Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBackendAsyncPutWrapper.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

114 lines
3.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "DerivedDataBackendInterface.h"
#include "ProfilingDebugging/CookStats.h"
#include "DerivedDataCacheUsageStats.h"
#include "Misc/ScopeLock.h"
#include "Templates/ScopedPointer.h"
#include "MemoryDerivedDataBackend.h"
#include "Async/AsyncWork.h"
/**
* Thread safe set helper
**/
struct FThreadSet
{
FCriticalSection SynchronizationObject;
TSet<FString> FilesInFlight;
void Add(const FString& Key)
{
FScopeLock ScopeLock(&SynchronizationObject);
check(Key.Len());
FilesInFlight.Add(Key);
}
void Remove(const FString& Key)
{
FScopeLock ScopeLock(&SynchronizationObject);
FilesInFlight.Remove(Key);
}
bool Exists(const FString& Key)
{
FScopeLock ScopeLock(&SynchronizationObject);
return FilesInFlight.Contains(Key);
}
bool AddIfNotExists(const FString& Key)
{
FScopeLock ScopeLock(&SynchronizationObject);
check(Key.Len());
if (!FilesInFlight.Contains(Key))
{
FilesInFlight.Add(Key);
return true;
}
return false;
}
};
/**
* A backend wrapper that coordinates async puts. This means that a Get will hit an in-memory cache while the async put is still in flight.
**/
class FDerivedDataBackendAsyncPutWrapper : public FDerivedDataBackendInterface
{
public:
/**
* Constructor
*
* @param InInnerBackend Backend to use for storage, my responsibilities are about async puts
* @param bCacheInFlightPuts if true, cache in-flight puts in a memory cache so that they hit immediately
*/
FDerivedDataBackendAsyncPutWrapper(FDerivedDataBackendInterface* InInnerBackend, bool bCacheInFlightPuts);
/** return true if this cache is writable **/
virtual bool IsWritable() override;
/**
* Synchronous test for the existence of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @return true if the data probably will be found, this can't be guaranteed because of concurrency in the backends, corruption, etc
*/
virtual bool CachedDataProbablyExists(const TCHAR* CacheKey) override;
/**
* Synchronous retrieve of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @param OutData Buffer to receive the results, if any were found
* @return true if any data was found, and in this case OutData is non-empty
*/
virtual bool GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData) override;
/**
* Asynchronous, fire-and-forget placement of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @param InData Buffer containing the data to cache, can be destroyed after the call returns, immediately
* @param bPutEvenIfExists If true, then do not attempt skip the put even if CachedDataProbablyExists returns true
*/
virtual void PutCachedData(const TCHAR* CacheKey, TArray<uint8>& InData, bool bPutEvenIfExists) override;
virtual void RemoveCachedData(const TCHAR* CacheKey, bool bTransient) override;
virtual void GatherUsageStats(TMap<FString, FDerivedDataCacheUsageStats>& UsageStatsMap, FString&& GraphPath) override;
private:
FDerivedDataCacheUsageStats UsageStats;
FDerivedDataCacheUsageStats PutSyncUsageStats;
/** Backend to use for storage, my responsibilities are about async puts **/
FDerivedDataBackendInterface* InnerBackend;
/** Memory based cache to deal with gets that happen while an async put is still in flight **/
TUniquePtr<FDerivedDataBackendInterface> InflightCache;
/** We remember outstanding puts so that we don't do them redundantly **/
FThreadSet FilesInFlight;
};