Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Public/DerivedDataBackendInterface.h
2014-03-14 14:13:41 -04:00

113 lines
4.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
DECLARE_LOG_CATEGORY_EXTERN(LogDerivedDataCache, Log, All);
DECLARE_DWORD_ACCUMULATOR_STAT_EXTERN(TEXT("Num Gets"),STAT_DDC_NumGets,STATGROUP_DDC, );
DECLARE_DWORD_ACCUMULATOR_STAT_EXTERN(TEXT("Num Puts"),STAT_DDC_NumPuts,STATGROUP_DDC, );
DECLARE_DWORD_ACCUMULATOR_STAT_EXTERN(TEXT("Num Build"),STAT_DDC_NumBuilds,STATGROUP_DDC, );
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN(TEXT("DDC Sync Get Time"),STAT_DDC_SyncGetTime,STATGROUP_DDC, );
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN(TEXT("DDC ASync Wait Time"),STAT_DDC_ASyncWaitTime,STATGROUP_DDC, );
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN(TEXT("DDC Sync Put Time"),STAT_DDC_PutTime,STATGROUP_DDC, );
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN(TEXT("DDC Sync Build Time"),STAT_DDC_SyncBuildTime,STATGROUP_DDC, );
/**
* Interface for cache server backends.
* The entire API should be callable from any thread (except the singleton can be assumed to be called at least once before concurrent access).
**/
class FDerivedDataBackendInterface
{
public:
virtual ~FDerivedDataBackendInterface()
{
}
/** return true if this cache is writable **/
virtual bool IsWritable()=0;
/**
* return true if hits on this cache should propagate to lower cache level. Typically false for a PAK file.
* Caution! This generally isn't propagated, so the thing that returns false must be a direct child of the heirarchical cache.
**/
virtual bool BackfillLowerCacheLevels()
{
return true;
}
/**
* Synchronous test for the existence of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @return true if the data probably will be found, this can't be guaranteed because of concurrency in the backends, corruption, etc
*/
virtual bool CachedDataProbablyExists(const TCHAR* CacheKey)=0;
/**
* Synchronous retrieve of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @param OutData Buffer to receive the results, if any were found
* @return true if any data was found, and in this case OutData is non-empty
*/
virtual bool GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData)=0;
/**
* Asynchronous, fire-and-forget placement of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @param InData Buffer containing the data to cache, can be destroyed after the call returns, immediately
* @param bPutEvenIfExists If true, then do not attempt skip the put even if CachedDataProbablyExists returns true
*/
virtual void PutCachedData(const TCHAR* CacheKey, TArray<uint8>& InData, bool bPutEvenIfExists)=0;
/**
* Remove data from cache (used in the event that corruption is detected at a higher level and possibly house keeping)
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @param bTransient true if the data is transient and it is up to the backend to decide when and if to remove cached data.
*/
virtual void RemoveCachedData(const TCHAR* CacheKey, bool bTransient)=0;
};
class FDerivedDataBackend
{
public:
/**
* Singleton to retrieve the GLOBAL backend
*
* @return Reference to the global cache backend
*/
static FDerivedDataBackend& Get();
/**
* Singleton to retrieve the root cache
* @return Reference to the global cache root
*/
virtual FDerivedDataBackendInterface& GetRoot() = 0;
//--------------------
// System Interface, copied from FDerivedDataCacheInterface
//--------------------
virtual void NotifyBootComplete() = 0;
virtual void AddToAsyncCompletionCounter(int32 Addend) = 0;
virtual void WaitForQuiescence(bool bShutdown = false) = 0;
virtual void GetDirectories(TArray<FString>& OutResults) = 0;
/**
* Mounts a read-only pak file.
*
* @param PakFilename Pak filename
*/
virtual FDerivedDataBackendInterface* MountPakFile(const TCHAR* PakFilename) = 0;
/**
* Unmounts a read-only pak file.
*
* @param PakFilename Pak filename
*/
virtual bool UnmountPakFile(const TCHAR* PakFilename) = 0;
};