Files
FlaxEngine/Source/Editor/ProjectInfo.cs
2022-01-14 13:31:12 +01:00

222 lines
7.2 KiB
C#

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using System.Collections.Generic;
using FlaxEngine;
using Newtonsoft.Json;
namespace FlaxEditor
{
/// <summary>
/// Contains information about Flax project.
/// </summary>
public sealed class ProjectInfo
{
private static List<ProjectInfo> _projectsCache;
/// <summary>
/// The project reference.
/// </summary>
public class Reference
{
/// <summary>
/// The referenced project name.
/// </summary>
public string Name;
/// <summary>
/// The referenced project.
/// </summary>
[NonSerialized]
public ProjectInfo Project;
/// <inheritdoc />
public override string ToString()
{
return Name;
}
}
/// <summary>
/// The project name.
/// </summary>
public string Name;
/// <summary>
/// The project file path.
/// </summary>
[NonSerialized]
public string ProjectPath;
/// <summary>
/// The project root folder path.
/// </summary>
[NonSerialized]
public string ProjectFolderPath;
/// <summary>
/// The project version.
/// </summary>
public Version Version;
/// <summary>
/// The project publisher company.
/// </summary>
public string Company = string.Empty;
/// <summary>
/// The project copyright note.
/// </summary>
public string Copyright = string.Empty;
/// <summary>
/// The name of the build target to use for the game building (final, cooked game code).
/// </summary>
public string GameTarget;
/// <summary>
/// The name of the build target to use for the game in editor building (editor game code).
/// </summary>
public string EditorTarget;
/// <summary>
/// The project references.
/// </summary>
public Reference[] References = new Reference[0];
/// <summary>
/// The default scene asset identifier to open on project startup.
/// </summary>
public string DefaultScene;
/// <summary>
/// The default scene spawn point (position and view direction).
/// </summary>
public Ray DefaultSceneSpawn;
/// <summary>
/// The minimum version supported by this project.
/// </summary>
public Version MinEngineVersion;
/// <summary>
/// The user-friendly nickname of the engine installation to use when opening the project. Can be used to open game project with a custom engine distributed for team members. This value must be the same in engine and game projects to be paired.
/// </summary>
public string EngineNickname;
/// <summary>
/// Gets all projects including this project, it's references and their references (any deep level of references).
/// </summary>
/// <returns>The collection of projects.</returns>
public HashSet<ProjectInfo> GetAllProjects()
{
var result = new HashSet<ProjectInfo>();
GetAllProjects(result);
return result;
}
private void GetAllProjects(HashSet<ProjectInfo> result)
{
result.Add(this);
foreach (var reference in References)
reference.Project.GetAllProjects(result);
}
/// <summary>
/// Saves the project file.
/// </summary>
public void Save()
{
var contents = FlaxEngine.Json.JsonSerializer.Serialize(this);
File.WriteAllText(ProjectPath, contents);
}
/// <summary>
/// Loads the project from the specified file.
/// </summary>
/// <param name="path">The path.</param>
/// <returns>The loaded project.</returns>
public static ProjectInfo Load(string path)
{
// Try to reuse loaded file
path = StringUtils.RemovePathRelativeParts(path);
if (_projectsCache == null)
_projectsCache = new List<ProjectInfo>();
for (int i = 0; i < _projectsCache.Count; i++)
{
if (_projectsCache[i].ProjectPath == path)
return _projectsCache[i];
}
Profiler.BeginEvent(path);
try
{
// Load
var contents = File.ReadAllText(path);
var project = JsonConvert.DeserializeObject<ProjectInfo>(contents);
project.ProjectPath = path;
project.ProjectFolderPath = StringUtils.NormalizePath(Path.GetDirectoryName(path));
// Process project data
if (string.IsNullOrEmpty(project.Name))
throw new Exception("Missing project name.");
if (project.Version == null)
project.Version = new Version(1, 0);
if (project.Version.Revision == 0)
project.Version = new Version(project.Version.Major, project.Version.Minor, project.Version.Build);
if (project.Version.Build == 0 && project.Version.Revision == -1)
project.Version = new Version(project.Version.Major, project.Version.Minor);
foreach (var reference in project.References)
{
string referencePath;
if (reference.Name.StartsWith("$(EnginePath)"))
{
// Relative to engine root
referencePath = Path.Combine(Globals.StartupFolder, reference.Name.Substring(14));
}
else if (reference.Name.StartsWith("$(ProjectPath)"))
{
// Relative to project root
referencePath = Path.Combine(project.ProjectFolderPath, reference.Name.Substring(15));
}
else if (Path.IsPathRooted(reference.Name))
{
// Relative to workspace
referencePath = Path.Combine(Environment.CurrentDirectory, reference.Name);
}
else
{
// Absolute
referencePath = reference.Name;
}
// Load referenced project
reference.Project = Load(referencePath);
}
// Project loaded
Editor.Log($"Loaded project {project.Name}, version {project.Version}");
_projectsCache.Add(project);
return project;
}
catch
{
// Failed to load project
Editor.LogError("Failed to load project \"" + path + "\".");
throw;
}
finally
{
Profiler.EndEvent();
}
}
/// <inheritdoc />
public override string ToString()
{
return $"{Name} ({ProjectPath})";
}
}
}