示例#1
0
void FDesktopPlatformLinux::EnumerateEngineInstallations(TMap<FString, FString> &OutInstallations)
{
	EnumerateLauncherEngineInstallations(OutInstallations);

	FString UProjectPath = FString(FPlatformProcess::ApplicationSettingsDir()) / "Unreal.uproject";
	FArchive* File = IFileManager::Get().CreateFileWriter(*UProjectPath, FILEWRITE_EvenIfReadOnly);
	if (File)
	{
		File->Close();
		delete File;
	}
	else
	{
	    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Unable to write to Settings Directory", TCHAR_TO_UTF8(*UProjectPath), NULL);
	}

	FConfigFile ConfigFile;
	FString ConfigPath = FString(FPlatformProcess::ApplicationSettingsDir()) / FString(TEXT("UnrealEngine")) / FString(TEXT("Install.ini"));
	ConfigFile.Read(ConfigPath);

	FConfigSection &Section = ConfigFile.FindOrAdd(TEXT("Installations"));

	// @todo: currently we can enumerate only this installation
	FString EngineDir = FPaths::EngineDir();

	FString EngineId;
	const FName* Key = Section.FindKey(EngineDir);
	if (Key)
	{
		EngineId = Key->ToString();
	}
	else
	{
		if (!OutInstallations.FindKey(EngineDir))
		{
			EngineId = FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
			Section.AddUnique(*EngineId, EngineDir);
			ConfigFile.Dirty = true;
		}
	}
	if (!EngineId.IsEmpty() && !OutInstallations.Find(EngineId))
	{
		OutInstallations.Add(EngineId, EngineDir);
	}

	ConfigFile.Write(ConfigPath);

	IFileManager::Get().Delete(*UProjectPath);
}