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#rb Per.Larsson #rnx #preflight 61a8940b9c77d610079ce7da - Made all backends final, they should not be derived from. - Added header files for the remaining backends that were cpp only. The headers are in the modules private directory so will not be used elsewhere and it makes it easier to see the interface. #ROBOMERGE-AUTHOR: paul.chipchase #ROBOMERGE-SOURCE: CL 18350848 in //UE5/Release-5.0/... via CL 18350854 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18350856 by paul chipchase in ue5-release-engine-test branch]
63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IVirtualizationBackend.h"
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namespace UE::Virtualization
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{
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/**
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* A basic backend based on the file system. This can be used to access/store virtualization
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* data either on a local disk or a network share. It is intended to be used as a caching system
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* to speed up operations (running a local cache or a shared cache for a site) rather than as the
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* proper backend solution.
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*
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* Ini file setup:
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* 'Name'=(Type=FileSystem, Path="XXX", RetryCount=X, RetryWaitTime=X)
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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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* 'Type': The backend will be of type 'FFileSystemBackend'.
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* 'Path': The root directory where the files are stored.
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*
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* Optional Values:
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* RetryCount: How many times we should try to open a payload file for read before giving up with
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* an error. Useful when many threads/processes can be pushing/pulling from the same
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* path/ [Default=10]
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* RetryWaitTime: The length of time the process should wait between each read attempt in milliseconds.
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* Remember that the max length of time that the process can stall attempting to read
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* a payload file is RetryCount * RetryWaitTime; [Default=100ms]
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*/
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class FFileSystemBackend final : public IVirtualizationBackend
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{
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public:
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explicit FFileSystemBackend(FStringView ConfigName, FStringView DebugName);
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virtual ~FFileSystemBackend() = default;
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private:
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/* IVirtualizationBackend implementation */
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload, const FPackagePath& PackageContext) override;
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virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
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virtual bool DoesPayloadExist(const FPayloadId& Id) override;
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private:
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void CreateFilePath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath);
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TUniquePtr<FArchive> OpenFileForReading(const TCHAR* FilePath);
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/** The root directory where the payload files should be located. */
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FString RootDirectory;
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/** The number of times to retry opening a payload file for read */
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int32 RetryCount = 10;
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/** The length of time (in milliseconds) to wait after each attempt before retrying. */
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int32 RetryWaitTimeMS = 100;
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};
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} // namespace UE::Virtualization
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