Пример #1
0
 /// <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);
     }
 }
Пример #2
0
        /// <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);
                    }
                }
            }
        }
Пример #3
0
        /// <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);
        }