Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/System/ConfigCache.cs
2025-05-18 13:04:45 +08:00

847 lines
30 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Reflection;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
namespace UnrealBuildTool
{
/// <summary>
/// Caches config files and config file hierarchies
/// </summary>
public static class ConfigCache
{
/// <summary>
/// Delegate to add a value to an ICollection in a target object
/// </summary>
/// <param name="TargetObject">The object containing the field to be modified</param>
/// <param name="ValueObject">The value to add</param>
delegate void AddElementDelegate(object TargetObject, object? ValueObject);
/// <summary>
/// Caches information about a member with a [ConfigFile] attribute in a type
/// </summary>
abstract class ConfigMember
{
/// <summary>
/// The attribute instance
/// </summary>
public ConfigFileAttribute Attribute;
/// <summary>
/// For fields implementing ICollection, specifies the element type
/// </summary>
public Type? ElementType;
/// <summary>
/// For fields implementing ICollection, a callback to add an element type.
/// </summary>
public AddElementDelegate? AddElement;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Attribute"></param>
public ConfigMember(ConfigFileAttribute Attribute)
{
this.Attribute = Attribute;
}
/// <summary>
/// Returns Reflection.MemberInfo describing the target class member.
/// </summary>
public abstract MemberInfo MemberInfo { get; }
/// <summary>
/// Returns Reflection.Type of the target class member.
/// </summary>
public abstract Type Type { get; }
/// <summary>
/// Returns the value setter of the target class member.
/// </summary>
public abstract Action<object?, object?> SetValue { get; }
/// <summary>
/// Returns the value getter of the target class member.
/// </summary>
public abstract Func<object?, object?> GetValue { get; }
}
/// <summary>
/// Caches information about a field with a [ConfigFile] attribute in a type
/// </summary>
class ConfigField : ConfigMember
{
/// <summary>
/// Reflection description of the field with the config attribute.
/// </summary>
private FieldInfo FieldInfo;
/// <summary>
/// Constructor
/// </summary>
/// <param name="FieldInfo"></param>
/// <param name="Attribute"></param>
public ConfigField(FieldInfo FieldInfo, ConfigFileAttribute Attribute)
: base(Attribute)
{
this.FieldInfo = FieldInfo;
}
public override MemberInfo MemberInfo => FieldInfo;
public override Type Type => FieldInfo.FieldType;
public override Action<object?, object?> SetValue => FieldInfo.SetValue;
public override Func<object?, object?> GetValue => FieldInfo.GetValue;
}
/// <summary>
/// Caches information about a property with a [ConfigFile] attribute in a type
/// </summary>
class ConfigProperty : ConfigMember
{
/// <summary>
/// Reflection description of the property with the config attribute.
/// </summary>
private PropertyInfo PropertyInfo;
/// <summary>
/// Constructor
/// </summary>
/// <param name="PropertyInfo"></param>
/// <param name="Attribute"></param>
public ConfigProperty(PropertyInfo PropertyInfo, ConfigFileAttribute Attribute)
: base(Attribute)
{
this.PropertyInfo = PropertyInfo;
}
public override MemberInfo MemberInfo => PropertyInfo;
public override Type Type => PropertyInfo.PropertyType;
public override Action<object?, object?> SetValue => PropertyInfo.SetValue;
public override Func<object?, object?> GetValue => PropertyInfo.GetValue;
}
/// <summary>
/// Allowed modification types allowed for default config files
/// </summary>
public enum ConfigDefaultUpdateType
{
/// <summary>
/// Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist
/// </summary>
SetValue,
/// <summary>
/// Used to add an array entry to the end of any existing array entries, or will add to the end of the section
/// </summary>
AddArrayEntry,
}
/// <summary>
/// Stores information identifying a unique config hierarchy
/// </summary>
class ConfigHierarchyKey
{
/// <summary>
/// The hierarchy type
/// </summary>
public ConfigHierarchyType Type;
/// <summary>
/// The project directory to read from
/// </summary>
public DirectoryReference? ProjectDir;
/// <summary>
/// Which platform-specific files to read
/// </summary>
public UnrealTargetPlatform Platform;
/// <summary>
/// Custom config subdirectory to load
/// </summary>
public string CustomConfig;
/// <summary>
/// Custom override strings
/// </summary>
public List<string> OverrideStrings;
/// <summary>
/// A hotfix directory where modifications/additions to config files can be read from
/// </summary>
public DirectoryReference? HotfixDir;
/// <summary>
/// If specified, this hierarchy will include plugins enabled for the given target type
/// </summary>
public TargetType? IncludePluginsForTargetType;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Type">The hierarchy type</param>
/// <param name="ProjectDir">The project directory to read from</param>
/// <param name="Platform">Which platform-specific files to read</param>
/// <param name="CustomConfig">Custom config subdirectory to load</param>
/// <param name="OverrideStrings">Custom override strings</param>
/// <param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
/// <param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
public ConfigHierarchyKey(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig, List<string> OverrideStrings, DirectoryReference? HotfixDir, TargetType? IncludePluginsForTargetType)
{
this.Type = Type;
this.ProjectDir = ProjectDir;
this.Platform = Platform;
this.CustomConfig = CustomConfig;
this.OverrideStrings = OverrideStrings;
this.HotfixDir = HotfixDir;
this.IncludePluginsForTargetType = IncludePluginsForTargetType;
}
/// <summary>
/// Test whether this key is equal to another object
/// </summary>
/// <param name="Other">The object to compare against</param>
/// <returns>True if the objects match, false otherwise</returns>
public override bool Equals(object? Other)
{
ConfigHierarchyKey? OtherKey = Other as ConfigHierarchyKey;
return OtherKey != null &&
OtherKey.Type == Type &&
OtherKey.ProjectDir == ProjectDir &&
OtherKey.Platform == Platform &&
OtherKey.CustomConfig == CustomConfig &&
OtherKey.OverrideStrings.SequenceEqual(OverrideStrings) &&
OtherKey.HotfixDir == HotfixDir &&
OtherKey.IncludePluginsForTargetType == IncludePluginsForTargetType;
}
/// <summary>
/// Returns a stable hash of this object
/// </summary>
/// <returns>Hash value for this object</returns>
public override int GetHashCode()
{
int Hash = 17;
Hash = (Hash * 31) + Type.GetHashCode();
Hash = (Hash * 31) + ((ProjectDir == null) ? 0 : ProjectDir.GetHashCode());
Hash = (Hash * 31) + Platform.GetHashCode();
Hash = (Hash * 31) + CustomConfig.GetHashCode();
foreach (string OverrideString in OverrideStrings)
{
Hash = (Hash * 31) + OverrideString.GetHashCode();
}
Hash = (Hash * 31) + ((HotfixDir == null) ? 0 : HotfixDir.GetHashCode());
Hash = (Hash * 31) + ((IncludePluginsForTargetType == null) ? 0 : IncludePluginsForTargetType.GetHashCode());
return Hash;
}
}
/// <summary>
/// Cache of individual config files
/// </summary>
static ConcurrentDictionary<FileReference, ConfigFile?> LocationToConfigFile = new ConcurrentDictionary<FileReference, ConfigFile?>();
/// <summary>
/// Cache of config hierarchies by project
/// </summary>
static ConcurrentDictionary<ConfigHierarchyKey, ConfigHierarchy> HierarchyKeyToHierarchy = new ConcurrentDictionary<ConfigHierarchyKey, ConfigHierarchy>();
/// <summary>
/// Cache of config fields by type
/// </summary>
static ConcurrentDictionary<Type, List<ConfigMember>> TypeToConfigMembers = new ConcurrentDictionary<Type, List<ConfigMember>>();
/// <summary>
/// Attempts to read a config file (or retrieve it from the cache)
/// </summary>
/// <param name="Location">Location of the file to read</param>
/// <param name="ConfigFile">On success, receives the parsed config file</param>
/// <returns>True if the file exists and was read, false otherwise</returns>
internal static bool TryReadFile(FileReference Location, [NotNullWhen(true)] out ConfigFile? ConfigFile)
{
ConfigFile = LocationToConfigFile.GetOrAdd(Location, _ =>
{
if (FileReference.Exists(Location))
{
return new ConfigFile(Location);
}
// Note: it's important to keep the null value here so we don't keep checking for files that don't exist
return null;
});
return ConfigFile != null;
}
/// <summary>
/// Reads a config hierarchy (or retrieve it from the cache)
/// </summary>
/// <param name="Type">The type of hierarchy to read</param>
/// <param name="ProjectDir">The project directory to read the hierarchy for</param>
/// <param name="Platform">Which platform to read platform-specific config files for</param>
/// <param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
/// <param name="CustomArgs">Optional list of command line arguments added to the existing command line arguments</param>
/// <param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
/// <param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
/// <returns>The requested config hierarchy</returns>
public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, string CustomConfig = "", string[]? CustomArgs = null, DirectoryReference? HotfixDir = null, TargetType? IncludePluginsForTargetType = null)
{
CommandLineArguments CombinedArgs;
if (CustomArgs != null)
{
List<string> CommandLineArgs = new List<string>(Environment.GetCommandLineArgs());
foreach (string CustomArg in CustomArgs)
{
if (CustomArg.StartsWith("-", StringComparison.InvariantCultureIgnoreCase))
{
CommandLineArgs.Add(CustomArg);
}
else
{
CommandLineArgs.Add("-" + CustomArg);
}
}
CombinedArgs = new CommandLineArguments(CommandLineArgs.ToArray());
}
else
{
CombinedArgs = new CommandLineArguments(Environment.GetCommandLineArgs());
}
return ReadHierarchy(Type, ProjectDir, Platform, CustomConfig, CombinedArgs, HotfixDir, IncludePluginsForTargetType);
}
/// <summary>
/// Reads a config hierarchy (or retrieve it from the cache)
/// </summary>
/// <param name="Type">The type of hierarchy to read</param>
/// <param name="ProjectDir">The project directory to read the hierarchy for</param>
/// <param name="Platform">Which platform to read platform-specific config files for</param>
/// <param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
/// <param name="CmdLineArgs">The command line arguments to parse</param>
/// <param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
/// <param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
/// <returns>The requested config hierarchy</returns>
public static ConfigHierarchy ReadHierarchy(ConfigHierarchyType Type, DirectoryReference? ProjectDir, UnrealTargetPlatform Platform,
string CustomConfig, CommandLineArguments CmdLineArgs, DirectoryReference? HotfixDir = null, TargetType? IncludePluginsForTargetType = null)
{
// Handle command line overrides
List<string> OverrideStrings = new List<string>();
string IniConfigArgPrefix = "-ini:" + Enum.GetName(typeof(ConfigHierarchyType), Type) + ":";
string CustomConfigPrefix = "-CustomConfig=";
bool bDumpIniLoads = false;
foreach (string CmdLineArg in CmdLineArgs)
{
if (CmdLineArg.StartsWith(IniConfigArgPrefix, StringComparison.InvariantCultureIgnoreCase))
{
OverrideStrings.Add(CmdLineArg.Substring(IniConfigArgPrefix.Length));
}
if (CmdLineArg.StartsWith(CustomConfigPrefix, StringComparison.InvariantCultureIgnoreCase))
{
CustomConfig = CmdLineArg.Substring(CustomConfigPrefix.Length);
}
if (CmdLineArg.Equals("-dumpiniloads", StringComparison.InvariantCultureIgnoreCase))
{
bDumpIniLoads = true;
}
}
CustomConfig ??= String.Empty;
// Get the key to use for the cache. It cannot be null, so we use the engine directory if a project directory is not given.
ConfigHierarchyKey Key = new ConfigHierarchyKey(Type, ProjectDir, Platform, CustomConfig, OverrideStrings, HotfixDir, IncludePluginsForTargetType);
ILogger Logger = NullLogger.Instance;
if (bDumpIniLoads)
{
Logger = Log.Logger;
}
// Try to get the cached hierarchy with this key
Logger.LogInformation($"Requested Hierarchy: {Type},{ProjectDir},{Platform},{CustomConfig}");
return HierarchyKeyToHierarchy.GetOrAdd(Key, _ =>
{
// Find all the input files
List<ConfigFile> Files = new List<ConfigFile>();
foreach (FileReference IniFileName in ConfigHierarchy.EnumerateConfigFileLocations(Type, ProjectDir, Platform, CustomConfig, IncludePluginsForTargetType))
{
ConfigFile? File;
Logger.LogInformation($"Trying to load: {IniFileName}");
if (TryReadFile(IniFileName, out File))
{
Logger.LogInformation($" Found!");
Files.Add(File);
}
if (HotfixDir != null)
{
FileReference HotfixFile = FileReference.Combine(HotfixDir, IniFileName.GetFileName());
if (TryReadFile(HotfixFile, out File))
{
Logger.LogInformation($" Hotfixed with '{HotfixFile}'");
Files.Add(File);
}
}
}
foreach (string OverrideString in OverrideStrings)
{
ConfigFile OverrideFile = new ConfigFile(OverrideString);
Files.Add(OverrideFile);
Logger.LogInformation($"Trying to load override: {OverrideFile}");
}
// Create the hierarchy
return new ConfigHierarchy(Files);
});
}
/// <summary>
/// Gets a list of ConfigFields for the given type
/// </summary>
/// <param name="TargetObjectType">Type to get configurable fields for</param>
/// <returns>List of config fields for the given type</returns>
static List<ConfigMember> FindConfigMembersForType(Type TargetObjectType)
{
return TypeToConfigMembers.GetOrAdd(TargetObjectType, _ =>
{
List<ConfigMember> Members = new List<ConfigMember>();
if (TargetObjectType.BaseType != null)
{
Members.AddRange(FindConfigMembersForType(TargetObjectType.BaseType));
}
foreach (FieldInfo FieldInfo in TargetObjectType.GetFields(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
ProcessConfigTypeMember<FieldInfo>(TargetObjectType, FieldInfo, Members, (FieldInfo, Attribute) => new ConfigField(FieldInfo, Attribute));
}
foreach (PropertyInfo PropertyInfo in TargetObjectType.GetProperties(BindingFlags.Instance | BindingFlags.GetField | BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
ProcessConfigTypeMember<PropertyInfo>(TargetObjectType, PropertyInfo, Members, (PropertyInfo, Attribute) => new ConfigProperty(PropertyInfo, Attribute));
}
return Members;
});
}
static void ProcessConfigTypeMember<MEMBER>(Type TargetType, MEMBER MemberInfo, List<ConfigMember> Members, Func<MEMBER, ConfigFileAttribute, ConfigMember> CreateConfigMember)
where MEMBER : System.Reflection.MemberInfo
{
IEnumerable<ConfigFileAttribute> Attributes = MemberInfo.GetCustomAttributes<ConfigFileAttribute>();
foreach (ConfigFileAttribute Attribute in Attributes)
{
// Copy the field
ConfigMember Setter = CreateConfigMember(MemberInfo, Attribute);
// Check if the field type implements ICollection<>. If so, we can take multiple values.
foreach (Type InterfaceType in Setter.Type.GetInterfaces())
{
if (InterfaceType.IsGenericType && InterfaceType.GetGenericTypeDefinition() == typeof(ICollection<>))
{
MethodInfo MethodInfo = InterfaceType.GetRuntimeMethod("Add", new Type[] { InterfaceType.GenericTypeArguments[0] })!;
Setter.AddElement = (Target, Value) => { MethodInfo.Invoke(Setter.GetValue(Target), new object?[] { Value }); };
Setter.ElementType = InterfaceType.GenericTypeArguments[0];
break;
}
}
// Add it to the output list
Members.Add(Setter);
}
}
/// <summary>
/// Read config settings for the given object
/// </summary>
/// <param name="ProjectDir">Path to the project directory</param>
/// <param name="Platform">The platform being built</param>
/// <param name="TargetObject">Object to receive the settings</param>
/// <param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
public static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, string CustomConfig = "")
{
ReadSettings(ProjectDir, Platform, TargetObject, null, null, CustomConfig);
}
/// <summary>
/// Read config settings for the given object
/// </summary>
/// <param name="ProjectDir">Path to the project directory</param>
/// <param name="Platform">The platform being built</param>
/// <param name="TargetObject">Object to receive the settings</param>
/// <param name="ConfigValues">Will be populated with config values that were retrieved. May be null.</param>
/// <param name="CmdLineArgs">Command line arguments, if null the application's command line arguments will be used</param>
/// <param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
internal static void ReadSettings(DirectoryReference? ProjectDir, UnrealTargetPlatform Platform, object TargetObject, Dictionary<ConfigDependencyKey, IReadOnlyList<string>?>? ConfigValues, CommandLineArguments? CmdLineArgs, string CustomConfig = "")
{
List<ConfigMember> Members = FindConfigMembersForType(TargetObject.GetType());
foreach (ConfigMember Member in Members)
{
// Read the hierarchy listed
ConfigHierarchy Hierarchy;
if (CmdLineArgs == null)
{
Hierarchy = ReadHierarchy(Member.Attribute.ConfigType, ProjectDir, Platform, CustomConfig);
}
else
{
Hierarchy = ReadHierarchy(Member.Attribute.ConfigType, ProjectDir, Platform, CustomConfig, CmdLineArgs);
}
// Get the key name
string KeyName = Member.Attribute.KeyName ?? Member.MemberInfo.Name;
// Get the value(s) associated with this key
IReadOnlyList<string>? Values;
Hierarchy.TryGetValues(Member.Attribute.SectionName, KeyName, out Values);
// Parse the values from the config files and update the target object
if (Member.AddElement == null)
{
if (Values != null && Values.Count == 1)
{
object? Value;
if (TryParseValue(Values[0], Member.Type, out Value))
{
Member.SetValue(TargetObject, Value);
}
}
}
else
{
if (Values != null)
{
foreach (string Item in Values)
{
object? Value;
if (TryParseValue(Item, Member.ElementType!, out Value))
{
Member.AddElement(TargetObject, Value);
}
}
}
}
// Save the dependency
if (ConfigValues != null)
{
ConfigDependencyKey Key = new ConfigDependencyKey(Member.Attribute.ConfigType, ProjectDir, Platform, Member.Attribute.SectionName, KeyName);
ConfigValues[Key] = Values;
}
}
}
/// <summary>
/// Attempts to parse the given text into an object which matches a specific field type
/// </summary>
/// <param name="Text">The text to parse</param>
/// <param name="FieldType">The type of field to parse</param>
/// <param name="Value">If successful, a value of type 'FieldType'</param>
/// <returns>True if the value could be parsed, false otherwise</returns>
public static bool TryParseValue(string Text, Type FieldType, out object? Value)
{
if (FieldType == typeof(string))
{
Value = Text;
return true;
}
else if (FieldType == typeof(bool))
{
bool BoolValue;
if (ConfigHierarchy.TryParse(Text, out BoolValue))
{
Value = BoolValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(int))
{
int IntValue;
if (ConfigHierarchy.TryParse(Text, out IntValue))
{
Value = IntValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(float))
{
float FloatValue;
if (ConfigHierarchy.TryParse(Text, out FloatValue))
{
Value = FloatValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(double))
{
double DoubleValue;
if (ConfigHierarchy.TryParse(Text, out DoubleValue))
{
Value = DoubleValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType == typeof(Guid))
{
Guid GuidValue;
if (ConfigHierarchy.TryParse(Text, out GuidValue))
{
Value = GuidValue;
return true;
}
else
{
Value = null;
return false;
}
}
else if (FieldType.IsEnum)
{
try
{
Value = Enum.Parse(FieldType, Text);
return true;
}
catch
{
Value = null;
return false;
}
}
else if (FieldType.GetGenericTypeDefinition() == typeof(Nullable<>))
{
return TryParseValue(Text, FieldType.GetGenericArguments()[0], out Value);
}
else
{
throw new Exception("Unsupported type for [ConfigFile] attribute");
}
}
#region Updating Default Config file support
/// <summary>
/// Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini)
/// </summary>
/// <param name="ConfigType">Game, Engine, etc</param>
/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
public static FileReference GetDefaultConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir)
{
return FileReference.Combine(ProjectDir, "Config", $"Default{ConfigType}.ini");
}
/// <summary>
/// Calculates the path to where the project's platform specific config of the type given (ie DefaultEngine.ini)
/// </summary>
/// <param name="ConfigType">Game, Engine, etc</param>
/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
/// <param name="Platform">Platform name</param>
public static FileReference GetPlatformConfigFileReference(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, string Platform)
{
return FileReference.Combine(ProjectDir, "Platforms", Platform, "Config", $"{Platform}{ConfigType}.ini");
}
/// <summary>
/// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
/// </summary>
/// <param name="ConfigType">Game, Engine, etc</param>
/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
/// <param name="UpdateType">How to modify the secion</param>
/// <param name="Section">Name of the section with the Key in it</param>
/// <param name="Key">Key to update</param>
/// <param name="Value">Value to write for te Key</param>
/// <param name="Logger">Logger for output</param>
/// <returns></returns>
public static bool WriteSettingToDefaultConfig(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
FileReference DefaultConfigFile = GetDefaultConfigFileReference(ConfigType, ProjectDir);
return WriteSettingToConfigFile(DefaultConfigFile, UpdateType, Section, Key, Value, Logger);
}
/// <summary>
/// Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
/// </summary>
/// <param name="ConfigType">Game, Engine, etc</param>
/// <param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
/// <param name="Platform">Platform name. Must have a directory under projects Platforms subdirectory</param>
/// <param name="UpdateType">How to modify the secion</param>
/// <param name="Section">Name of the section with the Key in it</param>
/// <param name="Key">Key to update</param>
/// <param name="Value">Value to write for te Key</param>
/// <param name="Logger">Logger for output</param>
/// <returns></returns>
public static bool WriteSettingToPlatformConfigFile(ConfigHierarchyType ConfigType, DirectoryReference ProjectDir, string Platform, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
FileReference PlatformConfigFile = GetPlatformConfigFileReference(ConfigType, ProjectDir, Platform);
return WriteSettingToConfigFile(PlatformConfigFile, UpdateType, Section, Key, Value, Logger);
}
/// <summary>
/// Updates a section in config file, and will write it out. If the file is not writable, p4 can attempt to check it out.
/// </summary>
/// <param name="ConfigFile">Config file (.ini) name</param>
/// <param name="UpdateType">How to modify the secion</param>
/// <param name="Section">Name of the section with the Key in it</param>
/// <param name="Key">Key to update</param>
/// <param name="Value">Value to write for te Key</param>
/// <param name="Logger">Logger for output</param>
/// <returns></returns>
public static bool WriteSettingToConfigFile(FileReference ConfigFile, ConfigDefaultUpdateType UpdateType, string Section, string Key, string Value, ILogger Logger)
{
if (!FileReference.Exists(ConfigFile))
{
Logger.LogWarning("Failed to find config file '{DefaultConfigFile}' to update", ConfigFile);
return false;
}
if (File.GetAttributes(ConfigFile.FullName).HasFlag(FileAttributes.ReadOnly))
{
Logger.LogWarning("Config file '{ConfigFile}' is read-only, unable to write setting {Key}", ConfigFile.FullName, Key);
return false;
}
// generate the section header
string SectionString = $"[{Section}]";
// genrate the line we are going to write to the config
string KeyWithEquals = $"{Key}=";
string LineToWrite = (UpdateType == ConfigDefaultUpdateType.AddArrayEntry ? "+" : "");
LineToWrite += KeyWithEquals + Value;
// read in all the lines so we can insert or replace one
List<string> Lines = File.ReadAllLines(ConfigFile.FullName).ToList();
// look for the section
int SectionIndex = -1;
for (int Index = 0; Index < Lines.Count; Index++)
{
if (Lines[Index].Trim().Equals(SectionString, StringComparison.InvariantCultureIgnoreCase))
{
SectionIndex = Index;
break;
}
}
// if section not found, just append to the end
if (SectionIndex == -1)
{
Lines.Add(SectionString);
Lines.Add(LineToWrite);
File.WriteAllLines(ConfigFile.FullName, Lines);
return true;
}
// find the last line in the section with the prefix
int LastIndexOfPrefix = -1;
int NextSectionIndex = -1;
for (int Index = SectionIndex + 1; Index < Lines.Count; Index++)
{
string Line = Lines[Index];
if (Line.StartsWith('+') || Line.StartsWith('-') || Line.StartsWith('.') || Line.StartsWith('!'))
{
Line = Line.Substring(1);
}
// look for last array entry in case of multiples (or the only line for non-array type)
if (Line.StartsWith(KeyWithEquals, StringComparison.InvariantCultureIgnoreCase))
{
LastIndexOfPrefix = Index;
}
else if (Lines[Index].StartsWith("["))
{
NextSectionIndex = Index;
// we found another section, so break out
break;
}
}
// now we know enough to either insert or replace a line
// if we never found the key, we will insert at the end of the section
if (LastIndexOfPrefix == -1)
{
// if we didn't find a next section, thjen we will insert at the end of the file
if (NextSectionIndex == -1)
{
NextSectionIndex = Lines.Count;
}
// move past blank lines between sections
while (String.IsNullOrWhiteSpace(Lines[NextSectionIndex - 1]))
{
NextSectionIndex--;
}
// insert before the next section (or end of file)
Lines.Insert(NextSectionIndex, LineToWrite);
}
// otherwise, insert after, or replace, a line, depending on type
else
{
if (UpdateType == ConfigDefaultUpdateType.AddArrayEntry)
{
Lines.Insert(LastIndexOfPrefix + 1, LineToWrite);
}
else
{
Lines[LastIndexOfPrefix] = LineToWrite;
}
}
// now the lines are updated, we can overwrite the file
File.WriteAllLines(ConfigFile.FullName, Lines);
return true;
}
/// <summary>
/// Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk
/// but existing ones will still be valid with old values
/// </summary>
public static void InvalidateCaches()
{
lock (LocationToConfigFile)
{
LocationToConfigFile.Clear();
}
lock (HierarchyKeyToHierarchy)
{
HierarchyKeyToHierarchy.Clear();
}
}
#endregion
}
}