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#rb trivial #rnx #preflight 62d5509047779a730a1e4602 - The code in the files isn't really a check anymore but the actual process for virtualizing packages (taking the payloads stored in the package trailer, pushing to the backends then modifying the trailer) updating the name reflects this. - It also helps match the PackageRehydrationProcess. [CL 21147691 by paul chipchase in ue5-main branch]
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Modules/ModuleManager.h"
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#include "Features/IModularFeatures.h"
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#include "MessageLogModule.h"
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#include "VirtualizationSourceControlUtilities.h"
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#define LOCTEXT_NAMESPACE "Virtualization"
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namespace UE::Virtualization
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{
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class FVirtualizationModule : public IModuleInterface
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{
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public:
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virtual void StartupModule() override
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{
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IModularFeatures::Get().RegisterModularFeature(FName("VirtualizationSourceControlUtilities"), &SourceControlutility);
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FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
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MessageLogModule.RegisterLogListing("LogVirtualization", LOCTEXT("AssetVirtualizationLogLabel", "Asset Virtualization"));
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}
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virtual void ShutdownModule() override
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{
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if (FModuleManager::Get().IsModuleLoaded("MessageLog"))
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{
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FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
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MessageLogModule.UnregisterLogListing("LogVirtualization&");
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}
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IModularFeatures::Get().UnregisterModularFeature(FName("VirtualizationSourceControlUtilities"), &SourceControlutility);
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}
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private:
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Experimental::FVirtualizationSourceControlUtilities SourceControlutility;
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};
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} // namespace UE::Virtualization
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(UE::Virtualization::FVirtualizationModule, Virtualization);
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