Files
UnrealEngine/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuildSession.cpp
2025-05-18 13:04:45 +08:00

114 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuildSession.h"
#include "Containers/SharedString.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildJob.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPrivate.h"
#include "DerivedDataValue.h"
namespace UE::DerivedData::Private
{
class FBuildSessionInternal final : public IBuildSessionInternal
{
public:
FBuildSessionInternal(
const FSharedString& InName,
ICache* InCache,
IBuild& InBuildSystem,
IBuildScheduler& InScheduler,
IBuildInputResolver* InInputResolver)
: Name(InName)
, Cache(InCache)
, BuildSystem(InBuildSystem)
, Scheduler(InScheduler)
, InputResolver(InInputResolver)
{
}
const FSharedString& GetName() const final { return Name; }
void Build(
const FBuildKey& Key,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete) final;
void Build(
const FBuildDefinition& Definition,
const FOptionalBuildInputs& Inputs,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete) final;
void Build(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete) final;
FSharedString Name;
ICache* Cache;
IBuild& BuildSystem;
IBuildScheduler& Scheduler;
IBuildInputResolver* InputResolver;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildSessionInternal::Build(
const FBuildKey& Key,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete)
{
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Key, Policy,
OnComplete ? MoveTemp(OnComplete) : FOnBuildComplete([](FBuildCompleteParams&&){}));
}
void FBuildSessionInternal::Build(
const FBuildDefinition& Definition,
const FOptionalBuildInputs& Inputs,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete)
{
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Definition, Inputs, Policy,
OnComplete ? MoveTemp(OnComplete) : FOnBuildComplete([](FBuildCompleteParams&&){}));
}
void FBuildSessionInternal::Build(
const FBuildAction& Action,
const FOptionalBuildInputs& Inputs,
const FBuildPolicy& Policy,
IRequestOwner& Owner,
FOnBuildComplete&& OnComplete)
{
CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Action, Inputs, Policy,
OnComplete ? MoveTemp(OnComplete) : FOnBuildComplete([](FBuildCompleteParams&&){}));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildSession CreateBuildSession(IBuildSessionInternal* Session)
{
return FBuildSession(Session);
}
FBuildSession CreateBuildSession(
const FSharedString& Name,
ICache* Cache,
IBuild& BuildSystem,
IBuildScheduler& Scheduler,
IBuildInputResolver* InputResolver)
{
return CreateBuildSession(new FBuildSessionInternal(Name, Cache, BuildSystem, Scheduler, InputResolver));
}
} // UE::DerivedData::Private