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#rb PJ.Kack #rnx #preflight 62276138671c913c0515c3b4 - To make it easier to extend the number of parameters when initializing the virtualization system, the function has been changed to accept a single struct, FInitParams, which will contains all potential parameters. - Calling the version of UE::Virtualization::Initialize without any parameters will fallback to using the default values. - The virtualization manager now passes the provided project name onto each backend that it creates. - The source control backend now stored the provided project name and uses that when creating the submit description for new payloads rather than polling FApp for the current project name. -- This is required for the stand alone virtualization application which will not have a specific project set. [CL 19303638 by paul chipchase in ue5-main branch]
58 lines
2.0 KiB
C++
58 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IVirtualizationBackend.h"
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#include "DerivedDataCacheKey.h"
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namespace UE::DerivedData { enum class ECachePolicy : uint32; }
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namespace UE::Virtualization
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{
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/**
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* A backend that uses the DDC2 as it's storage mechanism. It is intended to be used as a local caching
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* system to speed up operations rather than for use as persistent storage.
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*
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* Ini file setup:
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* 'Name'=(Type=DDCBackend, Bucket="XXX", LocalStorage=True/False, RemoteStorage=True/False)
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*
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* Required Values:
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* 'Name': The backend name in the hierarchy.
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*
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* Optional Values:
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* Bucket: An alphanumeric identifier used to group the payloads together in storage. [Default="BulkData"]
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* LocalStorage: When set to true, the payloads can be stored locally. [Default=true]
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* RemoteStorage: When set to true, the payloads can be stored remotely. [Default=true]
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*/
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class FDDCBackend final : public IVirtualizationBackend
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{
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public:
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explicit FDDCBackend(FStringView ProjectName, FStringView ConfigName, FStringView InDebugName);
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virtual ~FDDCBackend() = default;
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private:
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/* IVirtualizationBackend implementation */
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EPushResult PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& PackageContext) override;
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virtual FCompressedBuffer PullData(const FIoHash& Id) override;
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virtual bool DoesPayloadExist(const FIoHash& Id) override;
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private:
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/** The bucket being used to group together the virtualized payloads in storage */
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FString BucketName;
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/** The FCacheBucket used with the DDC, cached to avoid recreating it for each request */
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UE::DerivedData::FCacheBucket Bucket;
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/** The policy to use when uploading or downloading data from the cache */
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UE::DerivedData::ECachePolicy TransferPolicy;
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/** The policy to use when querying the cache for information */
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UE::DerivedData::ECachePolicy QueryPolicy;
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};
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} // namespace UE::Virtualization
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