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UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Private/RuntimeAssetCacheBucket.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "Misc/AssertionMacros.h"
#include "Containers/UnrealString.h"
#include "Containers/Map.h"
#include "Misc/ScopeLock.h"
class FCacheEntryMetadata;
/** Forward declarations. */
class FCacheEntryMetadata;
/**
* Holds data about cache entries.
*/
class FRuntimeAssetCacheBucket
{
public:
/** Default constructor. */
FRuntimeAssetCacheBucket()
: Size(DefaultBucketSize)
, CurrentSize(0)
{ }
/**
* Constructor
* @param InSize Size of bucket in bytes.
*/
FRuntimeAssetCacheBucket(int32 InSize)
: Size(InSize)
, CurrentSize(0)
{ }
/** Destructor. */
~FRuntimeAssetCacheBucket();
/** Gets size in bytes of the bucket. */
int32 GetSize() const
{
return Size;
}
/**
* Cleans up all metadata entries.
*/
void Reset();
/**
* Gets metadata entry for given key.
* @param Key Key to get metadata for.
* @return Metadata for given key. Default value if Key is not found.
*/
FCacheEntryMetadata* GetMetadata(const FString& Key);
/**
* Removes metadata entry for given key.
* @param Key Key to remove metadata for.
* @param bBuildFailed Indicates that building cache entry failed and some checks should be skipped.
*/
void RemoveMetadataEntry(const FString& Key, bool bBuildFailed = false);
/**
* Adds metadata entry for given key.
* @param Key Key to add metadata for.
* @param Value Metadata to add. If there is an entry for given key, it gets overwritten.
* @param bUpdateSize If true, function will update current size of bucket. Otherwise, it's up to caller.
*/
void AddMetadataEntry(const FString& Key, FCacheEntryMetadata* Value, bool bUpdateSize);
/**
* Gets number of bytes used in cache so far.
*/
int32 GetCurrentSize()
{
FScopeLock Lock(&CurrentSizeCriticalSection);
return CurrentSize;
}
/**
* Adds to number of bytes used in cache so far.
* @param Value Number of bytes to add. Can be negative.
*/
void AddToCurrentSize(int32 Value)
{
FScopeLock Lock(&CurrentSizeCriticalSection);
CurrentSize += Value;
check(CurrentSize <= Size);
}
/**
* Gets oldest metadata entry in cache.
* @return Oldest metadata entry.
*/
FCacheEntryMetadata* GetOldestEntry();
/** Default size of bucket in case it wasn't specified in config. */
static const int32 DefaultBucketSize;
private:
/** Map of cache keys to cache entries metadata. */
TMap<FString, FCacheEntryMetadata*> CacheMetadata;
/** Guard for modifying CacheMetadata (adding/removing elements). Each element has individual guard for modifying it. */
FCriticalSection MetadataCriticalSection;
/** Cache bucket size in bytes. */
int32 Size;
/** Used bucket size in bytes. */
int32 CurrentSize;
/** Guard for modifying current size from multiple threads. */
FCriticalSection CurrentSizeCriticalSection;
/** Helper friend class to guard critical sections on scope basis. */
friend class FRuntimeAssetCacheBucketScopeLock;
};