94 lines
2.3 KiB
C++
94 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Containers/UnrealString.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Interface.h"
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#include "RuntimeAssetCacheInterface.h"
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#include "RuntimeAssetCachePluginInterface.generated.h"
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class FArchive;
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UINTERFACE()
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class URuntimeAssetCacheBuilder : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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* Interface for runtime asset cache cache builders.
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* This API will be called concurrently.
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**/
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class RUNTIMEASSETCACHE_API IRuntimeAssetCacheBuilder
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{
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GENERATED_BODY()
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public:
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/**
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* Get the builder type name. This is used to categorize cached data to buckets.
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* @return Type name of builder.
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*/
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virtual const TCHAR* GetBucketConfigName() const = 0;
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/**
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* Get the name of cache builder, this is used as part of the cache key.
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* @return Name of cache builder
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*/
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virtual const TCHAR* GetBuilderName() const = 0;
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/**
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* Returns the name uniquely describing the asset.
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* @return Asset unique name.
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*/
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virtual FString GetAssetUniqueName() const = 0;
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/**
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* Does the work of creating serialized cache entry.
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* @return Pointer to contiguous memory block with serialized cache entry on success, nullptr otherwise.
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*/
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virtual FVoidPtrParam Build() = 0;
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/**
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* Serializes data into archive
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* @param Ar Archive to serialize to.
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* @param InData Data to serialize.
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*/
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virtual void SerializeData(FArchive& Ar, FVoidPtrParam InData)
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{
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Ar.Serialize(InData.Data, InData.DataSize);
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}
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/**
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* Gets asset version to rebuild cache if cached asset is too old.
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* @return Asset version.
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*/
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virtual int32 GetAssetVersion() = 0;
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/**
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* Check if the cached asset is up to date. If the current AssetVersion is greater than the cached AssetVersion, the cached asset will be re-built.
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* @return Whether the cached asset is good (return true) or needs to be rebuilt (return false).
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*/
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virtual bool CachedAssetVersionIsUpToDate(int32 CachedAssetVersion)
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{
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return CachedAssetVersion >= GetAssetVersion();
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}
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/**
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* Gets whether Build function must be called asynchronously.
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* @return true if Build should be called asynchronously, false otherwise.
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*/
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virtual bool ShouldBuildAsynchronously() const
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{
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return false;
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}
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/**
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* Gets whether Build function is threadsafe
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* @return true if Build is threadsafe, false otherwise.
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*/
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virtual bool IsBuildThreadSafe() const = 0;
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};
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