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