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#rb Mikko.Mononen #rnx #preflight 612cbc029db30900012a0dca - Added a header file and moved the class declaration thereto make it easier for people to find the ini file documentation. - Split some logging into multiple lines to reduce the overall width of the file. #ROBOMERGE-SOURCE: CL 17365675 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139) [CL 17365683 by paul chipchase in ue5-release-engine-test branch]
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Virtualization/IVirtualizationBackend.h"
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namespace UE::Virtualization
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{
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/**
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* A basic backend based on the file system. This can be used to access/store virtualization
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* data either on a local disk or a network share. It is intended to be used as a caching system
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* to speed up operations (running a local cache or a shared cache for a site) rather than as the
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* proper backend solution.
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*
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* Ini file setup:
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* 'Name'=(Type=FileSystem, Path="XXX")
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* Where 'Name' is the backend name in the hierarchy and 'XXX' if the path to the directory where
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* you want to files to be stored.
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*/
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class FFileSystemBackend : public IVirtualizationBackend
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{
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public:
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FFileSystemBackend(FStringView ConfigName);
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virtual ~FFileSystemBackend() = default;
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protected:
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) override;
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virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
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virtual FString GetDebugString() const override;
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bool DoesExist(const FPayloadId& Id);
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void CreateFilePath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath);
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FString Name;
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FString RootDirectory;
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};
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} // namespace UE::Virtualization
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