Files
UnrealEngine/Engine/Plugins/FastBuildController/Source/Public/FastBuildControllerModule.h
2025-05-18 13:04:45 +08:00

110 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Async/Future.h"
#include "Containers/Queue.h"
#include "DistributedBuildControllerInterface.h"
class FFastBuildJobProcessor;
class FFastBuildControllerModule : public IDistributedBuildController
{
bool bSupported;
bool bModuleInitialized;
bool bControllerInitialized;
FThreadSafeCounter NextFileID;
FThreadSafeCounter NextTaskID;
FThreadSafeCounter PendingTasksCounter;
/** The thread spawned for shader compiling. */
TUniquePtr<FFastBuildJobProcessor> JobDispatcherThread;
// Taken when accessing the PendingTasks and DispatchedTasks members.
TSharedPtr<FCriticalSection> TasksCS;
// Queue of tasks submitted by the engine, but not yet dispatched to the controller.
TQueue<FDistributedBuildTask*> PendingTasks;
// Map of tasks dispatched to the controller and running within FastBuild, that have not yet finished.
TMap<uint32, FDistributedBuildTask*> DispatchedTasks;
const FString RootWorkingDirectory;
const FString WorkingDirectory;
FString IntermediateShadersDirectory;
bool bShutdown;
void CleanWorkingDirectory();
public:
FFastBuildControllerModule();
virtual ~FFastBuildControllerModule();
virtual void StartupModule() override final;
virtual void ShutdownModule() override final;
virtual bool RequiresRelativePaths() override final{ return true; };
virtual void InitializeController() override final;
virtual const FString GetName() override final { return FString("FastBuild Controller"); };
virtual FString RemapPath(const FString& SourcePath) const override final;
virtual bool IsSupported() override final;
virtual FString CreateUniqueFilePath() override final;
virtual TFuture<FDistributedBuildTaskResult> EnqueueTask(const FTaskCommandData& CommandData) override final;
void EnqueueTask(FDistributedBuildTask* Task);
FDistributedBuildTask* DequeueTask();
void RegisterDispatchedTask(FDistributedBuildTask* DispatchedTask);
void ReEnqueueDispatchedTasks();
void DeRegisterDispatchedTasks(const TArray<uint32>& InTasksID);
void ReportJobProcessed(FDistributedBuildTask* CompletedTask, const FTaskResponse& InTaskResponse);
static FFastBuildControllerModule& Get();
inline bool AreTasksPending() const
{
FScopeLock Lock(TasksCS.Get());
return !PendingTasks.IsEmpty();
}
inline bool AreTasksDispatched() const
{
FScopeLock Lock(TasksCS.Get());
return DispatchedTasks.Num() > 0;
}
inline bool AreTasksDispatchedOrPending() const
{
FScopeLock Lock(TasksCS.Get());
return DispatchedTasks.Num() > 0 || !PendingTasks.IsEmpty();
}
int32 GetPendingTasksAmount() const { return PendingTasksCounter.GetValue();}
FString GetRootWorkingDirectory() const { return RootWorkingDirectory;}
FString GetWorkingDirectory() const { return WorkingDirectory;}
FString GetIntermediateShadersDirectory() const { return IntermediateShadersDirectory; }
const TMap<uint32, FDistributedBuildTask*>& GetDispatchedTasks() const
{
return DispatchedTasks;
}
FCriticalSection* GetTasksCS() const
{
return TasksCS.Get();
}
};