80 lines
2.8 KiB
C++
80 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DerivedDataCacheCommandlet.cpp: Commandlet for DDC maintenence
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=============================================================================*/
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include "Containers/Array.h"
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#include "Containers/BitArray.h"
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#include "Containers/Map.h"
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#include "Containers/Set.h"
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#include "Containers/UnrealString.h"
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#include "Templates/UniquePtr.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "DerivedDataCacheCommandlet.generated.h"
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class ITargetPlatform;
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class UPackage;
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class UWorld;
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UCLASS()
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class UDerivedDataCacheCommandlet : public UCommandlet
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{
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GENERATED_UCLASS_BODY()
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UDerivedDataCacheCommandlet(FVTableHelper& Helper); // Declare the FVTableHelper constructor manually so that we can forward-declare-only TUniquePtrs in the header without getting compile error in generated cpp
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~UDerivedDataCacheCommandlet(); // Same reason as ctor above
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//~ Begin UCommandlet Interface
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virtual int32 Main(const FString& Params) override;
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//~ End UCommandlet Interface
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struct FCachingData
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{
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/** Weak object reference to ensure that the object being referenced is still valid */
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TWeakObjectPtr<UObject> ObjectValidityReference;
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/** Element n == IsCachedCookedPlatformDataLoaded has returned true for Commandlet->Platforms[n] */
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TBitArray<> PlatformIsComplete;
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/**
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* The last time in seconds we tested whether the object is still compiling and/or called
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* IsCachedCookedPlatformDataLoaded. Used to throttle IsCachedCookedPlatformDataLoaded which can be quite
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* expensive on some objects
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*/
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double LastTimeTested = 0.;
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/**
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* If true, we wait to launch additional platforms until the first platform completes.
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* This is specifically so that shared linear texture encoding can reuse the base texture encode - otherwise
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* both platforms try to fetch and build the base texture at the same time and benefits are limited.
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*/
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bool bFirstPlatformIsSolo = false;
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};
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TMap<TObjectPtr<UObject>, FCachingData> CachingObjects;
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TSet<FName> ProcessedPackages;
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TSet<FName> PackagesToProcess;
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TArray<const ITargetPlatform*> Platforms;
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double FinishCacheTime = 0.0;
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double BeginCacheTime = 0.0;
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bool bSharedLinearTextureEncodingEnabled = false;
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class FPackageListener;
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TUniquePtr<FPackageListener> PackageListener;
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class FObjectReferencer;
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TUniquePtr<FObjectReferencer> ObjectReferencer;
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void MaybeMarkPackageAsAlreadyLoaded(UPackage *Package);
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void CacheLoadedPackages(UPackage* CurrentPackage, uint8 PackageFilter, TSet<FName>& OutNewProcessedPackages);
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void CacheWorldPackages(UWorld* World, uint8 PackageFilter, TSet<FName>& OutNewProcessedPackages);
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bool ProcessCachingObjects();
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void FinishCachingObjects();
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};
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