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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuild.h"
#include "Algo/Accumulate.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildFunctionRegistry.h"
#include "DerivedDataBuildInputs.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPrivate.h"
#include "DerivedDataBuildScheduler.h"
#include "DerivedDataBuildSession.h"
#include "DerivedDataBuildTypes.h"
#include "DerivedDataBuildWorkerRegistry.h"
#include "DerivedDataCache.h"
#include "Misc/Guid.h"
namespace UE::DerivedData::Private
{
DEFINE_LOG_CATEGORY(LogDerivedDataBuild);
/**
* Derived Data Build System
*
* Public Data Types:
*
* FBuildDefinition:
* - Function, Constants, Key->InputId
* - From FBuildDefinitionBuilder via IBuild::CreateDefinition()
* - Serializes to/from FCbObject
* FBuildAction:
* - Function+Version, BuildSystemVersion, Constants, Key->InputHash+InputSize
* - From FBuildActionBuilder via IBuild::CreateAction()
* - Serializes to/from FCbObject
* FBuildInputs:
* - Key->InputBuffer
* - From FBuildInputsBuilder via IBuild::CreateInputs()
* FBuildOutput:
* - Metadata, Payloads[], Diagnostics[] (Level, Category, Message)
* - From FBuildOutputBuilder via IBuild::CreateOutput()
* - Serializes to/from FCbObject and FCacheRecord
* FBuildKey:
* - Unique ID for FBuildDefinition
* FBuildActionKey:
* - Unique ID for FBuildAction
* - Combined with FCacheBucket to create a FCacheKey
*
* Public Interface Types:
*
* IBuildFunction:
* - Name (Unique), Version
* - Represents the steps necessary to convert inputs to the output
* IBuildFunctionRegistry:
* - Registry of IBuildFunction used by IBuild
* IBuildInputResolver:
* - Resolves FBuildKey to FBuildDefinition
* - Resolves FBuildDefinition to Key->(RawHash, RawSize, OptionalBuffer)
* IBuildJob:
* - From FBuildKey or FBuildDefinition or FBuildAction+FBuildInputs via FBuildSession
* - Represents an executing build request
* IBuildScheduler:
* - Schedules execution of the operations on IBuildJob
* FBuildSession:
* - From ICache+IBuild+IBuildScheduler+IBuildInputResolver via IBuild::CreateSession()
* - Interface for scheduling builds from a key, definition, or action+inputs
*/
class FBuild final : public IBuild
{
public:
explicit FBuild(ICache& InCache)
: Cache(InCache)
{
}
FBuildDefinitionBuilder CreateDefinition(FStringView Name, FStringView Function) final
{
return CreateBuildDefinition(Name, Function);
}
FBuildActionBuilder CreateAction(FStringView Name, FStringView Function) final
{
return CreateBuildAction(Name, Function, FunctionRegistry->FindFunctionVersion(Function), Version);
}
FBuildInputsBuilder CreateInputs(FStringView Name) final
{
return CreateBuildInputs(Name);
}
FBuildOutputBuilder CreateOutput(FStringView Name, FStringView Function) final
{
return CreateBuildOutput(Name, Function);
}
FBuildSession CreateSession(FStringView Name, IBuildInputResolver* InputResolver, IBuildScheduler* Scheduler) final
{
return CreateBuildSession(Name, Cache, *this, Scheduler ? *Scheduler : *DefaultScheduler, InputResolver);
}
const FGuid& GetVersion() const final
{
return Version;
}
IBuildFunctionRegistry& GetFunctionRegistry() const final
{
return *FunctionRegistry;
}
IBuildWorkerRegistry& GetWorkerRegistry() const final
{
return *WorkerRegistry;
}
private:
ICache& Cache;
TUniquePtr<IBuildFunctionRegistry> FunctionRegistry{CreateBuildFunctionRegistry()};
TUniquePtr<IBuildWorkerRegistry> WorkerRegistry{CreateBuildWorkerRegistry()};
TUniquePtr<IBuildScheduler> DefaultScheduler{CreateBuildScheduler()};
const FGuid Version{TEXT("02c9caed-123c-4fc3-b8c1-7816058abed5")};
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
IBuild* CreateBuild(ICache& Cache)
{
return new FBuild(Cache);
}
} // UE::DerivedData::Private
namespace UE::DerivedData::Private { class FBuildPolicyShared; }
namespace UE::DerivedData
{
class Private::FBuildPolicyShared final : public Private::IBuildPolicyShared
{
public:
inline void AddRef() const final
{
ReferenceCount.fetch_add(1, std::memory_order_relaxed);
}
inline void Release() const final
{
if (ReferenceCount.fetch_sub(1, std::memory_order_acq_rel) == 1)
{
delete this;
}
}
inline TConstArrayView<FBuildPayloadPolicy> GetPayloadPolicies() const final
{
return Payloads;
}
inline void AddPayloadPolicy(const FBuildPayloadPolicy& Policy) final
{
Payloads.Add(Policy);
}
inline void Build() final
{
Algo::SortBy(Payloads, &FBuildPayloadPolicy::Id);
}
private:
TArray<FBuildPayloadPolicy, TInlineAllocator<14>> Payloads;
mutable std::atomic<uint32> ReferenceCount{0};
};
EBuildPolicy FBuildPolicy::GetPayloadPolicy(const FPayloadId& Id) const
{
if (Shared)
{
if (TConstArrayView<FBuildPayloadPolicy> Payloads = Shared->GetPayloadPolicies(); !Payloads.IsEmpty())
{
if (int32 Index = Algo::BinarySearchBy(Payloads, Id, &FBuildPayloadPolicy::Id); Index != INDEX_NONE)
{
return Payloads[Index].Policy;
}
}
}
return DefaultPayloadPolicy;
}
void FBuildPolicyBuilder::AddPayloadPolicy(const FBuildPayloadPolicy& Policy)
{
if (!Shared)
{
Shared = new Private::FBuildPolicyShared;
}
Shared->AddPayloadPolicy(Policy);
}
FBuildPolicy FBuildPolicyBuilder::Build()
{
FBuildPolicy Policy(BasePolicy);
if (Shared)
{
Shared->Build();
const auto PolicyOr = [](EBuildPolicy A, EBuildPolicy B) { return A | (B & EBuildPolicy::Default); };
const TConstArrayView<FBuildPayloadPolicy> Payloads = Shared->GetPayloadPolicies();
Policy.CombinedPolicy = Algo::TransformAccumulate(Payloads, &FBuildPayloadPolicy::Policy, BasePolicy, PolicyOr);
Policy.Shared = MoveTemp(Shared);
}
return Policy;
}
} // UE::DerivedData