Files
UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Private/RuntimeAssetCacheEntryMetadata.h
Mikolaj Sieluzycki eed4bacc54 Make RuntimeAssetCache blueprint accessible.
[CL 2593162 by Mikolaj Sieluzycki in Main branch]
2015-06-19 03:13:33 -04:00

86 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Cache entry metadata.
*/
class FCacheEntryMetadata
{
public:
FCacheEntryMetadata(const FDateTime& InLastAccessTime
, int32 InCachedAssetSize
, int32 InCachedAssetVersion
, FName InName)
: LastAccessTime(InLastAccessTime)
, CachedAssetSize(InCachedAssetSize)
, CachedAssetVersion(InCachedAssetVersion)
, Name(InName)
, bIsBuilding(true)
{ }
FCacheEntryMetadata()
: LastAccessTime(FDateTime::Now())
, CachedAssetSize(0)
, CachedAssetVersion(0)
, Name(NAME_None)
, bIsBuilding(false)
{ }
int32 GetCachedAssetVersion() const
{
return CachedAssetVersion;
}
void SetCachedAssetVersion(int32 Version)
{
CachedAssetVersion = Version;
}
int32 GetCachedAssetSize() const
{
return CachedAssetSize;
}
void SetCachedAssetSize(int64 Value)
{
CachedAssetSize = Value;
}
void SetLastAccessTime(FDateTime Value)
{
LastAccessTime = Value;
}
FDateTime GetLastAccessTime()
{
return LastAccessTime;
}
FName GetName()
{
return Name;
}
bool IsBuilding()
{
return bIsBuilding;
}
void FinishBuilding()
{
bIsBuilding = false;
}
friend FArchive& operator<<(FArchive& Ar, FCacheEntryMetadata& Metadata);
private:
FDateTime LastAccessTime;
int64 CachedAssetSize;
int32 CachedAssetVersion;
FName Name;
FThreadSafeBool bIsBuilding;
};
FArchive& operator<<(FArchive& Ar, FCacheEntryMetadata& Metadata);