// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreTypes.h" #include "Containers/StringFwd.h" #include "Containers/StringView.h" #include "Memory/MemoryFwd.h" class FCbField; class FCbObject; class FCompressedBuffer; namespace UE::DerivedData { class FBuildConfigContext; } namespace UE::DerivedData { class FBuildContext; } namespace UE::DerivedData { class FCacheBucket; } namespace UE::DerivedData { class FValue; } namespace UE::DerivedData { struct FValueId; } namespace UE::DerivedData { enum class EBuildPolicy : uint32; } namespace UE::DerivedData { enum class ECachePolicy : uint32; } namespace UE::DerivedData { /** * A build function is referenced by a build definition as the way to build its inputs. * * Functions are expected to be pure and maintain no state. Inputs are provided through the build * context, and outputs are saved through the build context. * * Functions have a version which is used as a proxy for their code. Any code changes that affect * the behavior of a function must have a corresponding change in the function version. * * Functions must be registered by a build function factory to be available to the build system. * * @see FBuildContext * @see FBuildConfigContext * @see TBuildFunctionFactory */ class IBuildFunction { public: virtual ~IBuildFunction() = default; /** Returns the name of the build function, which identifies it in a build definition. */ virtual const FUtf8SharedString& GetName() const = 0; /** Returns the version of the build function, which must change when the function changes. */ virtual FGuid GetVersion() const = 0; /** * Build the output for the input in the build context. * * The build is complete when the function returns, unless BeginAsyncBuild has been called on * the context, in which case a call to EndAsyncBuild from any thread marks the end. * * The build is considered to be successful unless an error was logged during its execution. */ virtual void Build(FBuildContext& Context) const = 0; /** * Configure the build based on its constants. * * The default configuration is to use the function name as the cache bucket, use the default * cache policy, use the default build policy, and enable non-deterministic output checks. */ virtual void Configure(FBuildConfigContext& Context) const {} /** * Cancel an asynchronous build. * * This function is only called when canceling a build that has called BeginAsyncBuild, which * requires this to be implemented to return only after EndAsyncBuild has been called exactly * once on the given context. Due to timing, this can be called after EndAsyncBuild, and must * handle that case, but will never be called unless BeginAsyncBuild has been called. */ virtual void CancelAsyncBuild(FBuildContext& Context) const {} }; /** A build context provides the inputs for a build function and saves its outputs. */ class FBuildContext { public: virtual ~FBuildContext() = default; /** Returns the name by which to identify this build for logging and profiling. */ virtual const FSharedString& GetName() const = 0; /** Returns estimate of memory required for this operation. */ virtual uint64 GetRequiredMemory() const = 0; /** Returns the constant with the matching key, or an object with no fields if not found. */ virtual FCbObject FindConstant(FUtf8StringView Key) const = 0; /** Returns the input with the matching key, or a null buffer if not found. */ virtual FSharedBuffer FindInput(FUtf8StringView Key) const = 0; /** * Adds metadata to the build output. Must have a unique non-empty alphanumeric key. * * Metadata is not required to be deterministic or based only on inputs. */ virtual void AddMeta(FUtf8StringView Key, const FCbField& Meta) = 0; /** Adds a value to the build output. Must have a non-null buffer and a unique ID. */ virtual void AddValue(const FValueId& Id, const FValue& Value) = 0; virtual void AddValue(const FValueId& Id, const FCompressedBuffer& Buffer) = 0; virtual void AddValue(const FValueId& Id, const FCompositeBuffer& Buffer, uint64 BlockSize = 0) = 0; virtual void AddValue(const FValueId& Id, const FSharedBuffer& Buffer, uint64 BlockSize = 0) = 0; virtual void AddValue(const FValueId& Id, const FCbObject& Object) = 0; /** Adds the error to the build output. Must be deterministic and based only on inputs. */ virtual void AddError(FStringView Message) = 0; /** Adds the warning to the build output. Must be deterministic and based only on inputs. */ virtual void AddWarning(FStringView Message) = 0; /** Adds the message to the build output. Must be deterministic and based only on inputs. */ virtual void AddMessage(FStringView Message) = 0; /** Overrides the cache policy mask used when writing this build in the cache. */ virtual void SetCachePolicyMask(ECachePolicy Policy) = 0; /** * Make this an asynchronous build by making the caller responsible for completing the build. * * This is an advanced feature that bypasses many of the safety checks for synchronous builds * that validate that the build function only accesses inputs through the context. Take extra * care to only consume inputs available in the build context and avoid reading global state. * * This may be called at most once on a build context. A function that uses this must support * async cancellation by implementing CancelAsyncBuild. Once this has been called, the caller * is responsible for calling EndAsyncBuild to finish this build. An async build may end from * any thread, but the context is only safe to use from one thread at a time. */ virtual void BeginAsyncBuild() = 0; /** * Mark the end of an asynchronous build. * * It is invalid to call any other function on the build context after calling this. */ virtual void EndAsyncBuild() = 0; }; /** A build config context allows cache and build behavior to be modified based on constant inputs. */ class FBuildConfigContext { public: virtual ~FBuildConfigContext() = default; /** Returns the name by which to identify this build for logging and profiling. */ virtual const FSharedString& GetName() const = 0; /** Returns the constant with the matching key, or an object with no fields if not found. */ virtual FCbObject FindConstant(FUtf8StringView Key) const = 0; /** Adds the error to the build output. Must be deterministic and based only on inputs. */ virtual void AddError(FStringView Message) = 0; /** Adds the warning to the build output. Must be deterministic and based only on inputs. */ virtual void AddWarning(FStringView Message) = 0; /** Adds the message to the build output. Must be deterministic and based only on inputs. */ virtual void AddMessage(FStringView Message) = 0; /** Overrides the name of the type for the build. Defaults to the function name. */ virtual void SetTypeName(const FUtf8SharedString& TypeName) = 0; /** Overrides the cache bucket used when reading or writing this build in the cache. */ virtual void SetCacheBucket(FCacheBucket Bucket) = 0; /** Returns the cache policy mask used when reading or writing this build in the cache. */ virtual ECachePolicy GetCachePolicyMask() const = 0; /** * Overrides the cache policy mask used when reading or writing this build in the cache. * * Allows Query and Store flags to be cleared for this build by removing them from the mask. * * Set the mask to the bitwise complement of the flags to be cleared: ~ECachePolicy::Remote. */ virtual void SetCachePolicyMask(ECachePolicy Policy) = 0; /** Returns the build policy mask used when executing this build. */ virtual EBuildPolicy GetBuildPolicyMask() const = 0; /** * Overrides the build policy mask used when executing this build. * * Allows Build flags to be cleared for this build by removing them from the mask. * * Set the mask to the bitwise complement of the flags to be cleared: ~EBuildPolicy::BuildRemote. */ virtual void SetBuildPolicyMask(EBuildPolicy Policy) = 0; /** Sets the estimated peak memory required to execute the build, excluding input size. */ virtual void SetRequiredMemory(uint64 RequiredMemory) = 0; /** Skips verification that this function has deterministic output. */ virtual void SkipDeterministicOutputCheck() = 0; }; } // UE::DerivedData