171 lines
5.6 KiB
C++
171 lines
5.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/StringFwd.h"
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#include "CoreTypes.h"
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#include "DerivedDataBuildTypes.h"
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#include "Templates/Function.h"
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#include "Templates/UniquePtr.h"
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#include "Templates/UnrealTemplate.h"
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namespace UE::DerivedData { class FBuildAction; }
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namespace UE::DerivedData { class FBuildDefinition; }
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namespace UE::DerivedData { class FBuildSession; }
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namespace UE::DerivedData { class FOptionalBuildInputs; }
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namespace UE::DerivedData { class IRequestOwner; }
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namespace UE::DerivedData { struct FBuildKey; }
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namespace UE::DerivedData::Private
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{
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class IBuildSessionInternal
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{
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public:
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virtual ~IBuildSessionInternal() = default;
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virtual const FSharedString& GetName() const = 0;
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virtual void Build(
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const FBuildKey& Key,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) = 0;
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virtual void Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) = 0;
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virtual void Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) = 0;
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};
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FBuildSession CreateBuildSession(IBuildSessionInternal* Session);
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} // UE::DerivedData::Private
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namespace UE::DerivedData
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{
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/**
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* A build session is the main point to the build scheduler.
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*
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* The purpose of a session is to group together related builds that use the same input resolver,
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* such as grouping builds by target platform. A request to build one definition can lead to more
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* builds being scheduled if the definition references values from other builds as inputs.
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*/
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class FBuildSession
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{
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public:
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/** Returns the name by which to identify this session for logging and profiling. */
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inline const FSharedString& GetName() const
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{
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return Session->GetName();
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}
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/**
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* Asynchronous request to execute a build according to the policy.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Key The key of the build definition to resolve and build.
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* @param Policy Flags to control the behavior of the request. See FBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void Build(
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const FBuildKey& Key,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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Session->Build(Key, Policy, Owner, MoveTemp(OnComplete));
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}
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/**
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* Asynchronous request to execute a build according to the policy.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Definition The build function to execute and references to its inputs.
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* @param Inputs The build inputs referenced by the definition, if it has any. Optional.
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* @param Policy Flags to control the behavior of the request. See FBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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Session->Build(Definition, Inputs, Policy, Owner, MoveTemp(OnComplete));
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}
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/**
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* Asynchronous request to execute a build according to the policy.
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*
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* The callback will always be called, and may be called from an arbitrary thread.
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*
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* @param Action The build function to execute and references to its inputs.
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* @param Inputs The build inputs referenced by the action, if it has any. Optional.
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* @param Policy Flags to control the behavior of the request. See FBuildPolicy.
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* @param Owner The owner to execute the build within.
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* @param OnComplete A callback invoked when the build completes or is canceled.
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*/
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inline void Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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Session->Build(Action, Inputs, Policy, Owner, MoveTemp(OnComplete));
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}
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private:
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friend class FOptionalBuildSession;
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friend FBuildSession Private::CreateBuildSession(Private::IBuildSessionInternal* Session);
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/** Construct a build session. Use IBuild::CreateSession(). */
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inline explicit FBuildSession(Private::IBuildSessionInternal* InSession)
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: Session(InSession)
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{
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}
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TUniquePtr<Private::IBuildSessionInternal> Session;
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};
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/**
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* A build session that can be null.
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*
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* @see FBuildSession
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*/
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class FOptionalBuildSession : private FBuildSession
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{
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public:
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inline FOptionalBuildSession() : FBuildSession(nullptr) {}
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inline FOptionalBuildSession(FBuildSession&& InSession) : FBuildSession(MoveTemp(InSession)) {}
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inline FOptionalBuildSession& operator=(FBuildSession&& InSession) { FBuildSession::operator=(MoveTemp(InSession)); return *this; }
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inline FOptionalBuildSession(const FBuildSession& InSession) = delete;
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inline FOptionalBuildSession& operator=(const FBuildSession& InSession) = delete;
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/** Returns the build session. The caller must check for null before using this accessor. */
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inline FBuildSession& Get() & { return *this; }
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inline FBuildSession Get() && { return MoveTemp(*this); }
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inline bool IsNull() const { return !IsValid(); }
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inline bool IsValid() const { return Session.IsValid(); }
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inline explicit operator bool() const { return IsValid(); }
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inline void Reset() { *this = FOptionalBuildSession(); }
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};
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} // UE::DerivedData
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