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ICache will eventually replace the existing cache access functions on FDerivedDataCacheInterface. The notable differences relative to the existing interface are: - It is asynchronous with completion callbacks by default, and allows waiting when necessary. - It allows batch requests containing multiple cache records by default. - It uses a structured cache key made up of a bucket name and a hash. - It supports prioritization and cancellation of requests. - It supports structured cache records with metadata. - It supports attachments to allow multi-part cache records. - It uses a typed request object instead of an opaque integer handle. - It provides cache policy flags to control how to query and store cache records, and which parts of a cache record to fetch. This initial implementation of ICache is totally synchronous and uses the existing cache backends for storage. #rb Zousar.Shaker [CL 15152247 by Devin Doucette in ue5-main branch]
73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DerivedDataCacheKey.h"
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#include "Algo/AllOf.h"
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#include "Misc/StringBuilder.h"
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#include "UObject/NameTypes.h"
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namespace UE
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{
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namespace DerivedData
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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FCacheBucket::FCacheBucket(FStringView Name)
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: Index(FName(Name).GetDisplayIndex().ToUnstableInt())
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{
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check(Algo::AllOf(Name, FChar::IsAlnum));
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}
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void FCacheBucket::ToString(FAnsiStringBuilderBase& Builder) const
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{
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verify(FName::CreateFromDisplayId(FNameEntryId::FromUnstableInt(Index), 0).TryAppendAnsiString(Builder));
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}
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void FCacheBucket::ToString(FWideStringBuilderBase& Builder) const
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{
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FName::CreateFromDisplayId(FNameEntryId::FromUnstableInt(Index), 0).AppendString(Builder);
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}
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bool FCacheBucketLexicalLess::operator()(FCacheBucket A, FCacheBucket B) const
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{
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return FNameEntryId::FromUnstableInt(A.ToIndex()).LexicalLess(FNameEntryId::FromUnstableInt(B.ToIndex()));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void FCacheKey::ToString(FAnsiStringBuilderBase& Builder) const
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{
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Builder << Bucket;
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if (!Bucket.IsNull())
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{
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Builder << "/" << Hash;
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}
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}
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void FCacheKey::ToString(FWideStringBuilderBase& Builder) const
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{
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Builder << Bucket;
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if (!Bucket.IsNull())
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{
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Builder << TEXT("/") << Hash;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void FCacheAttachmentKey::ToString(FAnsiStringBuilderBase& Builder) const
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{
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Builder << Key << '/' << Hash;
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}
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void FCacheAttachmentKey::ToString(FWideStringBuilderBase& Builder) const
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{
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Builder << Key << TEXT('/') << Hash;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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} // DerivedData
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} // UE
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