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#rb Per.Larsson, Devin.Doucette #jira UE-133497 #rnx #preflight 61f835491c5ac5523462810a - A lot of files have been touched but most of this is changing FPayload::IsValid to !FIoHash::IsZero, the main changes are in EditorBulkData/EditorBulkDataTests - The only difference between FPayloadId and FIoHash is that the former considered the hash of an invalid or empty buffer to be 'invalid' too where as FIoHash would return a valid hash -- To keep behaviour the same, we only hash payloads in EditorBulkData using a utility method ::HashBuffer which will not hash empty or invalid payloads and return a default FIoHash instead. -- Unit tests have been extended to prove that the behaviour has not changed. #ROBOMERGE-AUTHOR: paul.chipchase #ROBOMERGE-SOURCE: CL 18806362 in //UE5/Release-5.0/... via CL 18808527 via CL 18821790 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18822154 by paul chipchase in ue5-main branch]
51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/StringFwd.h"
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#include "Containers/UnrealString.h"
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struct FIoHash;
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namespace UE::Virtualization::Utils
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{
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/**
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* Converts a FIoHash into a file path.
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*
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* This utility will take an FIoHash and return a file path that is
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* 3 directories deep. The first six characters of the id will be used to
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* create the directory names, with each directory using two characters.
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* The remaining thirty four characters will be used as the file name.
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* Lastly the extension '.payload' will be applied to complete the path/
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* Example: FIoHash 0139d6d5d477e32dfd2abd3c5bc8ea8507e8eef8 becomes
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* 01/39/d6/d5d477e32dfd2abd3c5bc8ea8507e8eef8.payload'
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*
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* @param Id The payload identifier used to create the file path.
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* @param OutPath Will be reset and then assigned the resulting file path.
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* The string builder must have a capacity of at least 52 characters
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to avoid reallocation.
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*/
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void PayloadIdToPath(const FIoHash& Id, FStringBuilderBase& OutPath);
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/**
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* Converts a FIoHash into a file path.
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*
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* See above for further details
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*
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* @param Id The payload identifier used to create the file path.
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* @return The resulting file path.
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*/
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FString PayloadIdToPath(const FIoHash& Id);
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/**
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* Fill in the given string builder with the human readable message of the current system
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* code, followed by the code value itself.
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* In the system value is currently 0, then we assume that it was cleared before this was
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* able to be called and write that the error is unknown instead of assuming that the
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* operation was a success.
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*/
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void GetFormattedSystemError(FStringBuilderBase& SystemErrorMessage);
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} // namespace UE::Virtualization::Utils
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