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The policy allows filtering the result to an arbitrary set of values, which makes the new function both more powerful and better aligned with the rest of the API. #jira UE-133389 #rb Zousar.Shaker #rnx #preflight 61ddb5fa4533f92a4e2c48d0 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18574442 in //UE5/Release-5.0/... via CL 18574451 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18574456 by devin doucette in ue5-release-engine-test branch]
114 lines
3.0 KiB
C++
114 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DerivedDataBuildSession.h"
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#include "Containers/UnrealString.h"
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#include "DerivedDataBuildAction.h"
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#include "DerivedDataBuildDefinition.h"
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#include "DerivedDataBuildJob.h"
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#include "DerivedDataBuildOutput.h"
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#include "DerivedDataBuildPrivate.h"
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#include "DerivedDataValue.h"
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namespace UE::DerivedData::Private
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{
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class FBuildSessionInternal final : public IBuildSessionInternal
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{
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public:
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FBuildSessionInternal(
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FStringView InName,
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ICache& InCache,
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IBuild& InBuildSystem,
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IBuildScheduler& InScheduler,
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IBuildInputResolver* InInputResolver)
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: Name(InName)
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, Cache(InCache)
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, BuildSystem(InBuildSystem)
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, Scheduler(InScheduler)
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, InputResolver(InInputResolver)
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{
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}
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FStringView GetName() const final { return Name; }
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void Build(
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const FBuildKey& Key,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) final;
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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) final;
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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) final;
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FString Name;
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ICache& Cache;
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IBuild& BuildSystem;
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IBuildScheduler& Scheduler;
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IBuildInputResolver* InputResolver;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void FBuildSessionInternal::Build(
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const FBuildKey& Key,
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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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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Key, Policy,
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OnComplete ? MoveTemp(OnComplete) : [](FBuildCompleteParams&&){});
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}
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void FBuildSessionInternal::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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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Definition, Inputs, Policy,
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OnComplete ? MoveTemp(OnComplete) : [](FBuildCompleteParams&&){});
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}
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void FBuildSessionInternal::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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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Action, Inputs, Policy,
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OnComplete ? MoveTemp(OnComplete) : [](FBuildCompleteParams&&){});
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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FBuildSession CreateBuildSession(IBuildSessionInternal* Session)
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{
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return FBuildSession(Session);
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}
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FBuildSession CreateBuildSession(
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FStringView Name,
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ICache& Cache,
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IBuild& BuildSystem,
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IBuildScheduler& Scheduler,
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IBuildInputResolver* InputResolver)
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{
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return CreateBuildSession(new FBuildSessionInternal(Name, Cache, BuildSystem, Scheduler, InputResolver));
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}
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} // UE::DerivedData::Private
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