Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuildSession.cpp
devin doucette 58774329d7 DDC: Exposed the cache key and build status in the build complete callback params
#rb Zousar.Shaker
#rnx
#preflight 60f5c7a78da1560001c68086

#ROBOMERGE-SOURCE: CL 16888763 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16888787 by devin doucette in ue5-release-engine-test branch]
2021-07-19 16:49:25 -04:00

150 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuildSession.h"
#include "Containers/UnrealString.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildJob.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPrivate.h"
namespace UE::DerivedData::Private
{
class FBuildSessionInternal final : public IBuildSessionInternal
{
public:
FBuildSessionInternal(
FStringView InName,
ICache& InCache,
IBuild& InBuildSystem,
IBuildScheduler& InScheduler,
IBuildInputResolver* InInputResolver)
: Name(InName)
, Cache(InCache)
, BuildSystem(InBuildSystem)
, Scheduler(InScheduler)
, InputResolver(InInputResolver)
{
}
FStringView GetName() const final { return Name; }
FRequest Build(
const FBuildDefinition& Definition,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildComplete&& OnComplete) final;
FRequest BuildAction(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildActionComplete&& OnComplete) final;
FRequest BuildPayload(
const FBuildPayloadKey& Payload,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildPayloadComplete&& OnComplete) final;
FString Name;
ICache& Cache;
IBuild& BuildSystem;
IBuildScheduler& Scheduler;
IBuildInputResolver* InputResolver;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FRequest FBuildSessionInternal::Build(
const FBuildDefinition& Definition,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildComplete&& OnComplete)
{
TRequest Job(CreateBuildJob(Cache, BuildSystem, InputResolver, Definition));
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [Definition, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
OnComplete({Definition.GetKey(), Params.CacheKey, MoveTemp(Params.Output), Params.BuildStatus, Params.Status});
};
}
Job->Start(Scheduler, Policy, Priority, MoveTemp(OnJobComplete));
return Job;
}
FRequest FBuildSessionInternal::BuildAction(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildActionComplete&& OnComplete)
{
TRequest Job(CreateBuildJob(Cache, BuildSystem, InputResolver, Action, Inputs));
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [Action, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
OnComplete({Action.GetKey(), Params.CacheKey, MoveTemp(Params.Output), Params.BuildStatus, Params.Status});
};
}
Job->Start(Scheduler, Policy, Priority, MoveTemp(OnJobComplete));
return Job;
}
FRequest FBuildSessionInternal::BuildPayload(
const FBuildPayloadKey& PayloadKey,
EBuildPolicy Policy,
EPriority Priority,
FOnBuildPayloadComplete&& OnComplete)
{
// This requests the entire output to get one payload. It will be optimized later to request only one payload.
TRequest Job(CreateBuildJob(Cache, BuildSystem, InputResolver, PayloadKey.BuildKey));
FOnBuildJobComplete OnJobComplete;
if (OnComplete)
{
OnJobComplete = [PayloadKey, OnComplete = MoveTemp(OnComplete)](FBuildJobCompleteParams&& Params)
{
FPayload Payload;
EStatus Status = Params.Status;
if (Status == EStatus::Ok)
{
Payload = Params.Output.GetPayload(PayloadKey.Id);
Status = Payload ? EStatus::Ok : EStatus::Error;
}
if (!Payload)
{
Payload = FPayload(PayloadKey.Id);
}
OnComplete({PayloadKey.BuildKey, MoveTemp(Payload), Status});
};
}
Job->Start(Scheduler, Policy, Priority, MoveTemp(OnJobComplete));
return Job;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildSession CreateBuildSession(IBuildSessionInternal* Session)
{
return FBuildSession(Session);
}
FBuildSession CreateBuildSession(
FStringView Name,
ICache& Cache,
IBuild& BuildSystem,
IBuildScheduler& Scheduler,
IBuildInputResolver* InputResolver)
{
return CreateBuildSession(new FBuildSessionInternal(Name, Cache, BuildSystem, Scheduler, InputResolver));
}
} // UE::DerivedData::Private