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A payload was conceptually a value with an ID. That has been formalized by removing the ID from the payload and having separate FValue and FValueId types. This separation cleans up the API in a few areas, and provides a more natural path to providing a basic key/value API. #rb Zousar.Shaker #rnx #preflight 61d704c04c252480ca284d61 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18531844 in //UE5/Release-5.0/... via CL 18531856 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18531864 by devin doucette in ue5-release-engine-test branch]
135 lines
3.2 KiB
C++
135 lines
3.2 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/StringFwd.h"
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#include "DerivedDataValueId.h"
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#include "IO/IoHash.h"
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#include "Templates/TypeHash.h"
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namespace UE::DerivedData
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{
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/** A key that uniquely identifies a build definition. */
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struct FBuildKey
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{
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FIoHash Hash;
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/** A key with a zero hash. */
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static const FBuildKey Empty;
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};
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inline const FBuildKey FBuildKey::Empty;
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/** A key that uniquely identifies a build action. */
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struct FBuildActionKey
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{
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FIoHash Hash;
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/** A key with a zero hash. */
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static const FBuildActionKey Empty;
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};
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inline const FBuildActionKey FBuildActionKey::Empty;
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/** A key that uniquely identifies a value within a build output. */
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struct FBuildValueKey
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{
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FBuildKey BuildKey;
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FValueId Id;
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/** A value key with an empty build key and a null value identifier. */
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static const FBuildValueKey Empty;
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};
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inline const FBuildValueKey FBuildValueKey::Empty;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash == B.Hash;
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}
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inline bool operator!=(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash != B.Hash;
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}
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inline bool operator<(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash < B.Hash;
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}
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inline uint32 GetTypeHash(const FBuildKey& Key)
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{
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return GetTypeHash(Key.Hash);
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildKey& Key)
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{
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return Builder << "Build/"_ASV << Key.Hash;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash == B.Hash;
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}
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inline bool operator!=(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash != B.Hash;
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}
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inline bool operator<(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash < B.Hash;
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}
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inline uint32 GetTypeHash(const FBuildActionKey& Key)
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{
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return GetTypeHash(Key.Hash);
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildActionKey& Key)
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{
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return Builder << "BuildAction/"_ASV << Key.Hash;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildValueKey& A, const FBuildValueKey& B)
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{
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return A.BuildKey == B.BuildKey && A.Id == B.Id;
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}
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inline bool operator!=(const FBuildValueKey& A, const FBuildValueKey& B)
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{
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return A.BuildKey != B.BuildKey || A.Id != B.Id;
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}
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inline bool operator<(const FBuildValueKey& A, const FBuildValueKey& B)
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{
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const FBuildKey& KeyA = A.BuildKey;
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const FBuildKey& KeyB = B.BuildKey;
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return KeyA == KeyB ? A.Id < B.Id : KeyA < KeyB;
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}
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inline uint32 GetTypeHash(const FBuildValueKey& Key)
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{
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return HashCombine(GetTypeHash(Key.BuildKey), GetTypeHash(Key.Id));
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildValueKey& Key)
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{
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return Builder << Key.BuildKey << CharType('/') << Key.Id;
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}
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} // UE::DerivedData
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