ProjectDir.GetHashCode() : 0) + ((int)Type * 123) + (Platform.GetHashCode() * 345) + (CustomConfig.GetHashCode() * 789);
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}
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}
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/// <summary>
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/// Cache of individual config files
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/// </summary>
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static Dictionary<FileReference, ConfigFile> LocationToConfigFile = new Dictionary<FileReference, ConfigFile>();
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/// <summary>
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/// Cache of config hierarchies by project
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/// </summary>
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static Dictionary<ConfigHierarchyKey, ConfigHierarchy> HierarchyKeyToHierarchy = new Dictionary<ConfigHierarchyKey, ConfigHierarchy>();
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/// <summary>
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/// Cache of config fields by type
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/// </summary>
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static Dictionary<Type, List<ConfigField>> TypeToConfigFields = new Dictionary<Type, List<ConfigField>>();
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/// <summary>
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/// Attempts to read a config file (or retrieve it from the cache)
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/// </summary>
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/// <param name="Location">Location of the file to read</param>
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/// <param name="ConfigFile">On success, receives the parsed config file</param>
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/// <returns>True if the file exists and was read, false otherwise</returns>
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internal static bool TryReadFile(FileReference Location, [NotNullWhen(true)] out ConfigFile? ConfigFile)
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{
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lock (LocationToConfigFile)
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{
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if (!LocationToConfigFile.TryGetValue(Location, out ConfigFile))
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{
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if (FileReference.Exists(Location))
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{
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ConfigFile = new ConfigFile(Location);
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}
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if (ConfigFile != null)
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{
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LocationToConfigFile.Add(Location, ConfigFile);
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}
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}
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}
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return ConfigFile != null;
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}
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/// <summary>
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/// Reads a config hierarchy (or retrieve it from the cache)
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/// </summary>
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/// <param name="Type">The type of hierarchy to read</param>
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/// <param name="ProjectDir">The project directory to read the hierarchy for</param>
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/// <param name="Platform">Which platform to read platform-specific config files for</param>
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/// <param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
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/// <param name="CustomArgs">Optional list of command line arguments</param>
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/// <returns>The requested config hierarchy</returns>
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public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig = "", string[]? CustomArgs = null)
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{
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// Handle command line overrides
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List<String> OverrideStrings = new List<String>();
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string[] CmdLine = Environment.GetCommandLineArgs();
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if (CustomArgs != null)
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{
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CmdLine = CmdLine.Concat(CustomArgs).ToArray();
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}
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string IniConfigArgPrefix = "-ini:" + Enum.GetName(typeof(ConfigHierarchyType), Type) + ":";
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string CustomConfigPrefix = "-CustomConfig=";
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foreach (string CmdLineArg in CmdLine)
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{
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if (CmdLineArg.StartsWith(IniConfigArgPrefix, StringComparison.InvariantCultureIgnoreCase))
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{
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OverrideStrings.Add(CmdLineArg.Substring(IniConfigArgPrefix.Length));
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}
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if (CmdLineArg.StartsWith(CustomConfigPrefix, StringComparison.InvariantCultureIgnoreCase))
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{
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CustomConfig = CmdLineArg.Substring(CustomConfigPrefix.Length);
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}
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}
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if (CustomConfig == null)
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{
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CustomConfig = String.Empty;
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}
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// Get the key to use for the cache. It cannot be null, so we use the engine directory if a project directory is not given.
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ConfigHierarchyKey Key = new ConfigHierarchyKey(Type, ProjectDir, Platform, CustomConfig);
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// Try to get the cached hierarchy with this key
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ConfigHierarchy? Hierarchy;
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lock (HierarchyKeyToHierarchy)
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{
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if (!HierarchyKeyToHierarchy.TryGetValue(Key, out Hierarchy))
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{
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// Find all the input files
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List<ConfigFile> Files = new List<ConfigFile>();
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foreach (FileReference IniFileName in ConfigHierarchy.EnumerateConfigFileLocations(Type, ProjectDir, Platform, CustomConfig))
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{
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ConfigFile? File;
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if (TryReadFile(IniFileName, out File))
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{
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Files.Add(File);
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}
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}
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foreach (string OverrideString in OverrideStrings)
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{
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ConfigFile OverrideFile = new ConfigFile(OverrideString);
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Files.Add(OverrideFile);
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}
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// Create the hierarchy
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Hierarchy = new ConfigHierarchy(Files);
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HierarchyKeyToHierarchy.Add(Key, Hierarchy);
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}
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}
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return Hierarchy;
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}
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/// <summary>
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/// Gets a list of ConfigFields for the given type
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/// </summary>
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/// <param name="TargetObjectType">Type to get configurable fields for</param>
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/// <returns>List of config fields for the given type</returns>
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static List<ConfigField> FindConfigFieldsForType(Type TargetObjectType)
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{
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List<ConfigField>? Fields;
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lock(TypeToConfigFields)
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{
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if (!TypeToConfigFields.TryGetValue(TargetObjectType, out Fields))
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{
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Fields = new List<ConfigField>();
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if(TargetObjectType.BaseType != null)
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{
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Fields.AddRange(FindConfigFieldsForType(TargetObjectType.BaseType));
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}
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foreach (FieldInfo FieldInfo in TargetObjectType.GetFields(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
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{
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IEnumerable<ConfigFileAttribute> Attributes = FieldInfo.GetCustomAttributes<ConfigFileAttribute>();
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foreach (ConfigFileAttribute Attribute in Attributes)
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{
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// Copy the field
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ConfigField Setter = new ConfigField(FieldInfo, Attribute);
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// Check if the field type implements ICollection<>. If so, we can take multiple values.
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foreach (Type InterfaceType in FieldInfo.FieldType.GetInterfaces())
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{
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if (InterfaceType.IsGenericType && InterfaceType.GetGenericTypeDefinition() == typeof(ICollection<>))
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{
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MethodInfo MethodInfo = InterfaceType.GetRuntimeMethod("Add", new Type[] { InterfaceType.GenericTypeArguments[0] })!;
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Setter.AddElement = (Target, Value) => { MethodInfo.Invoke(Setter.FieldInfo.GetValue(Target), new object?[] { Value }); };
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Setter.ElementType = InterfaceType.GenericTypeArguments[0];
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break;
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}
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}
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// Add it to the output list
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Fields.Add(Setter);
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}
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}
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TypeToConfigFields.Add(TargetObjectType, Fields);
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}
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}
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return Fields;
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}
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/// <summary>
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/// Read config settings for the given object
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/// </summary>
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/// <param name="ProjectDir">Path to the project directory</param>
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/// <param name="Platform">The platform being built</param>
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/// <param name="TargetObject">Object to receive the settings</param>
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public static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject)
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{
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ReadSettings(ProjectDir, Platform, TargetObject, null);
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}
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/// <summary>
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/// Read config settings for the given object
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/// </summary>
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/// <param name="ProjectDir">Path to the project directory</param>
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/// <param name="Platform">The platform being built</param>
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/// <param name="TargetObject">Object to receive the settings</param>
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/// <param name="ConfigValues">Will be populated with config values that were retrieved. May be null.</param>
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internal static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, Dictionary<ConfigDependencyKey, IReadOnlyList<string>?>? ConfigValues)
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{
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List<ConfigField> Fields = FindConfigFieldsForType(TargetObject.GetType());
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foreach(ConfigField Field in Fields)
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{
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// Read the hierarchy listed
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ConfigHierarchy Hierarchy = ReadHierarchy(Field.Attribute.ConfigType, ProjectDir, Platform);
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// Get the key name
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string KeyName = Field.Attribute.KeyName ?? Field.FieldInfo.Name;
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// Get the value(s) associated with this key
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IReadOnlyList<string>? Values;
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Hierarchy.TryGetValues(Field.Attribute.SectionName, KeyName, out Values);
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// Parse the values from the config files and update the target object
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if (Field.AddElement == null)
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{
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if(Values != null && Values.Count == 1)
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{
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object? Value;
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if(TryParseValue(Values[0], Field.FieldInfo.FieldType, out Value))
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{
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Field.FieldInfo.SetValue(TargetObject, Value);
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}
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}
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}
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else
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{
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if(Values != null)
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{
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foreach(string Item in Values)
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{
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object? Value;
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if(TryParseValue(Item, Field.ElementType!, out Value))
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{
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Field.AddElement(TargetObject, Value);
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}
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}
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}
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}
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// Save the dependency
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if (ConfigValues != null)
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{
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ConfigDependencyKey Key = new ConfigDependencyKey(Field.Attribute.ConfigType, ProjectDir, Platform, Field.Attribute.SectionName, KeyName);
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ConfigValues[Key] = Values;
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}
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}
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}
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/// <summary>
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/// Attempts to parse the given text into an object which matches a specific field type
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/// </summary>
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/// <param name="Text">The text to parse</param>
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/// <param name="FieldType">The type of field to parse</param>
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/// <param name="Value">If successful, a value of type 'FieldType'</param>
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/// <returns>True if the value could be parsed, false otherwise</returns>
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public static bool TryParseValue(string Text, Type FieldType, out object? Value)
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{
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if(FieldType == typeof(string))
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{
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Value = Text;
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return true;
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}
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else if(FieldType == typeof(bool))
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{
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bool BoolValue;
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if(ConfigHierarchy.TryParse(Text, out BoolValue))
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{
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Value = BoolValue;
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return true;
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}
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else
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType == typeof(int))
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{
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int IntValue;
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if(ConfigHierarchy.TryParse(Text, out IntValue))
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{
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Value = IntValue;
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return true;
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}
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else
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType == typeof(float))
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{
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float FloatValue;
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if(ConfigHierarchy.TryParse(Text, out FloatValue))
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{
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Value = FloatValue;
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return true;
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}
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else
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType == typeof(double))
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{
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double DoubleValue;
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if(ConfigHierarchy.TryParse(Text, out DoubleValue))
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{
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Value = DoubleValue;
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return true;
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}
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else
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType == typeof(Guid))
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{
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Guid GuidValue;
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if(ConfigHierarchy.TryParse(Text, out GuidValue))
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{
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Value = GuidValue;
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return true;
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}
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else
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType.IsEnum)
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{
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try
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{
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Value = Enum.Parse(FieldType, Text);
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return true;
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}
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catch
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{
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Value = null;
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return false;
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}
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}
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else if(FieldType.GetGenericTypeDefinition() == typeof(Nullable<>))
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{
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return TryParseValue(Text, FieldType.GetGenericArguments()[0], out Value);
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}
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else
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{
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throw new Exception("Unsupported type for [ConfigFile] attribute");
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}
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}
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#region Updating Default Config file support
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/// <summary>
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/// Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini)
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/// </summary>
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/// <param name="ConfigType">Game, Engine, etc</param>
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/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
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public static FileReference GetDefaultConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir)
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{
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return FileReference.Combine(ProjectDir, "Config", $"Default{ConfigType}.ini");
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}
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/// <summary>
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/// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
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/// </summary>
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/// <param name="ConfigType">Game, Engine, etc</param>
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/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
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/// <param name="UpdateType">How to modify the secion</param>
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/// <param name="Section">Name of the section with the Key in it</param>
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/// <param name="Key">Key to update</param>
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/// <param name="Value">Value to write for te Key</param>
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/// <returns></returns>
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public static bool WriteSettingToDefaultConfig(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value)
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{
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FileReference DefaultConfigFile = GetDefaultConfigFileReference(ConfigType, ProjectDir);
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if (!FileReference.Exists(DefaultConfigFile))
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{
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Log.TraceWarning($"Failed to find config file '{DefaultConfigFile.FullName}' to update");
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return false;
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}
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if (File.GetAttributes(DefaultConfigFile.FullName).HasFlag(FileAttributes.ReadOnly))
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{
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Log.TraceWarning($"Config file '{DefaultConfigFile.FullName}' is read-only, unable to write setting {Key}");
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return false;
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}
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// generate the section header
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string SectionString = $"[{Section}]";
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// genrate the line we are going to write to the config
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string KeyWithEquals = $"{Key}=";
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string LineToWrite = (UpdateType == ConfigDefaultUpdateType.AddArrayEntry ? "+" : "");
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LineToWrite += KeyWithEquals + Value;
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// read in all the lines so we can insert or replace one
|
|
List<string> Lines = File.ReadAllLines(DefaultConfigFile.FullName).ToList();
|
|
|
|
// look for the section
|
|
int SectionIndex = -1;
|
|
for (int Index = 0; Index < Lines.Count; Index++)
|
|
{
|
|
if (Lines[Index].Trim().Equals(SectionString, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
SectionIndex = Index;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if section not found, just append to the end
|
|
if (SectionIndex == -1)
|
|
{
|
|
Lines.Add(SectionString);
|
|
Lines.Add(LineToWrite);
|
|
|
|
File.WriteAllLines(DefaultConfigFile.FullName, Lines);
|
|
return true;
|
|
}
|
|
|
|
|
|
// find the last line in the section with the prefix
|
|
int LastIndexOfPrefix = -1;
|
|
int NextSectionIndex = -1;
|
|
for (int Index = SectionIndex + 1; Index < Lines.Count; Index++)
|
|
{
|
|
string Line = Lines[Index];
|
|
if (Line.StartsWith('+') || Line.StartsWith('-') || Line.StartsWith('.') || Line.StartsWith('!'))
|
|
{
|
|
Line = Line.Substring(1);
|
|
}
|
|
|
|
// look for last array entry in case of multiples (or the only line for non-array type)
|
|
if (Line.StartsWith(KeyWithEquals, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
LastIndexOfPrefix = Index;
|
|
}
|
|
else if (Lines[Index].StartsWith("["))
|
|
{
|
|
NextSectionIndex = Index;
|
|
// we found another section, so break out
|
|
break;
|
|
}
|
|
}
|
|
|
|
// now we know enough to either insert or replace a line
|
|
|
|
// if we never found the key, we will insert at the end of the section
|
|
if (LastIndexOfPrefix == -1)
|
|
{
|
|
// if we didn't find a next section, thjen we will insert at the end of the file
|
|
if (NextSectionIndex == -1)
|
|
{
|
|
NextSectionIndex = Lines.Count;
|
|
}
|
|
|
|
// move past blank lines between sections
|
|
while (string.IsNullOrWhiteSpace(Lines[NextSectionIndex - 1]))
|
|
{
|
|
NextSectionIndex--;
|
|
}
|
|
// insert before the next section (or end of file)
|
|
Lines.Insert(NextSectionIndex, LineToWrite);
|
|
}
|
|
// otherwise, insert after, or replace, a line, depending on type
|
|
else
|
|
{
|
|
if (UpdateType == ConfigDefaultUpdateType.AddArrayEntry)
|
|
{
|
|
Lines.Insert(LastIndexOfPrefix + 1, LineToWrite);
|
|
}
|
|
else
|
|
{
|
|
Lines[LastIndexOfPrefix] = LineToWrite;
|
|
}
|
|
}
|
|
|
|
// now the lines are updated, we can overwrite the file
|
|
File.WriteAllLines(DefaultConfigFile.FullName, Lines);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk
|
|
/// but existing ones will still be valid with old values
|
|
/// </summary>
|
|
public static void InvalidateCaches()
|
|
{
|
|
lock (LocationToConfigFile)
|
|
{
|
|
LocationToConfigFile.Clear();
|
|
}
|
|
|
|
lock (HierarchyKeyToHierarchy)
|
|
{
|
|
HierarchyKeyToHierarchy.Clear();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|