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- Removed the "Cache" prefix from ECachePriority, FCacheRequest, ICacheRequest, FCachePayload, FCachePayloadId to allow reuse in the Build API. - Added FCompressedBuffer as the starting point for the API for creating and accessing compressed buffers. #rb Zousar.Shaker #rnx [CL 15511723 by Devin Doucette in ue5-main branch]
94 lines
2.2 KiB
C++
94 lines
2.2 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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FString FCacheBucket::ToString() const
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{
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TStringBuilder<32> Out;
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ToString(Out);
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return FString(Out);
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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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FString FCacheKey::ToString() const
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{
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TStringBuilder<72> Out;
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ToString(Out);
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return FString(Out);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void FCachePayloadKey::ToString(FAnsiStringBuilderBase& Builder) const
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{
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Builder << Key << '/' << Id;
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}
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void FCachePayloadKey::ToString(FWideStringBuilderBase& Builder) const
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{
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Builder << Key << TEXT('/') << Id;
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}
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FString FCachePayloadKey::ToString() const
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{
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TStringBuilder<84> Out;
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ToString(Out);
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return FString(Out);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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} // DerivedData
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} // UE
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