EM_Task/AssetRegistry/Private/PathTree.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

274 lines
8.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PathTree.h"
#include <UObject/NameTypes.h>
bool FPathTree::CachePath(FName Path, TFunctionRef<void(FName)> OnPathAdded)
{
if (Path.IsNone())
{
return false;
}
if (ParentPathToChildPaths.Contains(Path))
{
// Already cached - nothing more to do
return false;
}
FString PathStr = Path.ToString();
check(PathStr.Len() >= 2); // Must be at least "/A"
check(PathStr[0] == '/'); // Must start with a "/"
// 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
if (PathStr[PathStr.Len() - 1] == '/')
{
PathStr.RemoveAt(PathStr.Len() - 1, 1, /*bAllowShrinking*/ false);
Path = *PathStr;
if (ParentPathToChildPaths.Contains(Path))
{
// Already cached - nothing more to do
return false;
}
}
FName LastPath;
// Ensure an entry for the root of the path
{
static const FName PathRoot = "/";
if (!ParentPathToChildPaths.Contains(PathRoot))
{
ParentPathToChildPaths.Add(PathRoot);
}
LastPath = PathRoot;
}
// Walk each part of the path, adding known path entries if required
// This manipulates PathStr in-place to avoid making any string copies
TCHAR* PathCharPtr = &PathStr[1]; // Skip over the first / when scanning
for (;;)
{
const TCHAR PathChar = *PathCharPtr;
if (PathChar == '/' || PathChar == 0)
{
// We've found a path separator (or the end of the string), so process this part of the path
(*PathCharPtr) = 0; // Null terminate this part of the string so we can create an FName from it
const FName CurrentPath = *PathStr;
(*PathCharPtr) = PathChar; // Restore the original character now
check(!CurrentPath.IsNone()); // Path parts cannot be empty
check(*(PathCharPtr - 1) != '/'); // The previous character cannot be a /, as that would suggest a malformed path such as "/Game//MyAsset"
bool bAddedPath = false;
if (!ParentPathToChildPaths.Contains(CurrentPath))
{
ParentPathToChildPaths.Add(CurrentPath);
bAddedPath = true;
}
if (!LastPath.IsNone())
{
// Add us as a known child of our parent path
TSet<FName>& ChildPaths = ParentPathToChildPaths.FindChecked(LastPath);
ChildPaths.Add(CurrentPath);
// Make sure we know how to find our parent again later on
ChildPathToParentPath.Add(CurrentPath, LastPath);
}
if (bAddedPath)
{
OnPathAdded(CurrentPath);
}
LastPath = CurrentPath;
}
if (PathChar == 0)
{
// End of the string
break;
}
++PathCharPtr;
}
return true;
}
bool FPathTree::RemovePath(FName Path, TFunctionRef<void(FName)> OnPathRemoved)
{
if (Path.IsNone())
{
return false;
}
if (!ParentPathToChildPaths.Contains(Path))
{
// 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, 1, /*bAllowShrinking*/ false);
Path = *PathStr;
if (!ParentPathToChildPaths.Contains(Path))
{
// Doesn't exist - nothing more to do
return false;
}
}
else
{
// Doesn't exist - nothing more to do
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.FindChecked(*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, 1, /*bAllowShrinking*/ false);
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;
}
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 allocations until we know we need them
FNameBuilder BasePathStr(BasePath);
if (BasePathStr.LastChar() == TEXT('/'))
{
BasePathStr.RemoveSuffix(1);
BasePath = *BasePathStr;
ChildPathsPtr = ParentPathToChildPaths.Find(BasePath);
if (!ChildPathsPtr)
{
return false;
}
}
else
{
return false;
}
}
for (const FName& ChildPath: *ChildPathsPtr)
{
check(ParentPathToChildPaths.Contains(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;
}