Files
UnrealEngineUWP/Engine/Source/Runtime/StorageServerClient/Private/StorageServerPackageStore.h
CarlMagnus Nordin fb1684f99b PackageStore refactor
* Decouple container concept from IoDispatcher
* Decoiuple PackageStore implementation from AsyncLoading2
* Restore ucas unmount fix that got kist when merrging from UE4
* Fix packages being left in the PackageStiore even after unmounting contaiiners

#rnx
#rb pj.kack, per.larsson
#preflight 61520cc52afc2d0001146ce7

[CL 17641845 by CarlMagnus Nordin in ue5-main branch]
2021-09-28 01:03:00 -04:00

45 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IO/PackageStore.h"
#if !UE_BUILD_SHIPPING
class FStorageServerConnection;
struct FFilePackageStoreEntry;
class FStorageServerPackageStore
: public FPackageStoreBase
{
public:
FStorageServerPackageStore(FStorageServerConnection& Connection);
virtual ~FStorageServerPackageStore() = default;
virtual void Initialize() override
{
}
virtual void Lock() override
{
}
virtual void Unlock() override
{
}
virtual bool DoesPackageExist(FPackageId PackageId) override;
virtual FPackageStoreEntryHandle GetPackageEntryHandle(FPackageId PackageId, const FName& PackageName) override;
virtual FPackageStoreEntry GetPackageEntry(FPackageStoreEntryHandle Handle) override;
virtual bool GetPackageRedirectInfo(FPackageId PackageId, FName& OutSourcePackageName, FPackageId& OutRedirectedToPackageId) override
{
return false;
}
private:
TArray<uint8> StoreEntriesData;
TMap<FPackageId, const FFilePackageStoreEntry*> StoreEntriesMap;
};
#endif