Files
paul chipchase 5872f1f849 Rename PackageSubmissionChecks.cpp/.h to PackageVirtualizationProcess.cpp/.h as it better matches what it does.
#rb trivial
#rnx
#preflight 62d5509047779a730a1e4602

- The code in the files isn't really a check anymore but the actual process for virtualizing packages (taking the payloads stored in the package trailer, pushing to the backends then modifying the trailer) updating the name reflects this.
- It also helps match the PackageRehydrationProcess.

[CL 21147691 by paul chipchase in ue5-main branch]
2022-07-18 08:40:11 -04:00

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Modules/ModuleManager.h"
#include "Features/IModularFeatures.h"
#include "MessageLogModule.h"
#include "VirtualizationSourceControlUtilities.h"
#define LOCTEXT_NAMESPACE "Virtualization"
namespace UE::Virtualization
{
class FVirtualizationModule : public IModuleInterface
{
public:
virtual void StartupModule() override
{
IModularFeatures::Get().RegisterModularFeature(FName("VirtualizationSourceControlUtilities"), &SourceControlutility);
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.RegisterLogListing("LogVirtualization", LOCTEXT("AssetVirtualizationLogLabel", "Asset Virtualization"));
}
virtual void ShutdownModule() override
{
if (FModuleManager::Get().IsModuleLoaded("MessageLog"))
{
FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.UnregisterLogListing("LogVirtualization&");
}
IModularFeatures::Get().UnregisterModularFeature(FName("VirtualizationSourceControlUtilities"), &SourceControlutility);
}
private:
Experimental::FVirtualizationSourceControlUtilities SourceControlutility;
};
} // namespace UE::Virtualization
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(UE::Virtualization::FVirtualizationModule, Virtualization);