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If a filesystem node is not available not prompt the user and optionally retry incase they need to mount a drive or start VPN Fiilesystem nodes now perform a speed test using a selection of 'DDC sized' files to determine a classification (local, fast, ok, slow). Add a new 'ConsiderSlowAt' property to the 'Filesystem' DDC node type. If latency to the node is >= this value then the node will be marked as slow which disables touch'ing and reduces file stats Interface Changes - Add the concept of a speed class to nodes - Add GetName to nodes for better debugging / logging - WouldCache query that allows caches to opt of of consideration early and avoid async tasks being created. - Create a new 'FileBackedDerivedDataBackend' class that's the for the memory/boot backend and future classes - TryToPrefetch interface functions for future use Behavior Changes - Moved parameter parsing into FileSysteDerivedDataBackend as things were getting out of hand - FileSystemDerivedDataBackend now performs a speed test using 'DDC sized' files in separate directories and applies a classification - Slow locations turn off touching of data on read - Slow locations always return true for CachedDataProbablyExists. It's faster just to try to read and fail - If the shared DDC is not available the user is prompted incase they need to mount it. [at]ben.marsh [at]josh.engebretson #rb swarm #tests lots of PIE runs with / without this option #ROBOMERGE-SOURCE: CL 12387516 via CL 12387517 via CL 12396622 #ROBOMERGE-BOT: (v671-12333473) [CL 12396757 by andrew grant in Release-Engine-Staging branch]
39 lines
842 B
C++
39 lines
842 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DerivedDataBackendInterface.h"
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/**
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* A file backed backend. This is used for local caching of data where more flexibility is needed than loose files.
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**/
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class FFileBackedDerivedDataBackend : public FDerivedDataBackendInterface
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{
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public:
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/**
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* Save the cache to disk
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* @param Filename Filename to save
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* @return true if file was saved successfully
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*/
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virtual bool SaveCache(const TCHAR* Filename) = 0;
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/**
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* Load the cache from disk
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* @param Filename Filename to load
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* @return true if file was loaded successfully
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*/
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virtual bool LoadCache(const TCHAR* Filename) = 0;
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/**
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* Disables use of this cache and allows the underlying implementation to free up memory
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*/
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virtual void Disable() = 0;
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private:
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};
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