Files
UnrealEngineUWP/Engine/Source/Developer/DistributedBuildInterface/Public/DistributedBuildControllerInterface.h
Marc Audy 01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00

69 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleInterface.h"
#include "Features/IModularFeatures.h"
#include "Async/Async.h"
struct FDistributedBuildTaskResult
{
int32 ReturnCode;
bool bCompleted;
};
struct FTaskCommandData
{
FString Command;
FString CommandArgs;
FString InputFileName;
TArray<FString> Dependencies;
};
struct FTask
{
uint32 ID;
FTaskCommandData CommandData;
TPromise<FDistributedBuildTaskResult> Promise;
FTask(uint32 ID, const FTaskCommandData& CommandData, TPromise<FDistributedBuildTaskResult>&& Promise)
: ID(ID)
, CommandData(CommandData)
, Promise(MoveTemp(Promise))
{}
};
struct FTaskResponse
{
uint32 ID;
int32 ReturnCode;
};
class IDistributedBuildController : public IModuleInterface, public IModularFeature
{
public:
virtual bool SupportsDynamicReloading() override { return false; }
virtual void InitializeController() = 0;
// Returns true if the controller may be used.
virtual bool IsSupported() = 0;
// Returns the name of the controller. Used for logging purposes.
virtual const FString GetName() = 0;
virtual void Tick(float DeltaSeconds){}
// Returns a new file path to be used for writing input data to.
virtual FString CreateUniqueFilePath() = 0;
// Launches a task. Returns a future which can be waited on for the results.
virtual TFuture<FDistributedBuildTaskResult> EnqueueTask(const FTaskCommandData& CommandData) = 0;
static const FName& GetModularFeatureType()
{
static FName FeatureTypeName = FName(TEXT("DistributedBuildController"));
return FeatureTypeName;
}
};