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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2015-06-10 03:14:50 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "Containers/UnrealString.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Interface.h"
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#include "RuntimeAssetCacheInterface.h"
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#include "RuntimeAssetCachePluginInterface.generated.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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class FArchive;
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UINTERFACE()
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class URuntimeAssetCacheBuilder : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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* Interface for runtime asset cache cache builders.
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* This API will be called concurrently.
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**/
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class RUNTIMEASSETCACHE_API IRuntimeAssetCacheBuilder
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{
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GENERATED_BODY()
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public:
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/**
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* Get the builder type name. This is used to categorize cached data to buckets.
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* @return Type name of builder.
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*/
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virtual const TCHAR* GetBucketConfigName() const = 0;
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/**
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* Get the name of cache builder, this is used as part of the cache key.
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* @return Name of cache builder
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*/
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virtual const TCHAR* GetBuilderName() const = 0;
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/**
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* Returns the name uniquely describing the asset.
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* @return Asset unique name.
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*/
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virtual FString GetAssetUniqueName() const = 0;
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/**
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* Does the work of creating serialized cache entry.
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* @return Pointer to contiguous memory block with serialized cache entry on success, nullptr otherwise.
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*/
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virtual FVoidPtrParam Build() = 0;
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/**
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* Serializes data into archive
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* @param Ar Archive to serialize to.
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* @param InData Data to serialize.
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*/
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virtual void SerializeData(FArchive& Ar, FVoidPtrParam InData)
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{
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Ar.Serialize(InData.Data, InData.DataSize);
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}
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/**
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* Gets asset version to rebuild cache if cached asset is too old.
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* @return Asset version.
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*/
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virtual int32 GetAssetVersion() = 0;
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/**
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* Check if the cached asset is up to date. If the current AssetVersion is greater than the cached AssetVersion, the cached asset will be re-built.
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* @return Whether the cached asset is good (return true) or needs to be rebuilt (return false).
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*/
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virtual bool CachedAssetVersionIsUpToDate(int32 CachedAssetVersion)
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{
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return CachedAssetVersion >= GetAssetVersion();
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}
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2015-06-29 03:57:39 -04:00
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/**
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* Gets whether Build function must be called asynchronously.
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* @return true if Build should be called asynchronously, false otherwise.
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*/
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virtual bool ShouldBuildAsynchronously() const
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{
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return false;
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}
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/**
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* Gets whether Build function is threadsafe
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* @return true if Build is threadsafe, false otherwise.
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*/
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virtual bool IsBuildThreadSafe() const = 0;
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};
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