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- Build now takes optional inputs for consistency with BuildAction. - BuildAction has been renamed to Build and works the same as Build except it starts from an action. - Build now takes a FBuildPolicy, which is implicitly constructible from EBuildPolicy, and allows setting the policy by payload. - FBuildContext and FBuildConfigContext now have policy masks that allow clearing flags across every payload in the build. - EBuildPolicy has CacheStore split into CacheStoreOnQuery and CacheStoreOnBuild for more control of cache behavior. - Builds now use consistent completion callback parameters, FBuildCompleteParams. - Build types now have debugger visualization. #rb Zousar.Shaker #rnx #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 17874670 in //UE5/Release-5.0/... via CL 17874724 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v883-17842818) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17874740 by devin doucette in ue5-release-engine-test branch]
198 lines
6.4 KiB
C++
198 lines
6.4 KiB
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/StringView.h"
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#include "DerivedDataBuildKey.h"
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#include "DerivedDataBuildTypes.h"
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#include "Templates/Function.h"
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#include "Templates/UniquePtr.h"
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namespace UE::DerivedData { class FBuildAction; }
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namespace UE::DerivedData { class FBuildDefinition; }
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namespace UE::DerivedData { class FBuildSession; }
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namespace UE::DerivedData { class FOptionalBuildInputs; }
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namespace UE::DerivedData { class FPayload; }
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namespace UE::DerivedData { class IRequestOwner; }
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namespace UE::DerivedData { struct FBuildPayloadCompleteParams; }
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namespace UE::DerivedData
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{
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using FOnBuildPayloadComplete = TUniqueFunction<void (FBuildPayloadCompleteParams&& Params)>;
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} // UE::DerivedData
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namespace UE::DerivedData::Private
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{
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class IBuildSessionInternal
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{
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public:
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virtual ~IBuildSessionInternal() = default;
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virtual FStringView GetName() const = 0;
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virtual void Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) = 0;
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virtual void Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) = 0;
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virtual void BuildPayload(
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const FBuildPayloadKey& Payload,
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EBuildPolicy Policy,
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IRequestOwner& Owner,
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FOnBuildPayloadComplete&& OnComplete) = 0;
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};
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FBuildSession CreateBuildSession(IBuildSessionInternal* Session);
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} // UE::DerivedData::Private
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namespace UE::DerivedData
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{
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/**
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* A build session is the main point to the build scheduler.
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*
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* The purpose of a session is to group together related builds that use the same input resolver,
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* such as grouping builds by target platform. A request to build one definition can lead to more
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* builds being scheduled if the definition references payloads from other builds as inputs.
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*/
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class FBuildSession
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{
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public:
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/** Returns the name by which to identify this session for logging and profiling. */
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inline FStringView GetName() const
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{
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return Session->GetName();
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}
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/**
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* Asynchronous request to execute a build according to the policy.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Definition The build function to execute and references to its inputs.
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* @param Inputs The build inputs referenced by the definition, if it has any. Optional.
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* @param Policy Flags to control the behavior of the request. See FBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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Session->Build(Definition, Inputs, Policy, Owner, MoveTemp(OnComplete));
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}
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/**
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* Asynchronous request to execute a build according to the policy.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Action The build function to execute and references to its inputs.
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* @param Inputs The build inputs referenced by the action, if it has any. Optional.
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* @param Policy Flags to control the behavior of the request. See FBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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Session->Build(Action, Inputs, Policy, Owner, MoveTemp(OnComplete));
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}
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/**
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* Asynchronous request to execute a build according to the policy and return one payload.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Payload The key identifying the build definition and the payload to return.
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* @param Policy Flags to control the behavior of the request. See EBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void BuildPayload(
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const FBuildPayloadKey& Payload,
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EBuildPolicy Policy,
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IRequestOwner& Owner,
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FOnBuildPayloadComplete&& OnComplete)
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{
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Session->BuildPayload(Payload, Policy, Owner, MoveTemp(OnComplete));
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}
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private:
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friend class FOptionalBuildSession;
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friend FBuildSession Private::CreateBuildSession(Private::IBuildSessionInternal* Session);
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/** Construct a build session. Use IBuild::CreateSession(). */
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inline explicit FBuildSession(Private::IBuildSessionInternal* InSession)
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: Session(InSession)
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{
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}
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TUniquePtr<Private::IBuildSessionInternal> Session;
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};
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/**
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* A build session that can be null.
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*
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* @see FBuildSession
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*/
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class FOptionalBuildSession : private FBuildSession
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{
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public:
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inline FOptionalBuildSession() : FBuildSession(nullptr) {}
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inline FOptionalBuildSession(FBuildSession&& InSession) : FBuildSession(MoveTemp(InSession)) {}
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inline FOptionalBuildSession& operator=(FBuildSession&& InSession) { FBuildSession::operator=(MoveTemp(InSession)); return *this; }
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inline FOptionalBuildSession(const FBuildSession& InSession) = delete;
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inline FOptionalBuildSession& operator=(const FBuildSession& InSession) = delete;
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/** Returns the build session. The caller must check for null before using this accessor. */
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inline FBuildSession& Get() & { return *this; }
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inline FBuildSession&& Get() && { return MoveTemp(*this); }
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inline bool IsNull() const { return !IsValid(); }
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inline bool IsValid() const { return Session.IsValid(); }
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inline explicit operator bool() const { return IsValid(); }
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inline void Reset() { *this = FOptionalBuildSession(); }
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};
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/** Parameters for the completion callback for build payload requests. */
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struct FBuildPayloadCompleteParams
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{
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/** Key for the build request that completed or was canceled. See Payload for ID. */
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FBuildKey Key;
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/**
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* Payload from the build payload request that completed or was canceled.
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*
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* The ID is always populated.
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* The hash and size are populated when Status is Ok.
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* The data is populated when Status is Ok and the data was not skipped by the policy.
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*/
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FPayload&& Payload;
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/** Status of the build request. */
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EStatus Status = EStatus::Error;
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};
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} // UE::DerivedData
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