/// <summary> /// Finds all plugins in the specified base directory /// </summary> /// <param name="PluginsDirectory">Base directory to search. All subdirectories will be searched, except directories within other plugins.</param> /// <param name="LoadedFrom">Where we're loading these plugins from</param> /// <param name="Plugins">List of all of the plugins we found</param> public static void FindPluginsIn(string PluginsDirectory, PluginInfo.LoadedFromType LoadedFrom, ref List <PluginInfo> Plugins) { if (Directory.Exists(PluginsDirectory)) { FindPluginsRecursively(PluginsDirectory, LoadedFrom, ref Plugins); } }
/// <summary> /// Recursively locates all plugins in the specified folder, appending to the incoming list /// </summary> /// <param name="PluginsDirectory">Directory to search</param> /// <param name="LoadedFrom">Where we're loading these plugins from</param> /// <param name="Plugins">List of plugins found so far</param> private static void FindPluginsRecursively(string PluginsDirectory, PluginInfo.LoadedFromType LoadedFrom, ref List <PluginInfo> Plugins) { // NOTE: The logic in this function generally matches that of the C++ code for FindPluginsRecursively // in the core engine code. These routines should be kept in sync. // Each sub-directory is possibly a plugin. If we find that it contains a plugin, we won't recurse any // further -- you can't have plugins within plugins. If we didn't find a plugin, we'll keep recursing. var PluginsDirectoryInfo = new DirectoryInfo(PluginsDirectory); foreach (var PossiblePluginDirectory in PluginsDirectoryInfo.EnumerateDirectories()) { if (!UnrealBuildTool.IsPathIgnoredForBuild(PossiblePluginDirectory.FullName)) { // Do we have a plugin descriptor in this directory? bool bFoundPlugin = false; foreach (var PluginDescriptorFileName in Directory.GetFiles(PossiblePluginDirectory.FullName, "*" + PluginDescriptorFileExtension)) { // Found a plugin directory! No need to recurse any further, but make sure it's unique. if (!Plugins.Any(x => x.Directory == PossiblePluginDirectory.FullName)) { // Load the plugin info and keep track of it var PluginDescriptorFile = new FileInfo(PluginDescriptorFileName); var PluginInfo = LoadPluginDescriptor(PluginDescriptorFile, LoadedFrom); Plugins.Add(PluginInfo); bFoundPlugin = true; Log.TraceVerbose("Found plugin in: " + PluginInfo.Directory); } // No need to search for more plugins break; } if (!bFoundPlugin) { // Didn't find a plugin in this directory. Continue to look in subfolders. FindPluginsRecursively(PossiblePluginDirectory.FullName, LoadedFrom, ref Plugins); } } } }
/// <summary> /// Loads a plugin descriptor file and fills out a new PluginInfo structure. Throws an exception on failure. /// </summary> /// <param name="PluginFile">The path to the plugin file to load</param> /// <param name="LoadedFrom">Where the plugin was loaded from</param> /// <returns>New PluginInfo for the loaded descriptor.</returns> private static PluginInfo LoadPluginDescriptor(FileInfo PluginFileInfo, PluginInfo.LoadedFromType LoadedFrom) { // Load the file up (JSon format) Dictionary <string, object> PluginDescriptorDict; { string FileContent; using (var StreamReader = new StreamReader(PluginFileInfo.FullName)) { FileContent = StreamReader.ReadToEnd(); } // Parse the Json into a dictionary var CaseSensitiveJSonDict = fastJSON.JSON.Instance.ToObject <Dictionary <string, object> >(FileContent); // Convert to a case-insensitive dictionary, so that we can be more tolerant of hand-typed files PluginDescriptorDict = new Dictionary <string, object>(CaseSensitiveJSonDict, StringComparer.InvariantCultureIgnoreCase); } // File version check long PluginVersionNumber; { // Try to get the version of the plugin object PluginVersionObject; if (!PluginDescriptorDict.TryGetValue("FileVersion", out PluginVersionObject)) { if (!PluginDescriptorDict.TryGetValue("PluginFileVersion", out PluginVersionObject)) { throw new BuildException("Plugin descriptor file '{0}' does not contain a valid FileVersion entry", PluginFileInfo.FullName); } } if (!(PluginVersionObject is long)) { throw new BuildException("Unable to parse the version number of the plugin descriptor file '{0}'", PluginFileInfo.FullName); } PluginVersionNumber = (long)PluginVersionObject; if (PluginVersionNumber > LatestPluginDescriptorFileVersion) { throw new BuildException("Plugin descriptor file '{0}' appears to be in a newer version ({1}) of the file format that we can load (max version: {2}).", PluginFileInfo.FullName, PluginVersionNumber, LatestPluginDescriptorFileVersion); } // @todo plugin: Should we also test the engine version here? (we would need to load it from build.properties) } // NOTE: At this point, we can use PluginVersionNumber to handle backwards compatibility when loading the rest of the file! var PluginInfo = new PluginInfo(); PluginInfo.LoadedFrom = LoadedFrom; PluginInfo.Directory = PluginFileInfo.Directory.FullName; PluginInfo.Name = Path.GetFileName(PluginInfo.Directory); // Determine whether the plugin should be enabled by default object EnabledByDefaultObject; if (PluginDescriptorDict.TryGetValue("EnabledByDefault", out EnabledByDefaultObject) && (EnabledByDefaultObject is bool)) { PluginInfo.bEnabledByDefault = (bool)EnabledByDefaultObject; } // This plugin might have some modules that we need to know about. Let's take a look. { object ModulesObject; if (PluginDescriptorDict.TryGetValue("Modules", out ModulesObject)) { if (!(ModulesObject is Array)) { throw new BuildException("Found a 'Modules' entry in plugin descriptor file '{0}', but it doesn't appear to be in the array format that we were expecting.", PluginFileInfo.FullName); } var ModulesArray = (Array)ModulesObject; foreach (var ModuleObject in ModulesArray) { var ModuleDict = new Dictionary <string, object>((Dictionary <string, object>)ModuleObject, StringComparer.InvariantCultureIgnoreCase); var PluginModuleInfo = new PluginInfo.PluginModuleInfo(); // Module name { // All modules require a name to be set object ModuleNameObject; if (!ModuleDict.TryGetValue("Name", out ModuleNameObject)) { throw new BuildException("Found a 'Module' entry with a missing 'Name' field in plugin descriptor file '{0}'", PluginFileInfo.FullName); } string ModuleName = (string)ModuleNameObject; // @todo plugin: Locate this module right now and validate it? Repair case? PluginModuleInfo.Name = ModuleName; } // Module type { // Check to see if the user specified the module's type object ModuleTypeObject; if (!ModuleDict.TryGetValue("Type", out ModuleTypeObject)) { throw new BuildException("Found a Module entry '{0}' with a missing 'Type' field in plugin descriptor file '{1}'", PluginModuleInfo.Name, PluginFileInfo.FullName); } string ModuleTypeString = (string)ModuleTypeObject; // Check to see if this is a valid type bool FoundValidType = false; foreach (PluginInfo.PluginModuleType PossibleType in Enum.GetValues(typeof(PluginInfo.PluginModuleType))) { if (ModuleTypeString.Equals(PossibleType.ToString(), StringComparison.InvariantCultureIgnoreCase)) { FoundValidType = true; PluginModuleInfo.Type = PossibleType; break; } } if (!FoundValidType) { throw new BuildException("Module entry '{0}' specified an unrecognized module Type '{1}' in plugin descriptor file '{0}'", PluginModuleInfo.Name, ModuleTypeString, PluginFileInfo.FullName); } } // Supported platforms PluginModuleInfo.Platforms = new List <UnrealTargetPlatform>(); // look for white and blacklists object WhitelistObject, BlacklistObject; ModuleDict.TryGetValue("WhitelistPlatforms", out WhitelistObject); ModuleDict.TryGetValue("BlacklistPlatforms", out BlacklistObject); if (WhitelistObject != null && BlacklistObject != null) { throw new BuildException("Found a module '{0}' with both blacklist and whitelist platform lists in plugin file '{1}'", PluginModuleInfo.Name, PluginFileInfo.FullName); } // now process the whitelist if (WhitelistObject != null) { if (!(WhitelistObject is Array)) { throw new BuildException("Found a 'WhitelistPlatforms' entry in plugin descriptor file '{0}', but it doesn't appear to be in the array format that we were expecting.", PluginFileInfo.FullName); } // put the whitelist array directly into the plugin's modulelist ConvertPlatformArrayToList((Array)WhitelistObject, ref PluginModuleInfo.Platforms, PluginFileInfo.FullName); } // handle the blacklist (or lack of blacklist and whitelist which means all platforms) else { // start with all platforms supported foreach (UnrealTargetPlatform Platform in Enum.GetValues(typeof(UnrealTargetPlatform))) { PluginModuleInfo.Platforms.Add(Platform); } // if we want to disallow some platforms, then pull them out now if (BlacklistObject != null) { if (!(BlacklistObject is Array)) { throw new BuildException("Found a 'BlacklistPlatforms' entry in plugin descriptor file '{0}', but it doesn't appear to be in the array format that we were expecting.", PluginFileInfo.FullName); } // put the whitelist array directly into the plugin's modulelist List <UnrealTargetPlatform> Blacklist = new List <UnrealTargetPlatform>(); ConvertPlatformArrayToList((Array)BlacklistObject, ref Blacklist, PluginFileInfo.FullName); // now remove them from the module platform list foreach (UnrealTargetPlatform Platform in Blacklist) { PluginModuleInfo.Platforms.Remove(Platform); } } } object ModuleShouldBuild; if (ModuleDict.TryGetValue("bShouldBuild", out ModuleShouldBuild)) { PluginInfo.bShouldBuild = (Int64)ModuleShouldBuild == 1 ? true : false; } else { PluginInfo.bShouldBuild = true; } if (PluginInfo.bShouldBuild) { // add to list of modules PluginInfo.Modules.Add(PluginModuleInfo); } } } else { // Plugin contains no modules array. That's fine. } } return(PluginInfo); }