2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-08-10 08:14:45 -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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2015-08-10 08:14:45 -04:00
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/**
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* Interface for data deriving backends
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* This API will not be called concurrently, except that Build might be called on different instances if IsBuildThreadsafe.
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**/
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class FDerivedDataPluginInterface
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{
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public:
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virtual ~FDerivedDataPluginInterface()
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{
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}
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/**
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* Get the plugin name, this is used as the first part of the cache key
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* @return Name of the plugin
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**/
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virtual const TCHAR* GetPluginName() const = 0;
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/**
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* Get the version of the plugin, this is used as part of the cache key. This is supposed to
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* be a guid string ( ex. "69C8C8A6-A9F8-4EFC-875C-CFBB72E66486" )
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* @return Version string of the plugin
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**/
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virtual const TCHAR* GetVersionString() const = 0;
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/**
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* Returns the largest and plugin specific part of the cache key. This must be a alphanumeric+underscore
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* @return Version number of the plugin, for licensees.
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**/
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virtual FString GetPluginSpecificCacheKeySuffix() const = 0;
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/**
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* Indicates that this plugin is threadsafe. Note, the system itself will not call it concurrently if this false, however, then you are responsible for not calling the system itself concurrently.
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* @return true if this plugin is threadsafe
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**/
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virtual bool IsBuildThreadsafe() const = 0;
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/**
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* Does the work of deriving the data.
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* @param OutData Array of bytes to fill in with the result data
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* @return true if successful, in the event of failure the cache is not updated and failure is propagated to the original caller.
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**/
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virtual bool Build(TArray<uint8>& OutData) = 0;
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};
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