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A payload was conceptually a value with an ID. That has been formalized by removing the ID from the payload and having separate FValue and FValueId types. This separation cleans up the API in a few areas, and provides a more natural path to providing a basic key/value API. #rb Zousar.Shaker #rnx #preflight 61d704c04c252480ca284d61 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18531844 in //UE5/Release-5.0/... via CL 18531856 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18531864 by devin doucette in ue5-release-engine-test branch]
46 lines
885 B
C++
46 lines
885 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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namespace UE::DerivedData
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{
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/** Binary predicate that compares chunks by key, then value ID, then raw offset. */
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struct TChunkEqual
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{
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template <typename ChunkTypeA, typename ChunkTypeB>
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inline bool operator()(ChunkTypeA&& A, ChunkTypeB&& B) const
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{
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return A.Key == B.Key && A.Id == B.Id && A.RawOffset == B.RawOffset;
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}
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};
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/** Binary predicate that compares chunks by key, then value ID, then raw offset. */
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struct TChunkLess
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{
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template <typename ChunkTypeA, typename ChunkTypeB>
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inline bool operator()(ChunkTypeA&& A, ChunkTypeB&& B) const
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{
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if (A.Key < B.Key)
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{
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return true;
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}
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if (B.Key < A.Key)
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{
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return false;
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}
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if (A.Id < B.Id)
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{
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return true;
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}
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if (B.Id < A.Id)
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{
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return false;
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}
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return A.RawOffset < B.RawOffset;
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}
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};
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} // UE::DerivedData
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