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Messages are deterministic output recorded explicitly by the build function. Logs will be automatically captured from the output log and are not necessarily deterministic. The presence of logs in a build output automatically disables caching of the build output. #rb Zousar.Shaker #rnx #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18286155 in //UE5/Release-5.0/... via CL 18286173 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18286201 by devin doucette in ue5-release-engine-test branch]
100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Compression/CompressedBuffer.h"
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#include "Containers/Map.h"
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#include "Containers/StringView.h"
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#include "Containers/UnrealString.h"
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#include "DerivedDataBuildFunction.h"
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#include "DerivedDataCacheKey.h"
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#include "DerivedDataRequest.h"
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#include "Experimental/Async/LazyEvent.h"
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#include "Memory/MemoryFwd.h"
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#include "Serialization/CompactBinary.h"
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#include "Templates/Function.h"
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namespace UE::DerivedData { class FBuildOutputBuilder; }
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namespace UE::DerivedData { class FPayload; }
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namespace UE::DerivedData { class IBuildJob; }
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namespace UE::DerivedData { class IRequestOwner; }
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namespace UE::DerivedData { enum class EBuildPolicy : uint32; }
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namespace UE::DerivedData { enum class ECachePolicy : uint32; }
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namespace UE::DerivedData { enum class EPriority : uint8; }
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namespace UE::DerivedData::Private
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{
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class FBuildJobContext final : public FBuildContext, public FBuildConfigContext, public FRequestBase
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{
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public:
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FBuildJobContext(
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IBuildJob& Job,
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const FCacheKey& CacheKey,
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const IBuildFunction& Function,
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FBuildOutputBuilder& OutputBuilder);
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void BeginBuild(IRequestOwner& Owner, TUniqueFunction<void ()>&& OnEndBuild);
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FStringView GetName() const final;
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inline const FCacheKey& GetCacheKey() const { return CacheKey; }
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inline ECachePolicy GetCachePolicyMask() const final { return CachePolicyMask; }
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inline EBuildPolicy GetBuildPolicyMask() const final { return BuildPolicyMask; }
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inline uint64 GetRequiredMemory() const { return RequiredMemory; }
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inline bool ShouldCheckDeterministicOutput() const { return bDeterministicOutputCheck; }
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void AddConstant(FStringView Key, FCbObject&& Value);
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void AddInput(FStringView Key, const FCompressedBuffer& Value);
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void AddError(FStringView Message) final;
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void AddWarning(FStringView Message) final;
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void AddMessage(FStringView Message) final;
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void ResetInputs();
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private:
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FCbObject FindConstant(FStringView Key) const final;
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FSharedBuffer FindInput(FStringView Key) const final;
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void AddPayload(const FPayload& Payload) final;
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void AddPayload(const FPayloadId& Id, const FCompressedBuffer& Buffer) final;
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void AddPayload(const FPayloadId& Id, const FCompositeBuffer& Buffer) final;
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void AddPayload(const FPayloadId& Id, const FSharedBuffer& Buffer) final;
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void AddPayload(const FPayloadId& Id, const FCbObject& Object) final;
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void EndBuild();
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void BeginAsyncBuild() final;
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void EndAsyncBuild() final;
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void SetCacheBucket(FCacheBucket Bucket) final;
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void SetCachePolicyMask(ECachePolicy Policy) final;
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void SetBuildPolicyMask(EBuildPolicy Policy) final;
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void SetRequiredMemory(uint64 InRequiredMemory) final { RequiredMemory = InRequiredMemory; }
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void SkipDeterministicOutputCheck() final { bDeterministicOutputCheck = false; }
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void SetPriority(EPriority Priority) final;
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void Cancel() final;
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void Wait() final;
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private:
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IBuildJob& Job;
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FCacheKey CacheKey;
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const IBuildFunction& Function;
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FBuildOutputBuilder& OutputBuilder;
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TMap<FString, FCbObject> Constants;
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TMap<FString, FCompressedBuffer> Inputs;
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UE::FLazyEvent BuildCompleteEvent{EEventMode::ManualReset};
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TUniqueFunction<void ()> OnEndBuild;
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IRequestOwner* Owner{};
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uint64 RequiredMemory{};
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ECachePolicy CachePolicyMask;
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EBuildPolicy BuildPolicyMask;
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bool bIsAsyncBuild{false};
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bool bIsAsyncBuildComplete{false};
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bool bDeterministicOutputCheck{true};
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};
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} // UE::DerivedData::Private
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