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#rb Per.Larsson #rnx #preflight 613f116c7e8fa30001b559d6 [CL 17490455 by paul chipchase in ue5-main branch]
60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Virtualization/IVirtualizationBackend.h"
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#include "DerivedDataCacheKey.h"
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namespace UE::DerivedData { enum class ECachePolicy : uint8; }
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namespace UE::Virtualization
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{
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/**
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* A backend that uses the DDC2 as it's storage mechanism. It is intended to be used as a local caching
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* system to speed up operations rather than for use as persistent storage.
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*
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* Ini file setup:
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* 'Name'=(Type=DDCBackend, Bucket="XXX", LocalStorage=True/False, RemoteStorage=True/False)
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*
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* Required Values:
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* 'Name': The backend name in the hierarchy.
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*
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* Optional Values:
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* Bucket: An alphanumeric identifier used to group the payloads together in storage. [Default="BulkData"]
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* LocalStorage: When set to true, the payloads can be stored locally. [Default=true]
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* RemoteStorage: When set to true, the payloads can be stored remotely. [Default=true]
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*/
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class FDDCBackend : public IVirtualizationBackend
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{
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public:
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explicit FDDCBackend(FStringView ConfigName);
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virtual ~FDDCBackend() = default;
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protected:
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) override;
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virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
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virtual FString GetDebugString() const override;
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bool DoesExist(const FPayloadId& Id) const;
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/** Debug name used to identify the backend */
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FString DebugName;
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/** The bucket being used to group together the virtualized payloads in storage */
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FString BucketName;
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/** */
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UE::DerivedData::FCacheBucket Bucket;
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/** The policy to use when uploading or downloading data from the cache */
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UE::DerivedData::ECachePolicy TransferPolicy;
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/** The policy to use when querying the cache for information */
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UE::DerivedData::ECachePolicy QueryPolicy;
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};
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} // namespace UE::Virtualization
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