Files
UnrealEngineUWP/Engine/Source/Programs/Unsync/Private/UnsyncCmdSync.h
Yuriy ODonnell 7389b826b6 unsync - Initial implementation of the "scavenge" mode which aims to reduce download times by reusing data outside of the final sync directory
This is useful for people who want to download each data set into a uniquely named directory, instead of always patching the last downloaded version.

Current implementation is highly experimental and should only be used for testing purposes.

#jira UE-178864
#rb none
#preflight skip

[CL 25190443 by Yuriy ODonnell in ue5-main branch]
2023-04-25 17:41:49 -04:00

41 lines
755 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UnsyncCommon.h"
#include "UnsyncCore.h"
#include "UnsyncRemote.h"
namespace unsync {
struct FCmdSyncOptions
{
FAlgorithmOptions Algorithm;
FPath Source;
FPath Target;
FPath SourceManifestOverride;
FPath ScavengeRoot;
uint32 ScavengeDepth = 5;
std::vector<FPath> Overlays;
FRemoteDesc Remote;
bool bFullDifference = false;
bool bFullSourceScan = false;
bool bCleanup = false;
bool bCheckAvailableSpace = true;
bool bValidateTargetFiles = true; // WARNING: turning this off is intended only for testing/profiling
uint32 BlockSize = uint32(64_KB);
FSyncFilter* Filter = nullptr;
};
int32 CmdSync(const FCmdSyncOptions& Options);
} // namespace unsync