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This hides implementation details and reduces the number of files that need to change when refactoring backends. #rb Zousar.Shaker #rnx #preflight 61ddd0a16925dc1f2c9bd3a6 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18575491 in //UE5/Release-5.0/... via CL 18575502 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18575511 by devin doucette in ue5-release-engine-test branch]
25 lines
659 B
C++
25 lines
659 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "Containers/StringFwd.h"
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#include "DerivedDataBackendInterface.h"
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namespace UE::DerivedData::CacheStore::PakFile
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{
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class IPakFileDerivedDataBackend : public FDerivedDataBackendInterface
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{
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public:
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virtual void Close() = 0;
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virtual bool SaveCache() = 0;
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virtual bool LoadCache(const TCHAR* InFilename) = 0;
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virtual void MergeCache(IPakFileDerivedDataBackend* OtherPak) = 0;
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virtual const FString& GetFilename() const = 0;
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static bool SortAndCopy(const FString& InputFilename, const FString& OutputFilename);
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};
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} // UE::DerivedData::CacheStore::PakFile
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