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1182 lines
36 KiB
C#
1182 lines
36 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.Linq;
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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 System.IO;
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using System.Diagnostics.CodeAnalysis;
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using UnrealBuildBase;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Types of config file hierarchy
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/// </summary>
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public enum ConfigHierarchyType
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{
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/// <summary>
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/// BaseGame.ini, DefaultGame.ini, etc...
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/// </summary>
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Game,
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/// <summary>
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/// BaseEngine.ini, DefaultEngine.ini, etc...
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/// </summary>
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Engine,
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/// <summary>
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/// BaseEditorPerProjectUserSettings.ini, DefaultEditorPerProjectUserSettings.ini, etc..
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/// </summary>
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EditorPerProjectUserSettings,
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/// <summary>
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/// BaseEncryption.ini, DefaultEncryption.ini, etc..
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/// </summary>
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Encryption,
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/// <summary>
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/// BaseCrypto.ini, DefaultCrypto.ini, etc..
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/// </summary>
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Crypto,
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/// <summary>
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/// BaseEditorSettings.ini, DefaultEditorSettings.ini, etc...
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/// </summary>
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EditorSettings,
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/// <summary>
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/// BaseInstallBundle.ini, DefaultInstallBundle.ini, etc...
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/// </summary>
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InstallBundle,
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/// <summary>
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/// BasePakFileRules.ini, DefaultPakFileRules.ini, etc, etc....
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/// </summary>
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PakFileRules,
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}
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/// <summary>
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/// Stores a set of merged key/value pairs for a config section
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/// </summary>
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public class ConfigHierarchySection
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{
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/// <summary>
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/// Map of key names to their values
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/// </summary>
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Dictionary<string, List<string>> KeyToValue = new Dictionary<string, List<string>>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Construct a merged config section from the given per-file config sections
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/// </summary>
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/// <param name="FileSections">Config sections from individual files</param>
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public ConfigHierarchySection(IEnumerable<ConfigFileSection> FileSections)
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{
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foreach(ConfigFileSection FileSection in FileSections)
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{
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foreach(ConfigLine Line in FileSection.Lines)
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{
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if (Line.Action == ConfigLineAction.RemoveKey)
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{
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KeyToValue.Remove(Line.Key);
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continue;
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}
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// Find or create the values for this key
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List<string>? Values;
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if(KeyToValue.TryGetValue(Line.Key, out Values))
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{
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// Update the existing list
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if(Line.Action == ConfigLineAction.Set)
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{
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Values.Clear();
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Values.Add(Line.Value);
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}
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else if(Line.Action == ConfigLineAction.Add)
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{
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Values.Add(Line.Value);
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}
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else if (Line.Action == ConfigLineAction.RemoveKeyValue)
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{
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Values.RemoveAll(x => x.Equals(Line.Value, StringComparison.InvariantCultureIgnoreCase));
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}
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}
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else
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{
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// If it's a set or add action, create and add a new list
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if(Line.Action == ConfigLineAction.Set || Line.Action == ConfigLineAction.Add)
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{
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Values = new List<string>();
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Values.Add(Line.Value);
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KeyToValue.Add(Line.Key, Values);
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}
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}
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}
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}
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}
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/// <summary>
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/// Returns a list of key names
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/// </summary>
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public IEnumerable<string> KeyNames
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{
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get { return KeyToValue.Keys; }
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}
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/// <summary>
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/// Tries to find the value for a given key
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/// </summary>
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/// <param name="KeyName">The key name to search for</param>
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/// <param name="Value">On success, receives the corresponding value</param>
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/// <returns>True if the key was found, false otherwise</returns>
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public bool TryGetValue(string KeyName, [NotNullWhen(true)] out string? Value)
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{
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List<string>? ValuesList;
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if(KeyToValue.TryGetValue(KeyName, out ValuesList) && ValuesList.Count > 0)
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{
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Value = ValuesList[0];
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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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/// <summary>
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/// Tries to find the values for a given key
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/// </summary>
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/// <param name="KeyName">The key name to search for</param>
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/// <param name="Values">On success, receives a list of the corresponding values</param>
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/// <returns>True if the key was found, false otherwise</returns>
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public bool TryGetValues(string KeyName, [NotNullWhen(true)] out IReadOnlyList<string>? Values)
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{
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List<string>? ValuesList;
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if(KeyToValue.TryGetValue(KeyName, out ValuesList))
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{
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Values = ValuesList;
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return true;
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}
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else
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{
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Values = null;
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return false;
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}
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}
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}
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/// <summary>
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/// Encapsulates a hierarchy of config files, merging sections from them together on request
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/// </summary>
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public class ConfigHierarchy
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{
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/// <summary>
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/// Array of
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/// </summary>
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ConfigFile[] Files;
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/// <summary>
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/// Cache of requested config sections
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/// </summary>
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Dictionary<string, ConfigHierarchySection> NameToSection = new Dictionary<string, ConfigHierarchySection>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Lock for NameToSection
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/// </summary>
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System.Threading.ReaderWriterLockSlim NameToSectionLock = new System.Threading.ReaderWriterLockSlim();
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/// <summary>
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/// Construct a config hierarchy from the given files
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/// </summary>
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/// <param name="Files">Set of files to include (in order)</param>
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public ConfigHierarchy(IEnumerable<ConfigFile> Files)
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{
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this.Files = Files.ToArray();
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}
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/// <summary>
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/// Names of all sections in all config files
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/// </summary>
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/// <returns></returns>
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public HashSet<string> SectionNames
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{
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get
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{
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HashSet<string> Result = new HashSet<string>();
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foreach (ConfigFile File in Files)
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{
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foreach (string SectionName in File.SectionNames)
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{
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if ( !Result.Contains(SectionName) )
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{
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Result.Add(SectionName);
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}
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}
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}
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return Result;
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}
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}
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/// <summary>
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/// Finds a config section with the given name
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/// </summary>
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/// <param name="SectionName">Name of the section to look for</param>
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/// <returns>The merged config section</returns>
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public ConfigHierarchySection FindSection(string SectionName)
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{
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ConfigHierarchySection? Section;
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try
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{
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// Acquire a read lock and do a quick check for the config section
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NameToSectionLock.EnterUpgradeableReadLock();
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if (!NameToSection.TryGetValue(SectionName, out Section))
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{
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try
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{
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// Acquire a write lock and add the config section if another thread didn't just complete it
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NameToSectionLock.EnterWriteLock();
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if (!NameToSection.TryGetValue(SectionName, out Section))
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{
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// Find all the raw sections from the file hierarchy
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List<ConfigFileSection> RawSections = new List<ConfigFileSection>();
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foreach (ConfigFile File in Files)
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{
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ConfigFileSection? RawSection;
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if (File.TryGetSection(SectionName, out RawSection))
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{
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RawSections.Add(RawSection);
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}
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}
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// Merge them together and add it to the cache
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Section = new ConfigHierarchySection(RawSections);
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NameToSection.Add(SectionName, Section);
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}
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}
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finally
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{
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NameToSectionLock.ExitWriteLock();
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}
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}
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}
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finally
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{
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NameToSectionLock.ExitUpgradeableReadLock();
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}
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return Section;
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}
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/// <summary>
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/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a bool with the given key name.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool GetBool(string SectionName, string KeyName, out bool Value)
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{
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return TryGetValue(SectionName, KeyName, out Value);
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}
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/// <summary>
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/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an array with the given key name, returning null on failure.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Values">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool GetArray(string SectionName, string KeyName, [NotNullWhen(true)] out List<string>? Values)
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{
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IReadOnlyList<string>? ValuesEnumerable;
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if(TryGetValues(SectionName, KeyName, out ValuesEnumerable))
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{
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Values = ValuesEnumerable.ToList();
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return true;
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}
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else
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{
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Values = null;
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return false;
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}
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}
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/// <summary>
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/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a string with the given key name, returning an empty string on failure.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool GetString(string SectionName, string KeyName, out string Value)
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{
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string? RetrievedValue;
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if(TryGetValue(SectionName, KeyName, out RetrievedValue))
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{
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Value = RetrievedValue;
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return true;
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}
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else
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{
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Value = "";
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return false;
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}
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}
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/// <summary>
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/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an int with the given key name.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool GetInt32(string SectionName, string KeyName, out int Value)
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{
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return TryGetValue(SectionName, KeyName, out Value);
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}
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/// <summary>
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/// Gets a single string value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, [NotNullWhen(true)] out string? Value)
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{
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return FindSection(SectionName).TryGetValue(KeyName, out Value);
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}
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/// <summary>
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/// Gets a single bool value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, out bool Value)
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{
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string? Text;
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if(!TryGetValue(SectionName, KeyName, out Text))
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{
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Value = false;
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return false;
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}
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return TryParse(Text, out Value);
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}
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/// <summary>
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/// Gets a single Int32 value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, out int Value)
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{
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string? Text;
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if(!TryGetValue(SectionName, KeyName, out Text))
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{
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Value = 0;
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return false;
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}
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return TryParse(Text, out Value);
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}
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/// <summary>
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/// Gets a single GUID value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, out Guid Value)
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{
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string? Text;
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if(!TryGetValue(SectionName, KeyName, out Text))
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{
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Value = Guid.Empty;
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return false;
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}
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return TryParse(Text, out Value);
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}
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/// <summary>
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/// Gets a single-precision floating point value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, out float Value)
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{
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string? Text;
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if(!TryGetValue(SectionName, KeyName, out Text))
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{
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Value = 0;
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return false;
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}
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return TryParse(Text, out Value);
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}
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/// <summary>
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/// Gets a double-precision floating point value associated with the specified key.
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/// </summary>
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/// <param name="SectionName">Section name</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValue(string SectionName, string KeyName, out double Value)
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{
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string? Text;
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if(!TryGetValue(SectionName, KeyName, out Text))
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{
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Value = 0;
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return false;
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}
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return TryParse(Text, out Value);
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}
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/// <summary>
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/// Gets all values associated with the specified key
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/// </summary>
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/// <param name="SectionName">Section where the key is located</param>
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/// <param name="KeyName">Key name</param>
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/// <param name="Values">Copy of the list containing all values associated with the specified key</param>
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/// <returns>True if the key exists</returns>
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public bool TryGetValues(string SectionName, string KeyName, [NotNullWhen(true)] out IReadOnlyList<string>? Values)
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{
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return FindSection(SectionName).TryGetValues(KeyName, out Values);
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}
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/// <summary>
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/// Parse a string as a boolean value
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/// </summary>
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/// <param name="Text">The text to parse</param>
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/// <param name="Value">The parsed value, if successful</param>
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/// <returns>True if the text was parsed, false otherwise</returns>
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static public bool TryParse(string Text, out bool Value)
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{
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// C# Boolean type expects "False" or "True" but since we're not case sensitive, we need to suppor that manually
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if (Text == "1" || Text.Equals("true", StringComparison.InvariantCultureIgnoreCase))
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{
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Value = true;
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return true;
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}
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else if (Text == "0" || Text.Equals("false", StringComparison.InvariantCultureIgnoreCase))
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{
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Value = false;
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return true;
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}
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else
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{
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Value = false;
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return false;
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}
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}
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/// <summary>
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/// Parse a string as an integer value
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/// </summary>
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/// <param name="Text">The text to parse</param>
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/// <param name="Value">The parsed value, if successful</param>
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/// <returns>True if the text was parsed, false otherwise</returns>
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static public bool TryParse(string Text, out int Value)
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{
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return Int32.TryParse(Text, out Value);
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}
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/// <summary>
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/// Parse a string as a GUID value
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/// </summary>
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/// <param name="Text">The text to parse</param>
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/// <param name="Value">The parsed value, if successful</param>
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/// <returns>True if the text was parsed, false otherwise</returns>
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public static bool TryParse(string Text, out Guid Value)
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{
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if (Text.Contains("A=") && Text.Contains("B=") && Text.Contains("C=") && Text.Contains("D="))
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{
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char[] Separators = new char[] { '(', ')', '=', ',', ' ', 'A', 'B', 'C', 'D' };
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string[] ComponentValues = Text.Split(Separators, StringSplitOptions.RemoveEmptyEntries);
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if (ComponentValues.Length == 4)
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{
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StringBuilder HexString = new StringBuilder();
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for (int ComponentIndex = 0; ComponentIndex < 4; ComponentIndex++)
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{
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int IntegerValue;
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if(!Int32.TryParse(ComponentValues[ComponentIndex], out IntegerValue))
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{
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Value = Guid.Empty;
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return false;
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}
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HexString.Append(IntegerValue.ToString("X8"));
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}
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Text = HexString.ToString();
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}
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}
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return Guid.TryParseExact(Text, "N", out Value);
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}
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/// <summary>
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/// Parse a string as a single-precision floating point value
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/// </summary>
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/// <param name="Text">The text to parse</param>
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/// <param name="Value">The parsed value, if successful</param>
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/// <returns>True if the text was parsed, false otherwise</returns>
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|
public static bool TryParse(string Text, out float Value)
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{
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if(Text.EndsWith("f"))
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{
|
|
return Single.TryParse(Text.Substring(0, Text.Length - 1), out Value);
|
|
}
|
|
else
|
|
{
|
|
return Single.TryParse(Text, out Value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parse a string as a double-precision floating point value
|
|
/// </summary>
|
|
/// <param name="Text">The text to parse</param>
|
|
/// <param name="Value">The parsed value, if successful</param>
|
|
/// <returns>True if the text was parsed, false otherwise</returns>
|
|
public static bool TryParse(string Text, out double Value)
|
|
{
|
|
if(Text.EndsWith("f"))
|
|
{
|
|
return Double.TryParse(Text.Substring(0, Text.Length - 1), out Value);
|
|
}
|
|
else
|
|
{
|
|
return Double.TryParse(Text, out Value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to parse the given line as a UE4 config object (eg. (Name="Foo",Number=1234)).
|
|
/// </summary>
|
|
/// <param name="Line">Line of text to parse</param>
|
|
/// <param name="Properties">Receives key/value pairs for the config object</param>
|
|
/// <returns>True if an object was parsed, false otherwise</returns>
|
|
public static bool TryParse(string Line, [NotNullWhen(true)] out Dictionary<string, string>? Properties)
|
|
{
|
|
// Convert the string to a zero-terminated array, to make parsing easier.
|
|
char[] Chars = new char[Line.Length + 1];
|
|
Line.CopyTo(0, Chars, 0, Line.Length);
|
|
|
|
// Get the opening paren
|
|
int Idx = 0;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] != '(')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Read to the next token
|
|
Idx++;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
|
|
// Create the dictionary to receive the new properties
|
|
Dictionary<string, string> NewProperties = new Dictionary<string, string>();
|
|
|
|
// Read a sequence of key/value pairs
|
|
StringBuilder Value = new StringBuilder();
|
|
if(Chars[Idx] != ')')
|
|
{
|
|
for (;;)
|
|
{
|
|
// Find the end of the name
|
|
int NameIdx = Idx;
|
|
while(Char.IsLetterOrDigit(Chars[Idx]) || Chars[Idx] == '_')
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Idx == NameIdx)
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Extract the key string, and make sure it hasn't already been added
|
|
string Key = new string(Chars, NameIdx, Idx - NameIdx);
|
|
if(NewProperties.ContainsKey(Key))
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Consume the equals character
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] != '=')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Move to the value
|
|
Idx++;
|
|
while (Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
|
|
// Parse the value
|
|
Value.Clear();
|
|
if (Char.IsLetterOrDigit(Chars[Idx]) || Chars[Idx] == '_' || Chars[Idx] == '-')
|
|
{
|
|
while (Char.IsLetterOrDigit(Chars[Idx]) || Chars[Idx] == '_' || Chars[Idx] == '-' || Chars[Idx] == '.')
|
|
{
|
|
Value.Append(Chars[Idx]);
|
|
Idx++;
|
|
}
|
|
}
|
|
else if (Chars[Idx] == '\"')
|
|
{
|
|
Idx++;
|
|
for(; Chars[Idx] != '\"'; Idx++)
|
|
{
|
|
if (Chars[Idx] == '\0')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Value.Append(Chars[Idx]);
|
|
}
|
|
}
|
|
Idx++;
|
|
}
|
|
else if (Chars[Idx] == '(')
|
|
{
|
|
Value.Append(Chars[Idx++]);
|
|
|
|
bool bInQuotes = false;
|
|
for (int Nesting = 1; Nesting > 0; Idx++)
|
|
{
|
|
if (Chars[Idx] == '\0')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
else if (Chars[Idx] == '(' && !bInQuotes)
|
|
{
|
|
Nesting++;
|
|
}
|
|
else if (Chars[Idx] == ')' && !bInQuotes)
|
|
{
|
|
Nesting--;
|
|
}
|
|
else if (Chars[Idx] == '\"' || Chars[Idx] == '\'')
|
|
{
|
|
bInQuotes ^= true;
|
|
}
|
|
Value.Append(Chars[Idx]);
|
|
}
|
|
}
|
|
else if (Chars[Idx] != ')' && Chars[Idx] != ',')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Extract the value string
|
|
NewProperties[Key] = Value.ToString();
|
|
|
|
// Move to the separator
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] == ')')
|
|
{
|
|
break;
|
|
}
|
|
if(Chars[Idx] != ',')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
// Move to the next field
|
|
Idx++;
|
|
while (Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure we're at the end of the string
|
|
Idx++;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] != '\0')
|
|
{
|
|
Properties = null;
|
|
return false;
|
|
}
|
|
|
|
Properties = NewProperties;
|
|
return true;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Attempts to parse the given line as a UE4 config array (eg. ("one", "two", "three") ).
|
|
/// </summary>
|
|
/// <param name="Line">Line of text to parse</param>
|
|
/// <param name="Array">Receives array for the config array</param>
|
|
/// <returns>True if an array was parsed, false otherwise</returns>
|
|
public static bool TryParse(string Line, out string[]? Array)
|
|
{
|
|
// Convert the string to a zero-terminated array, to make parsing easier.
|
|
char[] Chars = new char[Line.Length + 1];
|
|
Line.CopyTo(0, Chars, 0, Line.Length);
|
|
|
|
// Get the opening paren
|
|
int Idx = 0;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] != '(')
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
|
|
// Read to the next token
|
|
Idx++;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
|
|
// Create the list to receive the new items
|
|
List<string> NewArray = new List<string>();
|
|
|
|
// Read a sequence items
|
|
StringBuilder Value = new StringBuilder();
|
|
if(Chars[Idx] != ')')
|
|
{
|
|
for (;;)
|
|
{
|
|
// Skip whitespace
|
|
while (Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
|
|
// Parse the value
|
|
Value.Clear();
|
|
if (Char.IsLetterOrDigit(Chars[Idx]) || Chars[Idx] == '_' || Chars[Idx] == '-')
|
|
{
|
|
while (Char.IsLetterOrDigit(Chars[Idx]) || Chars[Idx] == '_' || Chars[Idx] == '-' || Chars[Idx] == '.')
|
|
{
|
|
Value.Append(Chars[Idx]);
|
|
Idx++;
|
|
}
|
|
}
|
|
else if (Chars[Idx] == '\"')
|
|
{
|
|
Idx++;
|
|
for(; Chars[Idx] != '\"'; Idx++)
|
|
{
|
|
if (Chars[Idx] == '\0')
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Value.Append(Chars[Idx]);
|
|
}
|
|
}
|
|
Idx++;
|
|
}
|
|
else if (Chars[Idx] == '(')
|
|
{
|
|
Value.Append(Chars[Idx++]);
|
|
|
|
bool bInQuotes = false;
|
|
for (int Nesting = 1; Nesting > 0; Idx++)
|
|
{
|
|
if (Chars[Idx] == '\0')
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
else if (Chars[Idx] == '(' && !bInQuotes)
|
|
{
|
|
Nesting++;
|
|
}
|
|
else if (Chars[Idx] == ')' && !bInQuotes)
|
|
{
|
|
Nesting--;
|
|
}
|
|
else if (Chars[Idx] == '\"' || Chars[Idx] == '\'')
|
|
{
|
|
bInQuotes ^= true;
|
|
}
|
|
Value.Append(Chars[Idx]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
|
|
// Store the item
|
|
NewArray.Add(Value.ToString());
|
|
|
|
// Move to the separator
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] == ')')
|
|
{
|
|
break;
|
|
}
|
|
if(Chars[Idx] != ',')
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
|
|
// Move to the next field
|
|
Idx++;
|
|
while (Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure we're at the end of the string
|
|
Idx++;
|
|
while(Char.IsWhiteSpace(Chars[Idx]))
|
|
{
|
|
Idx++;
|
|
}
|
|
if(Chars[Idx] != '\0')
|
|
{
|
|
Array = null;
|
|
return false;
|
|
}
|
|
|
|
Array = NewArray.ToArray();
|
|
return true;
|
|
}
|
|
|
|
class ConfigLayerExpansion
|
|
{
|
|
// a set of replacements from the source file to possible other files
|
|
public string? Before1 = null;
|
|
public string? After1 = null;
|
|
public string? Before2 = null;
|
|
public string? After2 = null;
|
|
};
|
|
|
|
static string [] ConfigLayers =
|
|
{
|
|
// Engine/Base.ini
|
|
"{ENGINE}/Config/Base.ini",
|
|
// Engine/Base*.ini
|
|
"{ENGINE}/Config/Base{TYPE}.ini",
|
|
// Engine/Platform/BasePlatform*.ini
|
|
"{ENGINE}/Config/{PLATFORM}/Base{PLATFORM}{TYPE}.ini",
|
|
// Project/Default*.ini
|
|
"{PROJECT}/Config/Default{TYPE}.ini",
|
|
// Project/Generated*.ini this is reserved for files which are generated by buildmachine processes (i.e. should never be checked in)
|
|
"{PROJECT}/Config/Generated{TYPE}.ini",
|
|
// Project/Config/Custom/CustomConfig/Default*.ini only if CustomConfig is defined
|
|
"{PROJECT}/Config/Custom/{CUSTOMCONFIG}/Default{TYPE}.ini",
|
|
// Engine/Platform/Platform*.ini
|
|
"{ENGINE}/Config/{PLATFORM}/{PLATFORM}{TYPE}.ini",
|
|
// Project/Platform/Platform*.ini
|
|
"{PROJECT}/Config/{PLATFORM}/{PLATFORM}{TYPE}.ini",
|
|
// Project/Platform/GeneratedPlatform*.ini this is reserved for files which are generated by buildmachine processes (i.e. should never be checked in)
|
|
"{PROJECT}/Config/{PLATFORM}/Generated{PLATFORM}{TYPE}.ini",
|
|
// Project/Config/Custom/CustomConfig/Platform/Platform*.ini only if CustomConfig is defined
|
|
"{PROJECT}/Config/Custom/{CUSTOMCONFIG}/{PLATFORM}/{PLATFORM}{TYPE}.ini",
|
|
// UserSettings/.../User*.ini
|
|
"{USERSETTINGS}/Unreal Engine/Engine/Config/User{TYPE}.ini",
|
|
// UserDir/.../User*.ini
|
|
"{USER}/Unreal Engine/Engine/Config/User{TYPE}.ini",
|
|
// Project/User*.ini
|
|
"{PROJECT}/Config/User{TYPE}.ini",
|
|
};
|
|
|
|
static ConfigLayerExpansion[] ConfigLayerExpansions =
|
|
{
|
|
// The base expansion (ie, no expansion)
|
|
new ConfigLayerExpansion { },
|
|
// Restricted Locations
|
|
new ConfigLayerExpansion { Before1 = "{ENGINE}/", After1 = "{ENGINE}/Restricted/NotForLicensees/", Before2 = "{PROJECT}/Config/", After2 = "{RESTRICTEDPROJECT_NFL}/Config/" },
|
|
new ConfigLayerExpansion { Before1 = "{ENGINE}/", After1 = "{ENGINE}/Restricted/NoRedist/", Before2 = "{PROJECT}/Config/", After2 = "{RESTRICTEDPROJECT_NR}/Config/" },
|
|
// Platform Extensions
|
|
new ConfigLayerExpansion { Before1 = "{ENGINE}/Config/{PLATFORM}/", After1 = "{EXTENGINE}/Config/", Before2 = "{PROJECT}/Config/{PLATFORM}/", After2 = "{EXTPROJECT}/Config/" },
|
|
// Platform Extensions in Restricted Locations
|
|
new ConfigLayerExpansion { Before1 = "{ENGINE}/Config/{PLATFORM}/", After1 = "{ENGINE}/Restricted/NotForLicensees/Platforms/{PLATFORM}/Config/", Before2 = "{PROJECT}/Config/{PLATFORM}/", After2 = "{RESTRICTEDPROJECT_NFL}/Platforms/{PLATFORM}/Config/" },
|
|
new ConfigLayerExpansion { Before1 = "{ENGINE}/Config/{PLATFORM}/", After1 = "{ENGINE}/Restricted/NoRedist/Platforms/{PLATFORM}/Config/", Before2 = "{PROJECT}/Config/{PLATFORM}/", After2 = "{RESTRICTEDPROJECT_NR}/Platforms/{PLATFORM}/Config/" },
|
|
};
|
|
|
|
// Match FPlatformProcess::UserDir()
|
|
private static string? GetUserDir()
|
|
{
|
|
// Some user accounts (eg. SYSTEM on Windows) don't have a home directory. Ignore them if Environment.GetFolderPath() returns an empty string.
|
|
string PersonalFolder = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
|
|
string? PersonalConfigFolder = null;
|
|
if (!String.IsNullOrEmpty(PersonalFolder))
|
|
{
|
|
PersonalConfigFolder = PersonalFolder;
|
|
if (RuntimePlatform.IsMac || RuntimePlatform.IsLinux)
|
|
{
|
|
PersonalConfigFolder = System.IO.Path.Combine(PersonalConfigFolder, "Documents");
|
|
}
|
|
}
|
|
|
|
return PersonalConfigFolder;
|
|
}
|
|
|
|
|
|
private static string PerformBasicReplacements(string InString, string BaseIniName, string CustomConfig)
|
|
{
|
|
string OutString = InString.Replace("{TYPE}", BaseIniName);
|
|
|
|
DirectoryReference? UserSettingsDir = Utils.GetUserSettingDirectory();
|
|
if (UserSettingsDir != null)
|
|
{
|
|
OutString = OutString.Replace("{USERSETTINGS}", UserSettingsDir.FullName);
|
|
}
|
|
|
|
OutString = OutString.Replace("{USER}", GetUserDir());
|
|
OutString = OutString.Replace("{CUSTOMCONFIG}", CustomConfig);
|
|
|
|
return OutString;
|
|
}
|
|
|
|
|
|
private static string? PerformExpansionReplacements(ConfigLayerExpansion Expansion, string InString)
|
|
{
|
|
// if there's replacement to do, the output is just the output
|
|
if (Expansion.Before1 == null)
|
|
{
|
|
return InString;
|
|
}
|
|
|
|
// if nothing to replace, then skip it entirely
|
|
if (!InString.Contains(Expansion.Before1) && (Expansion.Before2 == null || !InString.Contains(Expansion.Before2)))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// replace the directory bits
|
|
string OutString = InString.Replace(Expansion.Before1, Expansion.After1);
|
|
if (Expansion.Before2 != null)
|
|
{
|
|
OutString = OutString.Replace(Expansion.Before2, Expansion.After2);
|
|
}
|
|
return OutString;
|
|
}
|
|
|
|
private static string PerformFinalExpansions(string InString, string PlatformName, DirectoryReference? ProjectDir)
|
|
{
|
|
string PlatformExtensionEngineConfigDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Platforms", PlatformName).FullName;
|
|
|
|
string OutString = InString.Replace("{ENGINE}", Unreal.EngineDirectory.FullName);
|
|
OutString = OutString.Replace("{EXTENGINE}", PlatformExtensionEngineConfigDir);
|
|
OutString = OutString.Replace("{PLATFORM}", PlatformName);
|
|
|
|
if (ProjectDir != null)
|
|
{
|
|
DirectoryReference NFLDir;
|
|
DirectoryReference NRDir;
|
|
if (ProjectDir.IsUnderDirectory(Unreal.EngineDirectory))
|
|
{
|
|
string RelativeDir = ProjectDir.MakeRelativeTo(Unreal.EngineDirectory);
|
|
NFLDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Restricted/NotForLicensees", RelativeDir);
|
|
NRDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Restricted/NoRedist", RelativeDir);
|
|
}
|
|
else
|
|
{
|
|
NFLDir = DirectoryReference.Combine(ProjectDir, "Restricted/NotForLicensees");
|
|
NRDir = DirectoryReference.Combine(ProjectDir, "Restricted/NoRedist");
|
|
}
|
|
string PlatformExtensionProjectConfigDir = DirectoryReference.Combine(ProjectDir, "Platforms", PlatformName).FullName;
|
|
|
|
OutString = OutString.Replace("{PROJECT}", ProjectDir.FullName);
|
|
OutString = OutString.Replace("{EXTPROJECT}", PlatformExtensionProjectConfigDir);
|
|
OutString = OutString.Replace("{RESTRICTEDPROJECT_NFL}", NFLDir.FullName);
|
|
OutString = OutString.Replace("{RESTRICTEDPROJECT_NR}", NRDir.FullName);
|
|
}
|
|
|
|
return OutString;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of INI filenames for the given project
|
|
/// </summary>
|
|
public static IEnumerable<FileReference> EnumerateConfigFileLocations(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig = "")
|
|
{
|
|
string BaseIniName = Enum.GetName(typeof(ConfigHierarchyType), Type) ?? String.Empty;
|
|
string PlatformName = GetIniPlatformName(Platform);
|
|
|
|
foreach (string Layer in ConfigLayers)
|
|
{
|
|
bool bHasPlatformTag = Layer.Contains("{PLATFORM}");
|
|
bool bHasProjectTag = Layer.Contains("{PROJECT}");
|
|
bool bHasUserTag = Layer.Contains("{USER}");
|
|
bool bHasCustomConfigTag = Layer.Contains("{CUSTOMCONFIG}");
|
|
|
|
// skip certain layers if we are platform-less, project-less, or userdir-less
|
|
if ((bHasPlatformTag && PlatformName == "None") ||
|
|
(bHasProjectTag && ProjectDir == null) ||
|
|
(bHasUserTag && GetUserDir() == null) ||
|
|
(bHasCustomConfigTag && String.IsNullOrEmpty(CustomConfig)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
string LayerPath = PerformBasicReplacements(Layer, BaseIniName, CustomConfig);
|
|
|
|
// we only expand engine/project inis
|
|
if (Layer.Contains("{ENGINE}") || Layer.Contains("{PROJECT}"))
|
|
{
|
|
foreach (ConfigLayerExpansion Expansion in ConfigLayerExpansions)
|
|
{
|
|
// expansion replacements
|
|
string? ExpandedPath = PerformExpansionReplacements(Expansion, LayerPath);
|
|
|
|
// if nothing was replaced, then skip it, as it won't change anything
|
|
if (ExpandedPath == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// now go up the ini parent chain
|
|
if (bHasPlatformTag)
|
|
{
|
|
DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo? Info = DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(PlatformName);
|
|
if (Info != null && Info.IniParentChain != null)
|
|
{
|
|
// the IniParentChain
|
|
foreach (string ParentPlatform in Info.IniParentChain)
|
|
{
|
|
// @note: We are using the ParentPlatform as both PlatformExtensionName _and_ IniPlatformName. This is because the parent
|
|
// may not even exist as a UnrealTargetPlatform, and all we have is a string to look up, and it would just get the same
|
|
// string back, if we did look it up. This could become an issue if Win64 becomes a PlatformExtension, and wants to have
|
|
// a parent Platform, of ... something. This is likely to never be an issue, but leaving this note here just in case.
|
|
yield return new FileReference(PerformFinalExpansions(ExpandedPath, ParentPlatform, ProjectDir));
|
|
}
|
|
}
|
|
// always yield the active platform last
|
|
yield return new FileReference(PerformFinalExpansions(ExpandedPath, PlatformName, ProjectDir));
|
|
}
|
|
else
|
|
{
|
|
yield return new FileReference(PerformFinalExpansions(ExpandedPath, "", ProjectDir));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
yield return new FileReference(LayerPath);
|
|
}
|
|
}
|
|
|
|
// Find all the generated config files
|
|
foreach(FileReference GeneratedConfigFile in EnumerateGeneratedConfigFileLocations(Type, ProjectDir, Platform))
|
|
{
|
|
yield return GeneratedConfigFile;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of INI filenames for the given project
|
|
/// </summary>
|
|
public static IEnumerable<FileReference> EnumerateGeneratedConfigFileLocations(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform)
|
|
{
|
|
string BaseIniName = Enum.GetName(typeof(ConfigHierarchyType), Type)!;
|
|
string PlatformName = GetIniPlatformName(Platform);
|
|
|
|
// Get the generated config file too. EditorSettings overrides this from
|
|
if (Type == ConfigHierarchyType.EditorSettings)
|
|
{
|
|
yield return FileReference.Combine(GetGameAgnosticSavedDir(), "Config", PlatformName + "Editor", BaseIniName + ".ini");
|
|
}
|
|
else
|
|
{
|
|
yield return FileReference.Combine(GetGeneratedConfigDir(ProjectDir), PlatformName, BaseIniName + ".ini");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines the path to the generated config directory (same as FPaths::GeneratedConfigDir())
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public static DirectoryReference GetGeneratedConfigDir(DirectoryReference? ProjectDir)
|
|
{
|
|
if(ProjectDir == null)
|
|
{
|
|
return DirectoryReference.Combine(Unreal.EngineDirectory, "Saved", "Config");
|
|
}
|
|
else
|
|
{
|
|
return DirectoryReference.Combine(ProjectDir, "Saved", "Config");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determes the path to the game-agnostic saved directory (same as FPaths::GameAgnosticSavedDir())
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public static DirectoryReference GetGameAgnosticSavedDir()
|
|
{
|
|
if(Unreal.IsEngineInstalled())
|
|
{
|
|
DirectoryReference? UserSettingDir = Utils.GetUserSettingDirectory();
|
|
if (UserSettingDir != null)
|
|
{
|
|
return DirectoryReference.Combine(UserSettingDir, "UnrealEngine", String.Format("{0}.{1}", ReadOnlyBuildVersion.Current.MajorVersion, ReadOnlyBuildVersion.Current.MinorVersion), "Saved");
|
|
}
|
|
}
|
|
return DirectoryReference.Combine(Unreal.EngineDirectory, "Saved");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the platform name to use as part of platform-specific config files
|
|
/// </summary>
|
|
public static string GetIniPlatformName(UnrealTargetPlatform TargetPlatform)
|
|
{
|
|
if (TargetPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
return "Windows";
|
|
}
|
|
else
|
|
{
|
|
return TargetPlatform.ToString();
|
|
}
|
|
}
|
|
}
|
|
}
|