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

171 lines
5.6 KiB
C++

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