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#rb Per.Larsson #jira UE-163093 #rnx #preflight 63526abcae33b04ec1ee4a65 - The caller can now request more than one payload to be pulled froim the system at a time. In theory this will allow backends to pull data quicker. -- The file system backend works with the new system but makes no attempt to take advantage as the backend is not intended for serious production use. -- The DDC backend should be taking full advantage of the new batching API -- Note that although the source control API does attempt to take advantage of batching, the internal source control API implementation is not doing so. This will be addressed in a future submit. - This does make the pulling logic a bit more complicated in FVirtualizationManager as we need to deal with some payloads being found in the first backend, some in the second and some in the third etc. -- To help deal with this a new class FPullRequestCollection has been added which abstracts a lot of complexity away. [CL 22707955 by paul chipchase in ue5-main branch]
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IVirtualizationBackend.h"
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#include "DerivedDataCacheKey.h"
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namespace UE::DerivedData { enum class ECachePolicy : uint32; }
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namespace UE::Virtualization
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{
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/**
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* A backend that uses the DDC2 as it's storage mechanism. It is intended to be used as a local caching
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* system to speed up operations rather than for use as persistent storage.
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*
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* Ini file setup:
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* 'Name'=(Type=DDCBackend, Bucket="XXX", LocalStorage=True/False, RemoteStorage=True/False)
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*
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* Required Values:
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* 'Name': The backend name in the hierarchy.
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*
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* Optional Values:
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* Bucket: An alphanumeric identifier used to group the payloads together in storage. [Default="BulkData"]
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* LocalStorage: When set to true, the payloads can be stored locally. [Default=true]
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* RemoteStorage: When set to true, the payloads can be stored remotely. [Default=true]
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*/
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class FDDCBackend final : public IVirtualizationBackend
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{
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public:
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explicit FDDCBackend(FStringView ProjectName, FStringView ConfigName, FStringView InDebugName);
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virtual ~FDDCBackend() = default;
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private:
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/* IVirtualizationBackend implementation */
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EConnectionStatus OnConnect() override;
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virtual bool PushData(TArrayView<FPushRequest> Requests) override;
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virtual bool PullData(TArrayView<FPullRequest> Requests) override;
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virtual bool DoesPayloadExist(const FIoHash& Id) override;
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private:
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/** The bucket being used to group together the virtualized payloads in storage */
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FString BucketName;
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/** The FCacheBucket used with the DDC, cached to avoid recreating it for each request */
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UE::DerivedData::FCacheBucket Bucket;
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/** The policy to use when uploading or downloading data from the cache */
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UE::DerivedData::ECachePolicy TransferPolicy;
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/** The policy to use when querying the cache for information */
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UE::DerivedData::ECachePolicy QueryPolicy;
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};
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} // namespace UE::Virtualization
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