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UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuildSession.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuildSession.h"
#include "Containers/UnrealString.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildJob.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPrivate.h"
#include "DerivedDataPayload.h"
namespace UE::DerivedData::Private
{
class FBuildSessionInternal final : public IBuildSessionInternal
{
public:
FBuildSessionInternal(
FStringView InName,
ICache& InCache,
IBuild& InBuildSystem,
IBuildScheduler& InScheduler,
IBuildInputResolver* InInputResolver)
: Name(InName)
, Cache(InCache)
, BuildSystem(InBuildSystem)
, Scheduler(InScheduler)
, InputResolver(InInputResolver)
{
}
FStringView GetName() const final { return Name; }
void Build(
const FBuildDefinition& Definition,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete) final;
void BuildAction(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildActionComplete&& OnComplete) final;
void BuildPayload(
const FBuildPayloadKey& Payload,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildPayloadComplete&& OnComplete) final;
FString Name;
ICache& Cache;
IBuild& BuildSystem;
IBuildScheduler& Scheduler;
IBuildInputResolver* InputResolver;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildSessionInternal::Build(
const FBuildDefinition& Definition,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete)
{
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [Definition, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
OnComplete({Definition.GetKey(), Params.CacheKey, MoveTemp(Params.Output), Params.BuildStatus, Params.Status});
};
}
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner, Policy}, Definition, MoveTemp(OnJobComplete));
}
void FBuildSessionInternal::BuildAction(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildActionComplete&& OnComplete)
{
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [Action, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
OnComplete({Action.GetKey(), Params.CacheKey, MoveTemp(Params.Output), Params.BuildStatus, Params.Status});
};
}
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner, Policy}, Action, Inputs, MoveTemp(OnJobComplete));
}
void FBuildSessionInternal::BuildPayload(
const FBuildPayloadKey& PayloadKey,
EBuildPolicy Policy,
IRequestOwner& Owner,
FOnBuildPayloadComplete&& OnComplete)
{
// This requests the entire output to get one payload. It will be optimized later to request only one payload.
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [PayloadKey, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
FPayload Payload;
EStatus Status = Params.Status;
if (Status == EStatus::Ok)
{
Payload = Params.Output.GetPayload(PayloadKey.Id);
Status = Payload ? EStatus::Ok : EStatus::Error;
}
if (!Payload)
{
Payload = FPayload(PayloadKey.Id);
}
OnComplete({PayloadKey.BuildKey, MoveTemp(Payload), Status});
};
}
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner, Policy}, PayloadKey.BuildKey, MoveTemp(OnJobComplete));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildSession CreateBuildSession(IBuildSessionInternal* Session)
{
return FBuildSession(Session);
}
FBuildSession CreateBuildSession(
FStringView Name,
ICache& Cache,
IBuild& BuildSystem,
IBuildScheduler& Scheduler,
IBuildInputResolver* InputResolver)
{
return CreateBuildSession(new FBuildSessionInternal(Name, Cache, BuildSystem, Scheduler, InputResolver));
}
} // UE::DerivedData::Private