Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/ConfigHierarchy.cs
Ryan Vance e5dcb18281 Copying //UE4/Partner-Oculus-Staging to Dev-VR (//UE4/Dev-VR)
#rb integrate

[CL 6430558 by Ryan Vance in Dev-VR branch]
2019-05-13 16:02:14 -04:00

922 lines
29 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Tools.DotNETCommon;
using System.IO;
namespace UnrealBuildTool
{
/// <summary>
/// Types of config file hierarchy
/// </summary>
public enum ConfigHierarchyType
{
/// <summary>
/// BaseGame.ini, DefaultGame.ini, etc...
/// </summary>
Game,
/// <summary>
/// BaseEngine.ini, DefaultEngine.ini, etc...
/// </summary>
Engine,
/// <summary>
/// BaseEditorPerProjectUserSettings.ini, DefaultEditorPerProjectUserSettings.ini, etc..
/// </summary>
EditorPerProjectUserSettings,
/// <summary>
/// BaseEncryption.ini, DefaultEncryption.ini, etc..
/// </summary>
Encryption,
/// <summary>
/// BaseCrypto.ini, DefaultCrypto.ini, etc..
/// </summary>
Crypto,
/// <summary>
/// BaseEditorSettings.ini, DefaultEditorSettings.ini, etc...
/// </summary>
EditorSettings,
}
/// <summary>
/// Stores a set of merged key/value pairs for a config section
/// </summary>
public class ConfigHierarchySection
{
/// <summary>
/// Map of key names to their values
/// </summary>
Dictionary<string, List<string>> KeyToValue = new Dictionary<string, List<string>>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Construct a merged config section from the given per-file config sections
/// </summary>
/// <param name="FileSections">Config sections from individual files</param>
internal ConfigHierarchySection(IEnumerable<ConfigFileSection> FileSections)
{
foreach(ConfigFileSection FileSection in FileSections)
{
foreach(ConfigLine Line in FileSection.Lines)
{
if (Line.Action == ConfigLineAction.RemoveKey)
{
KeyToValue.Remove(Line.Key);
continue;
}
// Find or create the values for this key
List<string> Values;
if(KeyToValue.TryGetValue(Line.Key, out Values))
{
// Update the existing list
if(Line.Action == ConfigLineAction.Set)
{
Values.Clear();
Values.Add(Line.Value);
}
else if(Line.Action == ConfigLineAction.Add)
{
Values.Add(Line.Value);
}
else if (Line.Action == ConfigLineAction.RemoveKeyValue)
{
Values.RemoveAll(x => x.Equals(Line.Value, StringComparison.InvariantCultureIgnoreCase));
}
}
else
{
// If it's a set or add action, create and add a new list
if(Line.Action == ConfigLineAction.Set || Line.Action == ConfigLineAction.Add)
{
Values = new List<string>();
Values.Add(Line.Value);
KeyToValue.Add(Line.Key, Values);
}
}
}
}
}
/// <summary>
/// Returns a list of key names
/// </summary>
public IEnumerable<string> KeyNames
{
get { return KeyToValue.Keys; }
}
/// <summary>
/// Tries to find the value for a given key
/// </summary>
/// <param name="KeyName">The key name to search for</param>
/// <param name="Value">On success, receives the corresponding value</param>
/// <returns>True if the key was found, false otherwise</returns>
public bool TryGetValue(string KeyName, out string Value)
{
List<string> ValuesList;
if(KeyToValue.TryGetValue(KeyName, out ValuesList) && ValuesList.Count > 0)
{
Value = ValuesList[0];
return true;
}
else
{
Value = null;
return false;
}
}
/// <summary>
/// Tries to find the values for a given key
/// </summary>
/// <param name="KeyName">The key name to search for</param>
/// <param name="Values">On success, receives a list of the corresponding values</param>
/// <returns>True if the key was found, false otherwise</returns>
public bool TryGetValues(string KeyName, out IEnumerable<string> Values)
{
List<string> ValuesList;
if(KeyToValue.TryGetValue(KeyName, out ValuesList))
{
Values = ValuesList;
return true;
}
else
{
Values = null;
return false;
}
}
}
/// <summary>
/// Encapsulates a hierarchy of config files, merging sections from them together on request
/// </summary>
public class ConfigHierarchy
{
/// <summary>
/// Array of
/// </summary>
ConfigFile[] Files;
/// <summary>
/// Cache of requested config sections
/// </summary>
Dictionary<string, ConfigHierarchySection> NameToSection = new Dictionary<string, ConfigHierarchySection>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Lock for NameToSection
/// </summary>
System.Threading.ReaderWriterLockSlim NameToSectionLock = new System.Threading.ReaderWriterLockSlim();
/// <summary>
/// Construct a config hierarchy from the given files
/// </summary>
/// <param name="Files">Set of files to include (in order)</param>
public ConfigHierarchy(IEnumerable<ConfigFile> Files)
{
this.Files = Files.ToArray();
}
/// <summary>
/// Names of all sections in all config files
/// </summary>
/// <returns></returns>
public HashSet<string> SectionNames
{
get
{
HashSet<string> Result = new HashSet<string>();
foreach (ConfigFile File in Files)
{
foreach (string SectionName in File.SectionNames)
{
if ( !Result.Contains(SectionName) )
{
Result.Add(SectionName);
}
}
}
return Result;
}
}
/// <summary>
/// Finds a config section with the given name
/// </summary>
/// <param name="SectionName">Name of the section to look for</param>
/// <returns>The merged config section</returns>
public ConfigHierarchySection FindSection(string SectionName)
{
ConfigHierarchySection Section;
try
{
// Acquire a read lock and do a quick check for the config section
NameToSectionLock.EnterUpgradeableReadLock();
if (!NameToSection.TryGetValue(SectionName, out Section))
{
try
{
// Acquire a write lock and add the config section if another thread didn't just complete it
NameToSectionLock.EnterWriteLock();
if (!NameToSection.TryGetValue(SectionName, out Section))
{
// Find all the raw sections from the file hierarchy
List<ConfigFileSection> RawSections = new List<ConfigFileSection>();
foreach (ConfigFile File in Files)
{
ConfigFileSection RawSection;
if (File.TryGetSection(SectionName, out RawSection))
{
RawSections.Add(RawSection);
}
}
// Merge them together and add it to the cache
Section = new ConfigHierarchySection(RawSections);
NameToSection.Add(SectionName, Section);
}
}
finally
{
NameToSectionLock.ExitWriteLock();
}
}
}
finally
{
NameToSectionLock.ExitUpgradeableReadLock();
}
return Section;
}
/// <summary>
/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a bool with the given key name.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetBool(string SectionName, string KeyName, out bool Value)
{
return TryGetValue(SectionName, KeyName, out Value);
}
/// <summary>
/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an array with the given key name, returning null on failure.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Values">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetArray(string SectionName, string KeyName, out List<string> Values)
{
IEnumerable<string> ValuesEnumerable;
if(TryGetValues(SectionName, KeyName, out ValuesEnumerable))
{
Values = ValuesEnumerable.ToList();
return true;
}
else
{
Values = null;
return false;
}
}
/// <summary>
/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a string with the given key name, returning an empty string on failure.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetString(string SectionName, string KeyName, out string Value)
{
if(TryGetValue(SectionName, KeyName, out Value))
{
return true;
}
else
{
Value = "";
return false;
}
}
/// <summary>
/// Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an int with the given key name.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetInt32(string SectionName, string KeyName, out int Value)
{
return TryGetValue(SectionName, KeyName, out Value);
}
/// <summary>
/// Gets a single string value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out string Value)
{
return FindSection(SectionName).TryGetValue(KeyName, out Value);
}
/// <summary>
/// Gets a single bool value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out bool Value)
{
string Text;
if(!TryGetValue(SectionName, KeyName, out Text))
{
Value = false;
return false;
}
return TryParse(Text, out Value);
}
/// <summary>
/// Gets a single Int32 value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out int Value)
{
string Text;
if(!TryGetValue(SectionName, KeyName, out Text))
{
Value = 0;
return false;
}
return TryParse(Text, out Value);
}
/// <summary>
/// Gets a single GUID value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out Guid Value)
{
string Text;
if(!TryGetValue(SectionName, KeyName, out Text))
{
Value = Guid.Empty;
return false;
}
return TryParse(Text, out Value);
}
/// <summary>
/// Gets a single-precision floating point value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out float Value)
{
string Text;
if(!TryGetValue(SectionName, KeyName, out Text))
{
Value = 0;
return false;
}
return TryParse(Text, out Value);
}
/// <summary>
/// Gets a double-precision floating point value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="KeyName">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool TryGetValue(string SectionName, string KeyName, out double Value)
{
string Text;
if(!TryGetValue(SectionName, KeyName, out Text))
{
Value = 0;
return false;
}
return TryParse(Text, out Value);
}
/// <summary>
/// Gets all values associated with the specified key
/// </summary>
/// <param name="SectionName">Section where the key is located</param>
/// <param name="KeyName">Key name</param>
/// <param name="Values">Copy of the list containing all values associated with the specified key</param>
/// <returns>True if the key exists</returns>
public bool TryGetValues(string SectionName, string KeyName, out IEnumerable<string> Values)
{
return FindSection(SectionName).TryGetValues(KeyName, out Values);
}
/// <summary>
/// Parse a string as a boolean 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>
static public bool TryParse(string Text, out bool Value)
{
// C# Boolean type expects "False" or "True" but since we're not case sensitive, we need to suppor that manually
if (Text == "1" || Text.Equals("true", StringComparison.InvariantCultureIgnoreCase))
{
Value = true;
return true;
}
else if (Text == "0" || Text.Equals("false", StringComparison.InvariantCultureIgnoreCase))
{
Value = false;
return true;
}
else
{
Value = false;
return false;
}
}
/// <summary>
/// Parse a string as an integer 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>
static public bool TryParse(string Text, out int Value)
{
return Int32.TryParse(Text, out Value);
}
/// <summary>
/// Parse a string as a GUID 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 Guid Value)
{
if (Text.Contains("A=") && Text.Contains("B=") && Text.Contains("C=") && Text.Contains("D="))
{
char[] Separators = new char[] { '(', ')', '=', ',', ' ', 'A', 'B', 'C', 'D' };
string[] ComponentValues = Text.Split(Separators, StringSplitOptions.RemoveEmptyEntries);
if (ComponentValues.Length == 4)
{
StringBuilder HexString = new StringBuilder();
for (int ComponentIndex = 0; ComponentIndex < 4; ComponentIndex++)
{
int IntegerValue;
if(!Int32.TryParse(ComponentValues[ComponentIndex], out IntegerValue))
{
Value = Guid.Empty;
return false;
}
HexString.Append(IntegerValue.ToString("X8"));
}
Text = HexString.ToString();
}
}
return Guid.TryParseExact(Text, "N", out Value);
}
/// <summary>
/// Parse a string as a single-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 float Value)
{
if(Text.EndsWith("f"))
{
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, 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] == '_')
{
while (Char.IsLetterOrDigit(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
{
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>
/// Returns a list of INI filenames for the given project
/// </summary>
public static IEnumerable<FileReference> EnumerateConfigFileLocations(ConfigHierarchyType Type, DirectoryReference ProjectDir, UnrealTargetPlatform Platform)
{
string BaseIniName = Enum.GetName(typeof(ConfigHierarchyType), Type);
string PlatformName = GetIniPlatformName(Platform);
string PlatformParentName = GetIniPlatformParentName(PlatformName);
// Engine/Config/Base.ini (included in every ini type, required)
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "Base.ini");
// Engine/Config/Base* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "Base" + BaseIniName + ".ini");
if (PlatformParentName != "")
{
// Engine/Config/Platform/BasePlatform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", PlatformParentName, "Base" + PlatformParentName + BaseIniName + ".ini");
}
if (Platform != UnrealTargetPlatform.Unknown)
{
// Engine/Config/Platform/BasePlatform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", PlatformName, "Base" + PlatformName + BaseIniName + ".ini");
}
// Engine/Config/NotForLicensees/Base* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "NotForLicensees", "Base" + BaseIniName + ".ini");
// NOTE: 4.7: See comment in GetSourceIniHierarchyFilenames()
// Engine/Config/NoRedist/Base* ini
// yield return Path.Combine(EngineDirectory, "Config", "NoRedist", "Base" + BaseIniName + ".ini");
if (ProjectDir != null)
{
// Game/Config/Default* ini
yield return FileReference.Combine(ProjectDir, "Config", "Default" + BaseIniName + ".ini");
// Game/Config/NotForLicensees/Default* ini
yield return FileReference.Combine(ProjectDir, "Config", "NotForLicensees", "Default" + BaseIniName + ".ini");
// Game/Config/NoRedist/Default* ini
yield return FileReference.Combine(ProjectDir, "Config", "NoRedist", "Default" + BaseIniName + ".ini");
}
if (PlatformParentName != "")
{
// Engine/Config/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "NotForLicensees", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
// Engine/Config/NoRedist/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "NoRedist", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
if (ProjectDir != null)
{
// Game/Config/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", "NotForLicensees", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
// Engine/Config/NoRedist/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", "NoRedist", PlatformParentName, PlatformParentName + BaseIniName + ".ini");
}
}
if (Platform != UnrealTargetPlatform.Unknown)
{
// Engine/Config/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", PlatformName, PlatformName + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "NotForLicensees", PlatformName, PlatformName + BaseIniName + ".ini");
// Engine/Config/NoRedist/Platform/Platform* ini
yield return FileReference.Combine(UnrealBuildTool.EngineDirectory, "Config", "NoRedist", PlatformName, PlatformName + BaseIniName + ".ini");
if (ProjectDir != null)
{
// Game/Config/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", PlatformName, PlatformName + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", "NotForLicensees", PlatformName, PlatformName + BaseIniName + ".ini");
// Engine/Config/NoRedist/Platform/Platform* ini
yield return FileReference.Combine(ProjectDir, "Config", "NoRedist", PlatformName, PlatformName + BaseIniName + ".ini");
}
}
DirectoryReference UserSettingsFolder = Utils.GetUserSettingDirectory(); // Match FPlatformProcess::UserSettingsDir()
if (UserSettingsFolder != null)
{
// <AppData>/UE4/EngineConfig/User* ini
yield return FileReference.Combine(UserSettingsFolder, "Unreal Engine", "Engine", "Config", "User" + BaseIniName + ".ini");
}
// 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);
if (!String.IsNullOrEmpty(PersonalFolder))
{
DirectoryReference PersonalConfigFolder; // Match FPlatformProcess::UserDir()
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
PersonalConfigFolder = DirectoryReference.Combine(new DirectoryReference(PersonalFolder), "Documents");
}
else if (Environment.OSVersion.Platform == PlatformID.Unix)
{
PersonalConfigFolder = DirectoryReference.Combine(new DirectoryReference(PersonalFolder), "Documents");
}
else
{
PersonalConfigFolder = new DirectoryReference(PersonalFolder);
}
// <Documents>/UE4/EngineConfig/User* ini
yield return FileReference.Combine(PersonalConfigFolder, "Unreal Engine", "Engine", "Config", "User" + BaseIniName + ".ini");
}
// Game/Config/User* ini
if (ProjectDir != null)
{
yield return FileReference.Combine(ProjectDir, "Config", "User" + BaseIniName + ".ini");
}
// Get the generated config file too. EditorSettings overrides this from
if(Type == ConfigHierarchyType.EditorSettings)
{
yield return FileReference.Combine(GetGameAgnosticSavedDir(), "Config", PlatformName, 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(UnrealBuildTool.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(UnrealBuildTool.IsEngineInstalled())
{
return DirectoryReference.Combine(Utils.GetUserSettingDirectory(), "UnrealEngine", String.Format("{0}.{1}", ReadOnlyBuildVersion.Current.MajorVersion, ReadOnlyBuildVersion.Current.MinorVersion), "Saved");
}
else
{
return DirectoryReference.Combine(UnrealBuildTool.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.Win32 || TargetPlatform == UnrealTargetPlatform.Win64)
{
return "Windows";
}
else
{
return Enum.GetName(typeof(UnrealTargetPlatform), TargetPlatform);
}
}
/// <summary>
/// Returns the ConfigDataDrivenPlatformInfo for the given platform, or null if nothing was found
/// </summary>
public static string GetIniPlatformParentName(string IniPlatformName)
{
DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo Info = DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(IniPlatformName);
return (Info == null) ? "" : Info.IniParent;
}
}
}