Files
UnrealEngine/Engine/Source/Runtime/AssetRegistry/Private/PathTree.cpp
2025-05-18 13:04:45 +08:00

248 lines
6.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetRegistry/PathTree.h"
#include "Misc/PathViews.h"
#include "Misc/ReverseIterate.h"
#include "UObject/NameTypes.h"
FPathTree::FPathTree()
{
// Ensure an entry for the root of the path
static const FName PathRoot = "/";
ParentPathToChildPaths.FindOrAdd(PathRoot, {});
}
void FPathTree::EnsureAdditionalCapacity(int32 NumNewPaths)
{
ParentPathToChildPaths.Reserve(ParentPathToChildPaths.Num() + NumNewPaths);
ChildPathToParentPath.Reserve(ChildPathToParentPath.Num() + NumNewPaths);
}
bool FPathTree::CachePath(FName InPath, TFunctionRef<void(FName)> OnPathAdded)
{
if (InPath.IsNone())
{
return false;
}
if (ParentPathToChildPaths.Contains(InPath))
{
// Already cached - nothing more to do
return false;
}
TStringBuilder<FName::StringBufferSize> PathBuffer(InPlace, InPath);
FStringView PathView = PathBuffer.ToView();
check(PathView.Len() >= 2); // Must be at least "/A"
check(PathView [0] == '/'); // Must start with a "/"
check(PathView[PathView.Len() - 1] != '/'); // Must not contain trailing slash
static const FName Root("/");
TArray<FName, TInlineAllocator<16>> NewPaths;
NewPaths.Add(InPath);
ParentPathToChildPaths.FindOrAdd(InPath, {}); // Add this new path with no children
FName LastPath = InPath;
// Walk backwards through the string until we encounter a path we've already created
FPathViews::IterateAncestors(PathView, [this, &NewPaths, &LastPath, PathView](FStringView InAncestor) {
if (InAncestor == PathView)
{
// Initial input path was already handled
return true;
}
FName ParentPath = InAncestor.IsEmpty() ? Root : FName(InAncestor);
ChildPathToParentPath.FindOrAdd(LastPath, ParentPath);
uint32 Hash = GetTypeHash(ParentPath);
TSet<FName>* Children = ParentPathToChildPaths.FindByHash(Hash, ParentPath);
if (Children)
{
// Parent path already existed in tree, no need to continue looking at parents
Children->Add(LastPath);
return false;
}
else
{
ParentPathToChildPaths.AddByHash(Hash, ParentPath).Add(LastPath);
NewPaths.Add(ParentPath);
LastPath = ParentPath;
return true;
}
});
// Notify caller of each path created in order from root to leaf
for (FName NewPath : ReverseIterate(NewPaths))
{
OnPathAdded(NewPath);
}
return true;
}
bool FPathTree::RemovePath(FName Path, TFunctionRef<void(FName)> OnPathRemoved)
{
if (Path.IsNone())
{
return false;
}
TSet<FName>* Children = ParentPathToChildPaths.Find(Path);
if (!Children)
{
TStringBuilder<FName::StringBufferSize> PathString(InPlace, Path);
checkf(!PathString.ToView().EndsWith(TEXT("/")), TEXT("Path tree arguments should not have trailing slashes: %s"), *PathString);
return false;
}
// We also need to gather up and remove any children of this path
TSet<FName> SubPathsToRemove;
GetSubPaths(Path, SubPathsToRemove, /*bRecurse=*/true);
// Sort the sub-paths by length, longest -> shortest, so that children are notified before their parents
SubPathsToRemove.Sort([](FName SubPathOne, FName SubPathTwo)
{
return SubPathOne.Compare(SubPathTwo) > 0;
});
// Simply remove sub-paths from both maps
for (const FName& SubPathToRemove : SubPathsToRemove)
{
ParentPathToChildPaths.Remove(SubPathToRemove);
ChildPathToParentPath.Remove(SubPathToRemove);
OnPathRemoved(SubPathToRemove);
}
// We also need to remove ourself from our parent list before removing ourself from the maps
{
const FName* ParentPathPtr = ChildPathToParentPath.Find(Path);
if (ParentPathPtr)
{
TSet<FName>* ChildPaths = ParentPathToChildPaths.Find(*ParentPathPtr);
ChildPaths->Remove(Path);
}
}
ParentPathToChildPaths.Remove(Path);
ChildPathToParentPath.Remove(Path);
OnPathRemoved(Path);
return true;
}
bool FPathTree::PathExists(FName Path) const
{
if (Path.IsNone())
{
return false;
}
const TSet<FName>* ChildPathsPtr = ParentPathToChildPaths.Find(Path);
if (!ChildPathsPtr)
{
// Paths are cached without their trailing slash, so if the given path has a trailing slash, test it again now as it may already be cached
// We do this after the initial map test as: a) Most paths are well formed, b) This avoids string allocations until we know we need them
FString PathStr = Path.ToString();
if (PathStr[PathStr.Len() - 1] == '/')
{
PathStr.RemoveAt(PathStr.Len() - 1, EAllowShrinking::No);
Path = *PathStr;
ChildPathsPtr = ParentPathToChildPaths.Find(Path);
}
}
return ChildPathsPtr != nullptr;
}
bool FPathTree::GetAllPaths(TSet<FName>& OutPaths) const
{
OutPaths.Reset();
EnumerateAllPaths([&OutPaths](FName Path)
{
OutPaths.Emplace(Path);
return true;
});
return OutPaths.Num() > 0;
}
void FPathTree::EnumerateAllPaths(TFunctionRef<bool(FName)> Callback) const
{
for (const auto& PathPair : ParentPathToChildPaths)
{
if (!Callback(PathPair.Key))
{
return;
}
}
}
bool FPathTree::GetSubPaths(FName BasePath, TSet<FName>& OutPaths, bool bRecurse) const
{
const int32 OutPathsOriginalNum = OutPaths.Num();
return EnumerateSubPaths(BasePath, [&OutPaths](FName Path)
{
OutPaths.Emplace(Path);
return true;
}, bRecurse) && OutPaths.Num() > OutPathsOriginalNum;
}
FName FPathTree::NormalizePackagePath(FName In)
{
FNameBuilder InStr(In);
if (InStr.Len() == 0 || InStr.LastChar() != TEXT('/'))
{
return In;
}
InStr.RemoveSuffix(1);
return FName(InStr);
}
bool FPathTree::EnumerateSubPaths(FName BasePath, TFunctionRef<bool(FName)> Callback, bool bRecurse) const
{
if (BasePath.IsNone())
{
return false;
}
const TSet<FName>* ChildPathsPtr = ParentPathToChildPaths.Find(BasePath);
if (!ChildPathsPtr)
{
// Paths are cached without their trailing slash, so if the given path has a trailing slash, test it again now as it may already be cached
// We do this after the initial map test as: a) Most paths are well formed, b) This avoids string tests until we know it's possibly needed
FName NormalizedBasePath = NormalizePackagePath(BasePath);
if (NormalizedBasePath != BasePath)
{
ChildPathsPtr = ParentPathToChildPaths.Find(NormalizedBasePath);
if (!ChildPathsPtr)
{
return false;
}
}
else
{
return false;
}
}
for (const FName& ChildPath : *ChildPathsPtr)
{
checkf(ParentPathToChildPaths.Find(ChildPath) != nullptr, TEXT("PathTree integrity failure, expected to contain %s"), *WriteToString<FName::StringBufferSize>(ChildPath)); // This failing is an integrity violation as this entry lists a child that we don't know about
if (!Callback(ChildPath))
{
return true;
}
if (bRecurse)
{
EnumerateSubPaths(ChildPath, Callback, /*bRecurse=*/true);
}
}
return true;
}