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This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17949667 by aurel cordonnier in ue5-main branch]
158 lines
6.1 KiB
C++
158 lines
6.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Compression/CompressedBuffer.h"
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#include "Containers/StringView.h"
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#include "Features/IModularFeature.h"
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#include "Features/IModularFeatures.h"
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#include "Templates/UniquePtr.h"
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namespace UE::Virtualization
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{
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class FPayloadId;
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/** Describes the result of a IVirtualizationBackend::Push operation */
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enum class EPushResult
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{
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/** The push failed, the backend should print an error message to 'LogVirtualization'.*/
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Failed = 0,
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/** The payload already exists in the backend and does not need to be pushed. */
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PayloadAlreadyExisted,
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/** The payload was successfully pushed to the backend. */
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Success
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};
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/**
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* The interface to derive from to create a new backend implementation.
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*
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* Note that virtualization backends are instantiated FVirtualizationManager via
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* IVirtualizationBackendFactory so each new backend derived from IVirtualizationBackend
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* will also need a factory derived from IVirtualizationBackendFactory. You can either do
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* this manually or use the helper macro 'UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY' to
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* generate the code for you.
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*
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*/
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class IVirtualizationBackend
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{
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protected:
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/** Enum detailing which operations a backend can support */
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enum class EOperations : uint8
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{
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/** Supports only push operations */
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Push,
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/** Supports only pull operations */
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Pull,
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/** Supports both push and pull operations */
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Both
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};
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IVirtualizationBackend(EOperations InSupportedOperations)
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: SupportedOperations(InSupportedOperations)
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{
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}
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public:
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virtual ~IVirtualizationBackend() = default;
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/**
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* This will be called during the setup of the backend hierarchy. The entry config file
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* entry that caused the backend to be created will be passed to the method so that any
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* additional settings may be parsed from it.
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* Take care to clearly log any error that occurs so that the end user has a clear way
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* to fix them.
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*
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* @param ConfigEntry The entry for the backend from the config ini file that may
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* contain additional settings.
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* @return Returning false indicates that initialization failed in a way
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* that the backend will not be able to function correctly.
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*/
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virtual bool Initialize(const FString& ConfigEntry) = 0;
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/**
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* The backend will attempt to store the given payload by what ever method the backend uses.
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* NOTE: It is assumed that the virtualization manager will run all appropriate validation
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* on the payload and it's id and that the inputs to PushData can be trusted.
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*
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* @param Id The Id of the payload
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* @param Payload A potentially compressed buffer representing the payload
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* @return The result of the push operation
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*/
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virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) = 0;
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/**
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* The backend will attempt to retrieve the given payload by what ever method the backend uses.
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* NOTE: It is assumed that the virtualization manager will validate the returned payload to
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* make sure that it matches the requested id so there is no need for each backend to do this/
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*
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* @param Id The Id of a payload to try and pull from the backend.
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*
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* @return A valid FCompressedBuffer containing the payload if the pull
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* operation succeeded and a null FCompressedBuffer
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* if it did not.
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*/
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virtual FCompressedBuffer PullData(const FPayloadId& Id) = 0;
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/** Return true if the backend supports push operations. Returning true allows ::PushData to be called. */
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bool SupportsPushOperations() const { return SupportedOperations == EOperations::Push || SupportedOperations == EOperations::Both; }
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/** Return true if the backend supports pull operations. Returning true allows ::PullData to be called. */
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bool SupportsPullOperations() const { return SupportedOperations == EOperations::Pull || SupportedOperations == EOperations::Both; }
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/** Returns a string that can be used to identify the backend for debugging and logging purposes */
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virtual FString GetDebugString() const = 0;
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private:
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/** The operations that this backend supports */
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EOperations SupportedOperations;
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};
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/**
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* Derive from this interface to implement a factory to return a backend type.
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* An instance of the factory should be created and then registered to
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* IModularFeatures with the feature name "VirtualizationBackendFactory" to
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* give 'FVirtualizationManager' access to it.
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* The macro 'UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY' can be used to create
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* a factory easily if you do not want to specialize the behaviour.
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*/
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class IVirtualizationBackendFactory : public IModularFeature
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{
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public:
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/**
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* Creates a new backend instance.
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*
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* @param ConfigName The name given to the back end in the config ini file
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* @return A new backend instance
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*/
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virtual TUniquePtr<IVirtualizationBackend> CreateInstance(FStringView ConfigName) = 0;
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/** Returns the name used to identify the type in config ini files */
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virtual FName GetName() = 0;
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};
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/**
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* This macro is used to generate a backend factories boilerplate code if you do not
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* need anything more than the default behaviour.
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* As well as creating the class, a single instance will be created which will register the factory with
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* 'IModularFeatures' so that it is ready for use.
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*
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* @param BackendClass The name of the class derived from 'IVirtualizationBackend' that the factory should create
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* @param The name used in config ini files to reference this backend type.
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*/
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#define UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(BackendClass, ConfigName) \
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class BackendClass##Factory : public IVirtualizationBackendFactory \
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{ \
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public: \
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BackendClass##Factory() { IModularFeatures::Get().RegisterModularFeature(FName("VirtualizationBackendFactory"), this); }\
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virtual ~BackendClass##Factory() { IModularFeatures::Get().UnregisterModularFeature(FName("VirtualizationBackendFactory"), this); } \
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private: \
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virtual TUniquePtr<IVirtualizationBackend> CreateInstance(FStringView ConfigName) override { return MakeUnique<BackendClass>(ConfigName); } \
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virtual FName GetName() override { return FName(#ConfigName); } \
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}; \
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static BackendClass##Factory BackendClass##Factory##Instance;
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} // namespace UE::Virtualization
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