Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Public/DerivedDataCacheRecord.h
Devin Doucette 7e2e44ebf4 DDC: Refactored the Cache API to prepare for the Build API
- Removed the "Cache" prefix from ECachePriority, FCacheRequest, ICacheRequest, FCachePayload, FCachePayloadId to allow reuse in the Build API.
- Added FCompressedBuffer as the starting point for the API for creating and accessing compressed buffers.

#rb Zousar.Shaker
#rnx

[CL 15511723 by Devin Doucette in ue5-main branch]
2021-02-24 01:37:45 -04:00

198 lines
6.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "DerivedDataCacheKey.h"
#include "DerivedDataPayload.h"
#include "Memory/MemoryFwd.h"
#include "Templates/PimplPtr.h"
#define UE_API DERIVEDDATACACHE_API
class FCbObject;
template <typename ResultType> class TFuture;
namespace UE
{
namespace DerivedData
{
class FCacheRecordBuilder;
struct FCacheRecordData;
struct FCacheRecordBuilderData;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* A cache record is a key, a value, attachments, and metadata.
*
* The key is expected to correspond uniquely to its value and attachments. The key should not be
* used with any other value and attachments. The metadata does not have the same requirement and
* may be used to persist details such as the machine that created the value or how much time was
* spent creating the value.
*
* The value and its attachments are compressed, and both the compressed and uncompressed formats
* of the payloads are exposed by the cache record.
*
* The value, attachments, and metadata are optional and can be skipped when requesting a record.
* When the value or attachments have been skipped, the record will contain a payload with the ID
* and hash, but no buffer containing the associated data.
*/
class FCacheRecord
{
public:
/** Construct a null cache record. */
FCacheRecord() = default;
/** Clone this cache record. Prefer to move records, and clone only when a copy is necessary. */
UE_API FCacheRecord Clone() const;
/** Returns the key that identifies this record in the cache. Always available in a non-null cache record. */
UE_API const FCacheKey& GetKey() const;
/** Returns the metadata for the cache record unless it was skipped in the request. */
UE_API const FCbObject& GetMeta() const;
/** Returns the value. Null if the value was skipped in the request. */
UE_API FSharedBuffer GetValue() const;
/** Returns the value payload. Always available in a non-null cache record. */
UE_API const FPayload& GetValuePayload() const;
/** Returns the attachment that matches the ID. Null if no match or attachments were skipped in the request. */
UE_API FSharedBuffer GetAttachment(const FPayloadId& Id) const;
/** Returns the attachment payload that matches the ID. Null if no match or the cache record is null. */
UE_API const FPayload& GetAttachmentPayload(const FPayloadId& Id) const;
/** Returns a view of the attachments. Always available in a non-null cache record, but buffer may be skipped. */
UE_API TConstArrayView<FPayload> GetAttachmentPayloads() const;
/** Whether this is null. */
inline bool IsNull() const { return !Data; }
/** Whether this is not null. */
inline bool IsValid() const { return !IsNull(); }
/** Whether this is not null. */
inline explicit operator bool() const { return IsValid(); }
/** Reset this to null. */
inline void Reset() { *this = FCacheRecord(); }
public:
// Internal API
/** Construct a cache record by cloning a cache record. Use Clone(). */
explicit FCacheRecord(const FCacheRecordData& Data);
/** Construct a cache record from a builder. Use Builder.Build() or Builder.BuildAsync(). */
explicit FCacheRecord(FCacheRecordBuilderData&& Builder);
private:
TPimplPtr<FCacheRecordData> Data;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* A cache record builder is used to construct a cache record.
*
* A key must be set before using the this to construct a cache record. The value and attachments
* can be provided as buffers or as payloads which are already compressed and have an identifier.
*
* @see FCacheRecord
*/
class FCacheRecordBuilder
{
public:
/** Construct an empty cache record builder. */
UE_API FCacheRecordBuilder();
/**
* Set the key for the cache record.
*
* The key must uniquely correspond to the value and attachments for the cache record, while the
* optional metadata may vary and may be non-deterministic.
*/
UE_API void SetKey(const FCacheKey& Key);
/**
* Set the metadata for the cache record.
*
* The metadata is cloned if not owned.
*/
UE_API void SetMeta(FCbObject Meta);
/**
* Set the value for the cache record.
*
* @param Buffer The value, which is cloned if not owned, and is compressed by the builder.
* @param Id An ID for the value that is unique within the scope of the cache record. If omitted
* the builder will create an ID by hashing the buffer.
* @return The ID that was provided or created.
*/
UE_API FPayloadId SetValue(const FSharedBuffer& Buffer, FPayloadId Id = FPayloadId());
/**
* Set the value for the cache record.
*
* @param Payload The value payload, which is reset to null.
* @return The ID that was provided. Unique within the scope of the cache record.
*/
UE_API FPayloadId SetValue(FPayload&& Payload);
/**
* Add an attachment to the cache record.
*
* @param Buffer The attachment, which is cloned if not owned, and is compressed by the builder.
* @param Id An ID for the attachment that is unique within the scope of the cache record. If it
* is omitted the builder will create an ID by hashing the buffer.
* @return The ID that was provided or created.
*/
UE_API FPayloadId AddAttachment(const FSharedBuffer& Buffer, FPayloadId Id = FPayloadId());
/**
* Add an attachment to the cache record.
*
* @param Payload The attachment payload, which is reset to null.
* @return The ID that was provided. Unique within the scope of the cache record.
*/
UE_API FPayloadId AddAttachment(FPayload&& Payload);
/**
* Build a cache record, resetting this builder.
*
* Prefer BuildAsync() when the value or attachments are added from a buffer, as this must block
* on compression of those buffers before it can construct a cache record.
*/
UE_API FCacheRecord Build();
/**
* Build a cache record asynchronously, resetting this builder.
*
* Prefer Build() when the value and attachments are added by payload, as compression is already
* complete and BuildAsync() will complete immediately in that case.
*/
UE_API TFuture<FCacheRecord> BuildAsync();
/** Whether this is null. */
inline bool IsNull() const { return !Data; }
/** Whether this is not null. */
inline bool IsValid() const { return !IsNull(); }
/** Whether this is not null. */
inline explicit operator bool() const { return IsValid(); }
/** Reset this to empty. */
inline void Reset() { *this = FCacheRecordBuilder(); }
private:
TPimplPtr<FCacheRecordBuilderData> Data;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
} // DerivedData
} // UE
#undef UE_API