Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.h
paul chipchase e0fc423b10 Allow the sourcecontrol virtualization backend to choose the type of the temp workspace used for payload submission.
#rb PJ.Kack
#rnx
#preflight 61af1090c6650f98a97782a4

-  The source control backend will now attempt to create the temporary workspace as a partitioned workspace by default.
- This can be overriden via the config file when defining the virtualization graph.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18392795 in //UE5/Release-5.0/... via CL 18392806
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18392807 by paul chipchase in ue5-release-engine-test branch]
2021-12-07 03:21:51 -05:00

62 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IVirtualizationBackend.h"
#include "Containers/StringView.h"
namespace UE::Virtualization
{
/**
* This backend can be used to access payloads stored in source control.
* The backend doesn't 'check out' a payload file but instead will just download the payload as
* a binary blob.
* It is assumed that the files are stored with the same path convention as the file system
* backend, found in Utils::PayloadIdToPath.
*
* Ini file setup:
* 'Name'=(Type=SourceControl, DepotRoot="//XXX/")
* Where 'Name' is the backend name in the hierarchy and 'XXX' is the path in the source control
* depot where the payload files are being stored.
*
* Optional Values:
* UsePartitionedClient: When true the temporary workspace client created to submit payloads
* from will be created as a partitioned workspace which is less overhead
* on the source control server. If your server does not support this then
* use false. [Default=True]
*/
class FSourceControlBackend final : public IVirtualizationBackend
{
public:
explicit FSourceControlBackend(FStringView ConfigName, FStringView InDebugName);
virtual ~FSourceControlBackend() = default;
private:
/* IVirtualizationBackend implementation */
virtual bool Initialize(const FString& ConfigEntry) override;
virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload, const FPackagePath& PackageContext) override;
virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
virtual bool DoesPayloadExist(const FPayloadId& Id) override;
virtual bool DoPayloadsExist(TArrayView<const FPayloadId> PayloadIds, TArray<bool>& OutResults) override;
private:
void CreateDepotPath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath);
/** The root where the virtualized payloads are stored in source control */
FString DepotRoot;
/** Should we try to make the temp client partitioned or not? */
bool bUsePartitionedClient = true;
};
} // namespace UE::Virtualization