Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuild.cpp
devin doucette 7ae4b64cd6 DDC: Removed IBuild::Load[Type] in favor of exported functions
#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 17083958 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17083970 by devin doucette in ue5-release-engine-test branch]
2021-08-06 11:58:24 -04:00

131 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuild.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildFunctionRegistry.h"
#include "DerivedDataBuildInputs.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPrivate.h"
#include "DerivedDataBuildScheduler.h"
#include "DerivedDataBuildSession.h"
#include "DerivedDataBuildWorkerRegistry.h"
#include "DerivedDataCache.h"
#include "Misc/Guid.h"
namespace UE::DerivedData::Private
{
DEFINE_LOG_CATEGORY(LogDerivedDataBuild);
/**
* Derived Data Build System
*
* Public Data Types:
*
* FBuildDefinition:
* - Function, Constants, Key->InputId
* - From FBuildDefinitionBuilder via IBuild::CreateDefinition()
* - Serializes to/from FCbObject
* FBuildAction:
* - Function+Version, BuildSystemVersion, Constants, Key->InputHash+InputSize
* - From FBuildActionBuilder via IBuild::CreateAction()
* - Serializes to/from FCbObject
* FBuildInputs:
* - Key->InputBuffer
* - From FBuildInputsBuilder via IBuild::CreateInputs()
* FBuildOutput:
* - Metadata, Payloads[], Diagnostics[] (Level, Category, Message)
* - From FBuildOutputBuilder via IBuild::CreateOutput()
* - Serializes to/from FCbObject and FCacheRecord
* FBuildKey:
* - Unique ID for FBuildDefinition
* FBuildActionKey:
* - Unique ID for FBuildAction
* - Combined with FCacheBucket to create a FCacheKey
*
* Public Interface Types:
*
* IBuildFunction:
* - Name (Unique), Version
* - Represents the steps necessary to convert inputs to the output
* IBuildFunctionRegistry:
* - Registry of IBuildFunction used by IBuild
* IBuildInputResolver:
* - Resolves FBuildKey to FBuildDefinition
* - Resolves FBuildDefinition to Key->(RawHash, RawSize, OptionalBuffer)
* IBuildJob:
* - From FBuildKey or FBuildDefinition or FBuildAction+FBuildInputs via FBuildSession
* - Represents an executing build request
* IBuildScheduler:
* - Schedules execution of the operations on IBuildJob
* FBuildSession:
* - From ICache+IBuild+IBuildScheduler+IBuildInputResolver via IBuild::CreateSession()
* - Interface for scheduling builds from a key, definition, or action+inputs
*/
class FBuild final : public IBuild
{
public:
explicit FBuild(ICache& InCache)
: Cache(InCache)
{
}
FBuildDefinitionBuilder CreateDefinition(FStringView Name, FStringView Function) final
{
return CreateBuildDefinition(Name, Function);
}
FBuildActionBuilder CreateAction(FStringView Name, FStringView Function) final
{
return CreateBuildAction(Name, Function, FunctionRegistry->FindFunctionVersion(Function), Version);
}
FBuildInputsBuilder CreateInputs(FStringView Name) final
{
return CreateBuildInputs(Name);
}
FBuildOutputBuilder CreateOutput(FStringView Name, FStringView Function) final
{
return CreateBuildOutput(Name, Function);
}
FBuildSession CreateSession(FStringView Name, IBuildInputResolver* InputResolver, IBuildScheduler* Scheduler) final
{
return CreateBuildSession(Name, Cache, *this, Scheduler ? *Scheduler : *DefaultScheduler, InputResolver);
}
const FGuid& GetVersion() const final
{
return Version;
}
IBuildFunctionRegistry& GetFunctionRegistry() const final
{
return *FunctionRegistry;
}
IBuildWorkerRegistry& GetWorkerRegistry() const final
{
return *WorkerRegistry;
}
private:
ICache& Cache;
TUniquePtr<IBuildFunctionRegistry> FunctionRegistry{CreateBuildFunctionRegistry()};
TUniquePtr<IBuildWorkerRegistry> WorkerRegistry{CreateBuildWorkerRegistry()};
TUniquePtr<IBuildScheduler> DefaultScheduler{CreateBuildScheduler()};
const FGuid Version{TEXT("ed89db6a-335d-45d3-8599-39d3b09f7ad7")};
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
IBuild* CreateBuild(ICache& Cache)
{
return new FBuild(Cache);
}
} // UE::DerivedData::Private