Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Public/DerivedDataBuildKey.h
Devin Doucette 43f5b67672 DDC: Moved FBuildActionKey to DerivedDataBuildKey.h
#rb Zousar.Shaker
#rnx

[CL 16448073 by Devin Doucette in ue5-main branch]
2021-05-25 10:22:26 -04:00

135 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Containers/StringFwd.h"
#include "DerivedDataPayload.h"
#include "IO/IoHash.h"
#include "Templates/TypeHash.h"
namespace UE::DerivedData
{
/** A key that uniquely identifies a build definition. */
struct FBuildKey
{
FIoHash Hash;
/** A key with a zero hash. */
static const FBuildKey Empty;
};
inline const FBuildKey FBuildKey::Empty;
/** A key that uniquely identifies a build action. */
struct FBuildActionKey
{
FIoHash Hash;
/** A key with a zero hash. */
static const FBuildActionKey Empty;
};
inline const FBuildActionKey FBuildActionKey::Empty;
/** A key that uniquely identifies a payload within a build output. */
struct FBuildPayloadKey
{
FBuildKey BuildKey;
FPayloadId Id;
/** A payload key with an empty build key and a null payload identifier. */
static const FBuildPayloadKey Empty;
};
inline const FBuildPayloadKey FBuildPayloadKey::Empty;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline bool operator==(const FBuildKey& A, const FBuildKey& B)
{
return A.Hash == B.Hash;
}
inline bool operator!=(const FBuildKey& A, const FBuildKey& B)
{
return A.Hash != B.Hash;
}
inline bool operator<(const FBuildKey& A, const FBuildKey& B)
{
return A.Hash < B.Hash;
}
inline uint32 GetTypeHash(const FBuildKey& Key)
{
return GetTypeHash(Key.Hash);
}
template <typename CharType>
inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildKey& Key)
{
return Builder << "Build/"_ASV << Key.Hash;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline bool operator==(const FBuildActionKey& A, const FBuildActionKey& B)
{
return A.Hash == B.Hash;
}
inline bool operator!=(const FBuildActionKey& A, const FBuildActionKey& B)
{
return A.Hash != B.Hash;
}
inline bool operator<(const FBuildActionKey& A, const FBuildActionKey& B)
{
return A.Hash < B.Hash;
}
inline uint32 GetTypeHash(const FBuildActionKey& Key)
{
return GetTypeHash(Key.Hash);
}
template <typename CharType>
inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildActionKey& Key)
{
return Builder << "BuildAction/"_ASV << Key.Hash;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline bool operator==(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
{
return A.BuildKey == B.BuildKey && A.Id == B.Id;
}
inline bool operator!=(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
{
return A.BuildKey != B.BuildKey || A.Id != B.Id;
}
inline bool operator<(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
{
const FBuildKey& KeyA = A.BuildKey;
const FBuildKey& KeyB = B.BuildKey;
return KeyA == KeyB ? A.Id < B.Id : KeyA < KeyB;
}
inline uint32 GetTypeHash(const FBuildPayloadKey& Key)
{
return HashCombine(GetTypeHash(Key.BuildKey), GetTypeHash(Key.Id));
}
template <typename CharType>
inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildPayloadKey& Key)
{
return Builder << Key.BuildKey << CharType('/') << Key.Id;
}
} // UE::DerivedData