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922 lines
29 KiB
C#
922 lines
29 KiB
C#
// Copyright 1998-2019 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 Tools.DotNETCommon;
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using System.IO;
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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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}
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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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internal 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, 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, out IEnumerable<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, out List<string> Values)
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{
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IEnumerable<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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if(TryGetValue(SectionName, KeyName, out Value))
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{
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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, 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, out IEnumerable<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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{
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return Single.TryParse(Text.Substring(0, Text.Length - 1), out Value);
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}
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else
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{
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return Single.TryParse(Text, out Value);
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}
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}
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|
|
/// <summary>
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/// Parse a string as a double-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>
|
|
public static bool TryParse(string Text, out double Value)
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{
|
|
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;
|
|
}
|
|
}
|
|
}
|