31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UbaSessionCreateInfo.h"
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namespace uba
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{
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class NetworkServer;
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struct SessionServerCreateInfo : SessionCreateInfo
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{
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SessionServerCreateInfo(Storage& s, NetworkServer& c, LogWriter& writer = g_consoleLogWriter) : SessionCreateInfo(s, writer), server(c) {}
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void Apply(const Config& config);
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NetworkServer& server;
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u8 memWaitLoadPercent = 85; // When memory usage goes above this percent, no new processes will be spawned until back below
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u8 memKillLoadPercent = 95; // When memory usage goes above this percent, newest processes will be killed to bring it back below
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bool resetCas = false;
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bool remoteExecutionEnabled = true;
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bool nameToHashTableEnabled = true;
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bool checkMemory = true;
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bool allowWaitOnMem = false;
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bool allowKillOnMem = false;
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bool remoteLogEnabled = false; // If Uba is built in debug, then the logs will be sent back to server
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bool remoteTraceEnabled = false; // If this is true, the agents will run trace and send the .uba file back to server
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bool traceIOEnabled = true; // Enable IO information for storage
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};
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}
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