// Copyright Epic Games, Inc. All Rights Reserved. #include "StorageServerPackageStore.h" #include "IO/IoDispatcher.h" #include "StorageServerConnection.h" #include "Serialization/MemoryReader.h" #if !UE_BUILD_SHIPPING FStorageServerPackageStoreBackend::FStorageServerPackageStoreBackend(FStorageServerConnection& Connection) { Connection.PackageStoreRequest([this](FPackageStoreEntryResource&& PackageStoreEntryResource) { FStoreEntry& LocalEntry = StoreEntriesMap.FindOrAdd(PackageStoreEntryResource.GetPackageId()); LocalEntry.ImportedPackages = MoveTemp(PackageStoreEntryResource.ImportedPackageIds); LocalEntry.ShaderMapHashes = MoveTemp(PackageStoreEntryResource.ShaderMapHashes); }); } EPackageStoreEntryStatus FStorageServerPackageStoreBackend::GetPackageStoreEntry(FPackageId PackageId, FPackageStoreEntry& OutPackageStoreEntry) { const FStoreEntry* FindEntry = StoreEntriesMap.Find(PackageId); if (FindEntry) { OutPackageStoreEntry.ImportedPackageIds = FindEntry->ImportedPackages; OutPackageStoreEntry.ShaderMapHashes = FindEntry->ShaderMapHashes; return EPackageStoreEntryStatus::Ok; } else { return EPackageStoreEntryStatus::Missing; } } #endif