Files
UnrealEngineUWP/Engine/Source/Programs/DotNETCommon/BuildUtilities/System/DirectoryItem.cs
jonathan adamczewski a865a21fb0 Move FileItem and DirectoryItem into BuildUtilities
#jira none

#ROBOMERGE-SOURCE: CL 16596289 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16596323 by jonathan adamczewski in ue5-release-engine-test branch]
2021-06-08 19:06:03 -04:00

360 lines
9.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
namespace UnrealBuildBase
{
/// <summary>
/// Stores the state of a directory. May or may not exist.
/// </summary>
public class DirectoryItem
{
/// <summary>
/// Full path to the directory on disk
/// </summary>
public readonly DirectoryReference Location;
/// <summary>
/// Cached value for whether the directory exists
/// </summary>
DirectoryInfo Info;
/// <summary>
/// Cached map of name to subdirectory item
/// </summary>
Dictionary<string, DirectoryItem>? Directories;
/// <summary>
/// Cached map of name to file
/// </summary>
Dictionary<string, FileItem>? Files;
/// <summary>
/// Global map of location to item
/// </summary>
static ConcurrentDictionary<DirectoryReference, DirectoryItem> LocationToItem = new ConcurrentDictionary<DirectoryReference, DirectoryItem>();
/// <summary>
/// Constructor
/// </summary>
/// <param name="Location">Path to this directory</param>
/// <param name="Info">Information about this directory</param>
private DirectoryItem(DirectoryReference Location, DirectoryInfo Info)
{
this.Location = Location;
this.Info = Info;
}
/// <summary>
/// The name of this directory
/// </summary>
public string Name
{
get { return Info.Name; }
}
/// <summary>
/// The full name of this directory
/// </summary>
public string FullName
{
get { return Location.FullName; }
}
/// <summary>
/// Whether the directory exists or not
/// </summary>
public bool Exists
{
get { return Info.Exists; }
}
/// <summary>
/// The last write time of the file.
/// </summary>
public DateTime LastWriteTimeUtc
{
get { return Info.LastWriteTimeUtc; }
}
/// <summary>
/// Gets the parent directory item
/// </summary>
public DirectoryItem? GetParentDirectoryItem()
{
if(Info.Parent == null)
{
return null;
}
else
{
return GetItemByDirectoryInfo(Info.Parent);
}
}
/// <summary>
/// Gets a new directory item by combining the existing directory item with the given path fragments
/// </summary>
/// <param name="BaseDirectory">Base directory to append path fragments to</param>
/// <param name="Fragments">The path fragments to append</param>
/// <returns>Directory item corresponding to the combined path</returns>
public static DirectoryItem Combine(DirectoryItem BaseDirectory, params string[] Fragments)
{
return DirectoryItem.GetItemByDirectoryReference(DirectoryReference.Combine(BaseDirectory.Location, Fragments));
}
/// <summary>
/// Finds or creates a directory item from its location
/// </summary>
/// <param name="Location">Path to the directory</param>
/// <returns>The directory item for this location</returns>
public static DirectoryItem GetItemByPath(string Location)
{
return GetItemByDirectoryReference(new DirectoryReference(Location));
}
/// <summary>
/// Finds or creates a directory item from its location
/// </summary>
/// <param name="Location">Path to the directory</param>
/// <returns>The directory item for this location</returns>
public static DirectoryItem GetItemByDirectoryReference(DirectoryReference Location)
{
DirectoryItem? Result;
if(!LocationToItem.TryGetValue(Location, out Result))
{
DirectoryItem NewItem = new DirectoryItem(Location, new DirectoryInfo(Location.FullName));
if(LocationToItem.TryAdd(Location, NewItem))
{
Result = NewItem;
}
else
{
Result = LocationToItem[Location];
}
}
return Result;
}
/// <summary>
/// Finds or creates a directory item from a DirectoryInfo object
/// </summary>
/// <param name="Info">Path to the directory</param>
/// <returns>The directory item for this location</returns>
public static DirectoryItem GetItemByDirectoryInfo(DirectoryInfo Info)
{
DirectoryReference Location = new DirectoryReference(Info);
DirectoryItem? Result;
if(!LocationToItem.TryGetValue(Location, out Result))
{
DirectoryItem NewItem = new DirectoryItem(Location, Info);
if(LocationToItem.TryAdd(Location, NewItem))
{
Result = NewItem;
}
else
{
Result = LocationToItem[Location];
}
}
return Result;
}
/// <summary>
/// Reset the contents of the directory and allow them to be fetched again
/// </summary>
public void ResetCachedInfo()
{
Info = new DirectoryInfo(Info.FullName);
Dictionary<string, DirectoryItem>? PrevDirectories = Directories;
if(PrevDirectories != null)
{
foreach(DirectoryItem SubDirectory in PrevDirectories.Values)
{
SubDirectory.ResetCachedInfo();
}
Directories = null;
}
Dictionary<string, FileItem>? PrevFiles = Files;
if(PrevFiles != null)
{
foreach(FileItem File in PrevFiles.Values)
{
File.ResetCachedInfo();
}
Files = null;
}
}
/// <summary>
/// Resets all cached directory info. Significantly reduces performance; do not use unless strictly necessary.
/// </summary>
public static void ResetAllCachedInfo_SLOW()
{
foreach(DirectoryItem Item in LocationToItem.Values)
{
Item.Info = new DirectoryInfo(Item.Info.FullName);
Item.Directories = null;
Item.Files = null;
}
FileItem.ResetAllCachedInfo_SLOW();
}
/// <summary>
/// Caches the subdirectories of this directories
/// </summary>
public void CacheDirectories()
{
if(Directories == null)
{
Dictionary<string, DirectoryItem> NewDirectories = new Dictionary<string, DirectoryItem>(DirectoryReference.Comparer);
if(Info.Exists)
{
foreach(DirectoryInfo SubDirectoryInfo in Info.EnumerateDirectories())
{
if(SubDirectoryInfo.Name.Length == 1 && SubDirectoryInfo.Name[0] == '.')
{
continue;
}
else if(SubDirectoryInfo.Name.Length == 2 && SubDirectoryInfo.Name[0] == '.' && SubDirectoryInfo.Name[1] == '.')
{
continue;
}
else
{
NewDirectories[SubDirectoryInfo.Name] = DirectoryItem.GetItemByDirectoryInfo(SubDirectoryInfo);
}
}
}
Directories = NewDirectories;
}
}
/// <summary>
/// Enumerates all the subdirectories
/// </summary>
/// <returns>Sequence of subdirectory items</returns>
public IEnumerable<DirectoryItem> EnumerateDirectories()
{
CacheDirectories();
return Directories!.Values;
}
/// <summary>
/// Attempts to get a sub-directory by name
/// </summary>
/// <param name="Name">Name of the directory</param>
/// <param name="OutDirectory">If successful receives the matching directory item with this name</param>
/// <returns>True if the file exists, false otherwise</returns>
public bool TryGetDirectory(string Name, [NotNullWhen(true)] out DirectoryItem? OutDirectory)
{
if(Name.Length > 0 && Name[0] == '.')
{
if(Name.Length == 1)
{
OutDirectory = this;
return true;
}
else if(Name.Length == 2 && Name[1] == '.')
{
OutDirectory = GetParentDirectoryItem();
return OutDirectory != null;
}
}
CacheDirectories();
return Directories!.TryGetValue(Name, out OutDirectory);
}
/// <summary>
/// Caches the files in this directory
/// </summary>
public void CacheFiles()
{
if(Files == null)
{
Dictionary<string, FileItem> NewFiles = new Dictionary<string, FileItem>(FileReference.Comparer);
if(Info.Exists)
{
foreach(FileInfo FileInfo in Info.EnumerateFiles())
{
FileItem FileItem = FileItem.GetItemByFileInfo(FileInfo);
FileItem.UpdateCachedDirectory(this);
NewFiles[FileInfo.Name] = FileItem;
}
}
Files = NewFiles;
}
}
/// <summary>
/// Enumerates all the files
/// </summary>
/// <returns>Sequence of FileItems</returns>
public IEnumerable<FileItem> EnumerateFiles()
{
CacheFiles();
return Files!.Values;
}
/// <summary>
/// Attempts to get a file from this directory by name. Unlike creating a file item and checking whether it exists, this will
/// not create a permanent FileItem object if it does not exist.
/// </summary>
/// <param name="Name">Name of the file</param>
/// <param name="OutFile">If successful receives the matching file item with this name</param>
/// <returns>True if the file exists, false otherwise</returns>
public bool TryGetFile(string Name, [NotNullWhen(true)] out FileItem? OutFile)
{
CacheFiles();
return Files!.TryGetValue(Name, out OutFile);
}
/// <summary>
/// Formats this object as a string for debugging
/// </summary>
/// <returns>Location of the directory</returns>
public override string ToString()
{
return Location.FullName;
}
}
/// <summary>
/// Helper functions for serialization
/// </summary>
public static class DirectoryItemExtensionMethods
{
/// <summary>
/// Read a directory item from a binary archive
/// </summary>
/// <param name="Reader">Reader to serialize data from</param>
/// <returns>Instance of the serialized directory item</returns>
public static DirectoryItem ReadDirectoryItem(this BinaryArchiveReader Reader)
{
return Reader.ReadObjectReference<DirectoryItem>(() => DirectoryItem.GetItemByDirectoryReference(Reader.ReadDirectoryReferenceNotNull()));
}
/// <summary>
/// Write a directory item to a binary archive
/// </summary>
/// <param name="Writer">Writer to serialize data to</param>
/// <param name="DirectoryItem">Directory item to write</param>
public static void WriteDirectoryItem(this BinaryArchiveWriter Writer, DirectoryItem DirectoryItem)
{
Writer.WriteObjectReference<DirectoryItem>(DirectoryItem, () => Writer.WriteDirectoryReference(DirectoryItem.Location));
}
}
}