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56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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/**
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* Stores a record of a built target, with all metadata that other tools may need to know about the build.
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*/
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class PROJECTS_API FVersionManifest
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{
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public:
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uint32 Changelist;
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uint32 CompatibleChangelist;
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FString BuildId;
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TMap<FString, FString> ModuleNameToFileName;
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/**
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* Default constructor
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*/
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FVersionManifest();
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/**
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* Gets the path to a version manifest for the given folder.
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*
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* @param DirectoryName Directory to read from
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* @param bIsGameFolder Whether the directory is a game folder of not. Used to adjust the name if the application is running in DebugGame.
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* @return The filename of the version manifest.
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*/
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static FString GetFileName(const FString& DirectoryName, bool bIsGameFolder);
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/**
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* Read a version manifest from disk.
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*
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* @param FileName Filename to read from
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*/
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static bool TryRead(const FString& FileName, FVersionManifest& Manifest);
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};
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/**
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* Adapter for the module manager to be able to read and Enumerates the contents Stores a record of a built target, with all metadata that other tools may need to know about the build.
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*/
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class PROJECTS_API FVersionedModuleEnumerator
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{
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public:
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FVersionedModuleEnumerator();
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bool RegisterWithModuleManager();
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const FVersionManifest& GetInitialManifest() const;
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private:
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FVersionManifest InitialManifest;
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void QueryModules(const FString& InDirectoryName, bool bIsGameDirectory, TMap<FString, FString>& OutModules) const;
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bool IsMatchingVersion(const FVersionManifest& Manifest) const;
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};
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