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