Files
UnrealEngine/Engine/Source/Programs/Unsync/Private/UnsyncCmdPack.h
2025-05-18 13:04:45 +08:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UnsyncCommon.h"
#include "UnsyncCore.h"
namespace unsync {
struct FCmdPackOptions
{
FPath RootPath;
FPath P4HavePath; // optional
bool bRunP4Have = false; // mutually exclusive with P4HavePath
FPath StorePath; // optional
uint32 BlockSize = uint32(64_KB);
FAlgorithmOptions Algorithm;
// Optional tag for this snapshot which can be used to reference it later using a human-friendly name.
// Overwrites the tag if it already exists.
std::string SnapshotName;
};
int32 CmdPack(const FCmdPackOptions& Options);
struct FCmdUnpackOptions
{
FPath OutputPath;
FPath P4HaveOutputPath; // extract embedded p4 have data into the specified file
FPath StorePath;
std::string SnapshotName;
bool bOutputFiles = true; // set to false to skip unpack process for files (useful for extracting metadata)
bool bOutputRevisions = true; // write [output]/.unsync/revisions.txt if manifest contains revision control data
// bool bRunP4Sync = false; // TODO: run batches of `p4 sync -k` as files get finalized
};
int32 CmdUnpack(const FCmdUnpackOptions& Options);
}