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glitchy-engine-beef/GlitchyEditor/src/Assets/AssetHierarchy.bf
T

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Beef

using GlitchyEngine;
using GlitchyEngine.Collections;
using GlitchyEngine.Renderer;
using System;
using System.Collections;
using System.IO;
using System.Linq;
using GlitchyEngine.Content;
using GlitchyEditor.Multithreading;
namespace GlitchyEditor.Assets;
class AssetHierarchy
{
FileSystemWatcher fsw ~ {
_.StopRaisingEvents();
delete _;
};
internal TreeNode<AssetNode> _assetRootNode = null ~ DeleteTreeAndChildren!(_);
internal TreeNode<AssetNode> _resourcesDirectoryNode = null;
internal TreeNode<AssetNode> _assetsDirectoryNode = null;
private append Dictionary<StringView, TreeNode<AssetNode>> _pathToAssetNode = .();
private append Dictionary<StringView, TreeNode<AssetNode>> _identifierToAssetNode = .();
private append Dictionary<AssetHandle, TreeNode<AssetNode>> _handleToAssetNode = .();
private append String _resourcesDirectory = .();
private append String _assetsDirectory = .();
private const float FileSystemDebounceSeconds = 0.5f;
private EditorContentManager _contentManager;
public TreeNode<AssetNode> RootNode => _assetRootNode;
public StringView ResourcesDirectory
{
get => _resourcesDirectory;
private set
{
_resourcesDirectory.Set(value);
Path.Fixup(_resourcesDirectory);
}
}
public StringView AssetsDirectory
{
get => _assetsDirectory;
private set
{
_assetsDirectory.Set(value);
Path.Fixup(_assetsDirectory);
}
}
public this(EditorContentManager contentManager)
{
_contentManager = contentManager;
// Create a root node that will contain all Asset directory nodes.
_assetRootNode = new TreeNode<AssetNode>(new AssetNode());
_assetRootNode->Path = new String();
_assetRootNode->Name = new String();
_assetRootNode->IsDirectory = true;
Log.EngineLogger.Trace($"Created root node");
}
public void DeletePathsBackground(Span<StringView> paths)
{
DeleteBackgroundTask deleteTask = new .(paths);
deleteTask.DeleteWhenEnded = true;
for (StringView path in paths)
{
Result<TreeNode<AssetNode>> nodeResult = GetNodeFromPath(path);
if (nodeResult case .Ok(TreeNode<AssetNode> assetNode))
{
StringView assetDescriptorPath = assetNode->AssetFile?.AssetConfigPath ?? "";
// If it exists, also try to delete the .ass file
if (File.Exists(assetDescriptorPath))
{
deleteTask.AddPath(assetDescriptorPath);
}
}
}
EditorApp.Instance.BackgroundTaskManager.StartBackgroundTask(deleteTask);
}
/// Deletes the file that belongs to the given assetNode
public void DeleteFile(AssetNode assetNode)
{
if (assetNode.IsDirectory)
{
if (Directory.DelTree(assetNode.Path) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't delete Directory ({error}).");
}
}
else
{
if (File.Delete(assetNode.Path) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't delete File \"{assetNode.Path}\" ({error}).");
}
}
StringView assetDescriptorPath = assetNode.AssetFile?.AssetConfigPath ?? "";
// If it exists, also try to delete the .ass file
if (File.Exists(assetDescriptorPath))
{
if (File.Delete(assetDescriptorPath) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't delete Asset descriptor file \"{assetDescriptorPath}\" ({error}).");
}
}
}
/// Renames the given assetNode to the specified name.
public void RenameFile(AssetNode assetNode, StringView fileName)
{
String directory = scope .();
if (Path.GetDirectoryPath(assetNode.Path, directory) case .Err)
{
Log.EngineLogger.Error($"Rename failed. Couldn't get directory for path \"{assetNode.Path}\".");
return;
}
String newName = scope .();
Path.Combine(newName, directory, fileName);
if (File.Move(assetNode.Path, newName) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't rename file from {assetNode.Path} to {newName} ({error}).");
}
// We don't need to rename the .ass file, because the filesystem watcher will handle this for us!
}
public Result<void> MoveFileToNode(StringView assetIdentifierToMove, TreeNode<AssetNode> newParentEntry)
{
TreeNode<AssetNode> fileToMove = GetNodeFromIdentifier(assetIdentifierToMove).GetValueOrDefault();
if (fileToMove == null)
{
Log.EngineLogger.Error($"Couldn't find asset node for asset {assetIdentifierToMove}");
return .Err;
}
String newPathName = scope .();
Path.Combine(newPathName, newParentEntry->Path, fileToMove->Name);
if (File.Exists(newPathName))
{
Log.EngineLogger.Error("Can't move file. Target already exists.");
return .Err;
}
if (fileToMove->IsDirectory)
{
if (Directory.Move(fileToMove->Path, newPathName) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't move directory from {fileToMove->Path} to {newPathName} ({error}).");
return .Err;
}
}
else
{
if (File.Move(fileToMove->Path, newPathName) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't move file from {fileToMove->Path} to {newPathName} ({error}).");
return .Err;
}
}
if (fileToMove->AssetFile != null)
{
if (File.Exists(fileToMove->AssetFile.AssetConfigPath))
{
String newConfigPathName = scope .(newPathName);
newConfigPathName.Append(AssetFile.ConfigFileExtension);
if (File.Move(fileToMove->AssetFile.AssetConfigPath, newConfigPathName) case .Err(let error))
{
Log.EngineLogger.Error($"Couldn't move asset description file from {fileToMove->AssetFile.AssetConfigPath} to {newConfigPathName} ({error}). Sorry :(");
return .Err;
}
}
}
return .Ok;
}
/// Sets path to the directory that contains the engine assets.
public void SetResourcesDirectory(StringView fileName)
{
ResourcesDirectory = fileName;
_resourcesDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
let handle = node->AssetFile?.AssetConfig?.AssetHandle;
if (handle != null)
_handleToAssetNode.Remove(handle.Value);
});
_assetRootNode.RemoveChild(_resourcesDirectoryNode);
DeleteTreeAndChildren!(_resourcesDirectoryNode);
_resourcesDirectoryNode = null;
if (!Directory.Exists(ResourcesDirectory))
{
Log.EngineLogger.Error($"Resources directory \"{ResourcesDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(ResourcesDirectory);
assetNode.Name = new String();
assetNode.Identifier = new AssetIdentifier("###resources");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_resourcesDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _resourcesDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _resourcesDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{ResourcesDirectory}\"");
// TODO: Watch resources folder?
//SetupResourcesFileSystemWatcher();
UpdateFiles();
}
/// Sets path to the directory that contains the game assets.
public void SetAssetsDirectory(StringView fileName)
{
if (AssetsDirectory == fileName)
return;
AssetsDirectory = fileName;
_assetsDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
let handle = node->AssetFile?.AssetConfig?.AssetHandle;
if (handle != null)
_handleToAssetNode.Remove(handle.Value);
});
_assetRootNode.RemoveChild(_assetsDirectoryNode);
DeleteTreeAndChildren!(_assetsDirectoryNode);
_assetsDirectoryNode = null;
if (!Directory.Exists(AssetsDirectory))
{
// TODO: This is not an error, if no project is loaded
Log.EngineLogger.Warning($"Assets directory \"{AssetsDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(AssetsDirectory);
assetNode.Name = new String();
assetNode.Identifier = new AssetIdentifier("###assets");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_assetsDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _assetsDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _assetsDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{AssetsDirectory}\"");
SetupFileSystemWatcher();
UpdateFiles();
}
private bool _fileTreeUpdateRequested = false;
private float _fileSystemDebounce;
/// Invokes the the file tree update on the mainthread.
private void DeferFileTreeUpdate()
{
_fileSystemDebounce = FileSystemDebounceSeconds;
if (!_fileTreeUpdateRequested)
{
_fileTreeUpdateRequested = true;
Application.Instance.InvokeOnMainThread(new () =>
{
_fileSystemDebounce -= Application.Instance.GameTime.DeltaTime;
if (_fileSystemDebounce > 0)
return false;
UpdateFiles();
_fileTreeUpdateRequested = false;
return true;
});
}
}
/// Initializes the FSW for the current ContentDirectory and registers the events.
private void SetupFileSystemWatcher()
{
delete fsw;
fsw = new FileSystemWatcher(_assetsDirectory);
fsw.IncludeSubdirectories = true;
fsw.OnChanged.Add(new (filename) => {
// Note: Gets fired for a directory if a file inside it is created/removed
Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
FileContentChanged(filename);
});
fsw.OnCreated.Add(new (filename) => {
Log.EngineLogger.Trace($"File created (\"{filename}\")");
DeferFileTreeUpdate();
});
fsw.OnDeleted.Add(new (filename) => {
Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
DeferFileTreeUpdate();
});
fsw.OnRenamed.Add(new (oldName, newName) => {
Log.EngineLogger.Trace($"File renamed (From \"{oldName}\" to \"{newName}\")");
FileRenamed(oldName, newName);
DeferFileTreeUpdate();
});
fsw.StartRaisingEvents();
}
/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromPath(StringView filePath)
{
if (_pathToAssetNode.TryGetValue(filePath, let treeNode))
{
return treeNode;
}
return .Err;
}
/// Gets the tree node for the given asset identifier or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromIdentifier(StringView identifier)
{
if (_identifierToAssetNode.TryGetValue(identifier, let treeNode))
{
return treeNode;
}
return .Err;
}
/// Gets the tree node for the given asset handle; or .Err, if no file exists with the given handle.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromAssetHandle(AssetHandle assetHandle)
{
if (_handleToAssetNode.TryGetValue(assetHandle, let treeNode))
{
return treeNode;
}
return .Err;
}
public bool FileExists(StringView filePath)
{
return _pathToAssetNode.ContainsKey(filePath);
}
/// Determines and set the Identifier for the given asset node.
private void DetermineIdentifier(TreeNode<AssetNode> assetNode)
{
String identifier = scope .();
// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
if (assetNode.IsInSubtree(_resourcesDirectoryNode))
{
Path.GetRelativePath(assetNode->Path, _resourcesDirectoryNode->Path, identifier);
identifier.Insert(0, AssetIdentifier.ResourcesPrefix);
}
else if (assetNode.IsInSubtree(_assetsDirectoryNode))
{
Path.GetRelativePath(assetNode->Path, _assetsDirectoryNode->Path, identifier);
identifier.Insert(0, AssetIdentifier.AssetsPrefix);
}
delete assetNode->Identifier;
assetNode->Identifier = new AssetIdentifier(identifier);
}
/// Scans the tree for orphaned nodes and removes them.
void RemoveOrphanedEntries(TreeNode<AssetNode> node)
{
for (TreeNode<AssetNode> child in node.Children)
{
if (!Directory.Exists(child->Path) && !File.Exists(child->Path))
{
Log.EngineLogger.Trace($"Removing orphaned node for: \"{child->Path}\"");
@child.Remove();
// Remove entire subtree from all maps
child.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
if (node->AssetFile != null)
{
_handleToAssetNode.Remove(node->AssetFile.AssetConfig.AssetHandle);
}
Log.EngineLogger.Trace($"Removed orphaned node from tree {node->Path} ({node->AssetFile?.AssetConfig.AssetHandle})");
});
DeleteTreeAndChildren!(child);
}
else
{
RemoveOrphanedEntries(child);
}
}
}
/// Rebuilds the asset file hierarchy.
private void UpdateFiles()
{
Log.EngineLogger.Trace($"Updating asset hierarchy");
// Cleanup entire tree first to avoid
RemoveOrphanedEntries(_assetRootNode);
/// Creates a TreeNode for the given file path.
/// @param fileName The name of the file/directory to add to the tree.
/// @param isDirectory If True, the Entry will be added as a directory
/// @param parentNode The node that is the parentNode in the tree
TreeNode<AssetNode> CreateTreeNode(String filePath, bool isDirectory, TreeNode<AssetNode> parentNode)
{
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(filePath);
assetNode.Name = new String();
assetNode.IsDirectory = isDirectory;
Path.GetFileName(filePath, assetNode.Name);
TreeNode<AssetNode> treeNode = parentNode.AddChild(assetNode);
DetermineIdentifier(treeNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
// Only files get AssetFile and AssetHandle
if (!isDirectory)
{
// TODO: Subassets -> Happens in processor!
//GrabSubAssets(node);
// TODO: Apparently directories were supposed to get an AssetFile? Makes sense, we wanted to have settings for directories, too!
treeNode->AssetFile = AssetFile.LoadOrCreateAssetFile(_contentManager, assetNode);
_handleToAssetNode.Add(assetNode.AssetFile.AssetConfig.AssetHandle, treeNode);
}
Log.EngineLogger.Trace($"Created {(isDirectory ? "directory" : "file")} node for: \"{assetNode.Path}\"");
return treeNode;
}
/// If necessary adds a tree node for the given file path. For Directories also adds files and subdirectories.
/// @param fileName The name of the file/directory to add to the tree.
/// @param isDirectory If True, the Entry will be added as a directory
/// @param parentNode The node that is the parentNode in the tree
void AddEntryToTree(String filePath, bool isDirectory, TreeNode<AssetNode> parentNode)
{
// Try to find the node for the specified path in the given parent
TreeNode<AssetNode> treeNode = parentNode.Children.Where(scope (node) => node.Value.Path == filePath).FirstOrDefault();
// If no node was found -> create one
if (treeNode == null)
treeNode = CreateTreeNode(filePath, isDirectory, parentNode);
if (isDirectory)
AddSubdirectoriesAndFilesToTree(treeNode);
}
/// Adds the subdirectories of the given directory to the tree
/// @param directoryNode The node of the directory whose subdirectories and files will be added.
void AddSubdirectoriesAndFilesToTree(TreeNode<AssetNode> directoryNode)
{
// Filter that finds all entries of a directory.
String filter = scope $"{directoryNode->Path}/*";
String filePathBuffer = scope String(256);
String fileExtensionBuffer = scope String(16);
for (var entry in Directory.Enumerate(filter, .Directories | .Files))
{
entry.GetFilePath(filePathBuffer..Clear());
filePathBuffer.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
if (!entry.IsDirectory)
{
// For files we have to check whether or not the file ends with .ass
fileExtensionBuffer.Clear();
Path.GetExtension(filePathBuffer, fileExtensionBuffer);
// Ignore meta files.
if (fileExtensionBuffer.Equals(AssetFile.ConfigFileExtension, .OrdinalIgnoreCase))
continue;
}
AddEntryToTree(filePathBuffer, entry.IsDirectory, directoryNode);
}
}
if (!AssetsDirectory.IsWhiteSpace)
AddSubdirectoriesAndFilesToTree(_assetsDirectoryNode);
if (!ResourcesDirectory.IsWhiteSpace)
AddSubdirectoriesAndFilesToTree(_resourcesDirectoryNode);
}
private void FileContentChanged(StringView fileName)
{
var fileName;
// Config files aren't really tracked but changing them effectively changes the corresponding file
// so we fire the event for them.
if (fileName.EndsWith(AssetFile.ConfigFileExtension))
fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
String fileNameWithContentRoot = scope .();
Path.Combine(fileNameWithContentRoot, _assetsDirectory, fileName);
var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{fileNameWithContentRoot}\"");
return;
}
// Don't fire event for directories.
if (node->IsDirectory)
return;
if (!(node->AssetFile?.UseNewAssetPipeline ?? false))
OnFileContentChanged(node.Value);
_fileSystemDebounce = FileSystemDebounceSeconds;
Application.Instance.InvokeOnMainThread(new () => {
_fileSystemDebounce -= Application.Instance.GameTime.DeltaTime;
if (_fileSystemDebounce > 0)
return false;
node->AssetFile?.CheckForReprocessing();
return true;
});
}
private void FileRenamed(StringView oldFilePath, StringView newFilePath)
{
var oldFilePath;
// Ignore Config files.
if (oldFilePath.EndsWith(AssetFile.ConfigFileExtension))
return;
String oldFileNameWithContentRoot = scope .();
Path.InternalCombine(oldFileNameWithContentRoot, _assetsDirectory, oldFilePath);
String newFileNameWithContentRoot = scope .();
Path.InternalCombine(newFileNameWithContentRoot, _assetsDirectory, newFilePath);
// Rename config file
{
String oldConfigFileName = scope $"{oldFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
String newConfigFileName = scope $"{newFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
if (File.Exists(oldConfigFileName) && !File.Exists(newConfigFileName))
{
// TODO: Actually Move, but it's a bit complicated to manage cases, where external programs move the original file and
// rename an new file to the original name. So just copy the config to retain it.
// I don't think there is a clean way to solve this.
if (File.Copy(oldConfigFileName, newConfigFileName) case .Err(let value))
{
Log.EngineLogger.Error($"Failed to move file {oldConfigFileName} to {newConfigFileName}. Code: {value}");
}
}
}
var nodeResult = GetNodeFromPath(oldFileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{oldFileNameWithContentRoot}\"");
return;
}
// Save the old identifier
String oldIdentifier = scope .(node->Identifier);
_pathToAssetNode.Remove(oldFileNameWithContentRoot);
_identifierToAssetNode.Remove(node->Identifier);
node->Path.Set(newFileNameWithContentRoot);
_pathToAssetNode.Add(node->Path, node);
// Updates node->Identifier
DetermineIdentifier(node);
_identifierToAssetNode.Add(node->Identifier, node);
node->Name.Clear();
Path.GetFileName(newFileNameWithContentRoot, node->Name);
// Directories have no AssetFile?
if (node->AssetFile != null)
{
node->Path.Set(newFilePath);
delete node->Identifier;
node->Identifier = new AssetIdentifier(newFilePath);
node->AssetFile.[Friend]_assetConfigPath.Set(node->Path);
node->AssetFile.[Friend]_assetConfigPath.Append(AssetFile.ConfigFileExtension);
}
// Fire renamed event (e.g. because EditorContentManager needs to know)
OnFileRenamed(node.Value, oldIdentifier);
}
public delegate void FileContentChangedFunc(AssetNode node);
public Event<FileContentChangedFunc> OnFileContentChanged ~ _.Dispose();
public delegate void FileRenamedFunc(AssetNode node, StringView oldName);
public Event<FileRenamedFunc> OnFileRenamed ~ _.Dispose();
public enum CopyError
{
TargetDirectoryIsNotDirectory,
SourceDoesntExist,
TargetExists
}
public enum OverwriteMode
{
None,
Overwrite,
KeepBoth,
Combine
}
/*public Result<BackgroundTask> CopyExternFileToNodeBackground(TreeNode<AssetNode> targetDirectory, String sourcePath, OverwriteMode overwrite)
{
if (!targetDirectory->IsDirectory)
return .Err;
FileInfo sourceInfo = scope FileInfo(sourcePath);
if (!sourceInfo.Exists)
return .Err;
CopyBackgroundTask copyTask = new CopyBackgroundTask(sourcePath, targetDirectory->Path);
EditorApp.Instance.BackgroundTaskManager.StartBackgroundTask(copyTask);
return copyTask;
}*/
public Result<BackgroundTask> CopyExternFilesToNodeBackground(TreeNode<AssetNode> targetDirectory, List<String> sourcePaths, OverwriteMode overwrite)
{
if (!targetDirectory->IsDirectory)
return .Err;
/*FileInfo sourceInfo = scope FileInfo(sourcePath);
if (!sourceInfo.Exists)
return .Err;*/
CopyBackgroundTask copyTask = new CopyBackgroundTask(sourcePaths, targetDirectory->Path);
copyTask.DeleteWhenEnded = true;
EditorApp.Instance.BackgroundTaskManager.StartBackgroundTask(copyTask);
return copyTask;
}
public Result<void, CopyError> CopyExternFileToNode(TreeNode<AssetNode> targetDirectory, String sourcePath, OverwriteMode overwrite)
{
if (!targetDirectory->IsDirectory)
return .Err(.TargetDirectoryIsNotDirectory);
if (!File.Exists(sourcePath))
return .Err(.SourceDoesntExist);
FileInfo sourceInfo = scope FileInfo(sourcePath);
String fileName = scope .();
Path.GetFileName(sourcePath, fileName);
String targetPath = scope .();
Path.Combine(targetPath, targetDirectory->Path, fileName);
FileInfo targetInfo = scope FileInfo(targetPath);
if (sourceInfo.IsDirectory)
{
bool forceOverwrite = false;
if (targetInfo.Exists)
{
switch (overwrite)
{
case .KeepBoth:
String fileExtension = scope .();
Path.GetExtension(targetPath, fileExtension);
Path.FindFreePath(targetDirectory->Path, fileName.Substring(0..<^fileExtension.Length), fileExtension, targetPath..Clear());
case .Overwrite:
forceOverwrite = true;
default:
return .Err(.TargetExists);
}
}
}
else
{
bool forceOverwrite = false;
if (targetInfo.Exists)
{
switch (overwrite)
{
case .KeepBoth:
String fileExtension = scope .();
Path.GetExtension(targetPath, fileExtension);
Path.FindFreePath(targetDirectory->Path, fileName.Substring(0..<^fileExtension.Length), fileExtension, targetPath..Clear());
case .Overwrite:
forceOverwrite = true;
default:
return .Err(.TargetExists);
}
}
File.Copy(sourcePath, targetPath, forceOverwrite);
}
return .Ok;
}
}