Files
UnrealEngine/Engine/Source/Developer/DirectoryWatcher/Private/DirectoryWatcherProxy.h
2025-05-18 13:04:45 +08:00

62 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IDirectoryWatcher.h"
#include "Containers/Map.h"
#include "Containers/Array.h"
#include "Containers/ArrayView.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
/**
* Proxy around the real directory watcher.
* Allows this proxy to process external file-system changes that aren't OS specific.
*/
class FDirectoryWatcherProxy : public IDirectoryWatcher
{
public:
FDirectoryWatcherProxy();
virtual ~FDirectoryWatcherProxy();
virtual bool RegisterDirectoryChangedCallback_Handle(const FString& Directory, const FDirectoryChanged& InDelegate, FDelegateHandle& OutHandle, uint32 Flags) override;
virtual bool UnregisterDirectoryChangedCallback_Handle(const FString& Directory, FDelegateHandle InHandle) override;
virtual void Tick(float DeltaSeconds) override;
virtual bool DumpStats() override;
/** Register external changes that the OS file watcher couldn't detect (eg, a file changing in a UE sandbox) */
void RegisterExternalChanges(TArrayView<const FFileChangeData> FileChanges);
private:
/** Register external changes that the OS file watcher couldn't detect (eg, a file changing in a UE sandbox) */
void RegisterExternalChanges_GameThread(TArrayView<const FFileChangeData> FileChanges);
/** Process pending external changes that the OS file watcher couldn't detect (eg, a file changing in a UE sandbox) */
void ProcessPendingChanges();
/** Individual watch callback */
struct FWatchCallback
{
/** Delegate to call when directory changes happen */
FDirectoryChanged Delegate;
/** Delegate handle after registering the internal directory watcher request */
FDelegateHandle InnerHandle;
/** Flags specified for this watch (see WatchOptions) */
uint32 WatchFlags;
};
/** Internal directory watcher we act as a proxy for */
IDirectoryWatcher* Inner;
/** Array of pending file changes to notify on Tick */
TArray<FFileChangeData> PendingFileChanges;
/** Map from absolute directories to watch requests for those directories */
TMap<FString, TArray<FWatchCallback>> WatchMap;
/** True if the WatchMap is pending a sort */
bool bWatchMapPendingSort;
};