Files
UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Public/RuntimeAssetCachePluginInterface.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

94 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Containers/UnrealString.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Interface.h"
#include "RuntimeAssetCacheInterface.h"
#include "RuntimeAssetCachePluginInterface.generated.h"
class FArchive;
UINTERFACE()
class URuntimeAssetCacheBuilder : public UInterface
{
GENERATED_BODY()
};
/**
* Interface for runtime asset cache cache builders.
* This API will be called concurrently.
**/
class RUNTIMEASSETCACHE_API IRuntimeAssetCacheBuilder
{
GENERATED_BODY()
public:
/**
* Get the builder type name. This is used to categorize cached data to buckets.
* @return Type name of builder.
*/
virtual const TCHAR* GetBucketConfigName() const = 0;
/**
* Get the name of cache builder, this is used as part of the cache key.
* @return Name of cache builder
*/
virtual const TCHAR* GetBuilderName() const = 0;
/**
* Returns the name uniquely describing the asset.
* @return Asset unique name.
*/
virtual FString GetAssetUniqueName() const = 0;
/**
* Does the work of creating serialized cache entry.
* @return Pointer to contiguous memory block with serialized cache entry on success, nullptr otherwise.
*/
virtual FVoidPtrParam Build() = 0;
/**
* Serializes data into archive
* @param Ar Archive to serialize to.
* @param InData Data to serialize.
*/
virtual void SerializeData(FArchive& Ar, FVoidPtrParam InData)
{
Ar.Serialize(InData.Data, InData.DataSize);
}
/**
* Gets asset version to rebuild cache if cached asset is too old.
* @return Asset version.
*/
virtual int32 GetAssetVersion() = 0;
/**
* Check if the cached asset is up to date. If the current AssetVersion is greater than the cached AssetVersion, the cached asset will be re-built.
* @return Whether the cached asset is good (return true) or needs to be rebuilt (return false).
*/
virtual bool CachedAssetVersionIsUpToDate(int32 CachedAssetVersion)
{
return CachedAssetVersion >= GetAssetVersion();
}
/**
* Gets whether Build function must be called asynchronously.
* @return true if Build should be called asynchronously, false otherwise.
*/
virtual bool ShouldBuildAsynchronously() const
{
return false;
}
/**
* Gets whether Build function is threadsafe
* @return true if Build is threadsafe, false otherwise.
*/
virtual bool IsBuildThreadSafe() const = 0;
};