70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CacheStorage.h"
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#if !UE_BUILD_SHIPPING
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#include "Async/MappedFileHandle.h"
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namespace StorageServer
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{
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// Cache storage implemented via mmap-ing a file on platforms that support mmap
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class FCacheStorageMmap : public ICacheStorage
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{
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public:
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FCacheStorageMmap(const TCHAR* FileNamePrefix, const uint64 FileSize);
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virtual ~FCacheStorageMmap() override;
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virtual void Flush() override;
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virtual uint64 GetSize() const override {return TotalSize;}
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virtual void Invalidate(const uint64 Offset, const uint64 Size) override;
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virtual FIoBuffer Read(
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const uint64 Offset,
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const uint64 ReadSize,
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TOptional<FIoBuffer> OptDestination
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) override;
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virtual void WriteAsync(
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const uint64 Offset,
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const void* Buffer,
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const uint64 WriteSize
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) override;
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private:
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struct FBackingFile
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{
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TUniquePtr<IMappedFileHandle> FileHandle;
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TUniquePtr<IMappedFileRegion> FileRegion;
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uint8* MapPtr;
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uint64 MapSize;
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FBackingFile() = default;
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FBackingFile(FBackingFile&&) = default;
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FBackingFile(const FBackingFile&) = delete;
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FBackingFile& operator=(const FBackingFile&) = delete;
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~FBackingFile()
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{
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// release region before file handle
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FileRegion.Reset();
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FileHandle.Reset();
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MapPtr = nullptr;
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MapSize = 0;
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}
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};
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TArray<FBackingFile> BackingFiles;
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uint64 TotalSize;
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bool IsValidRange(const uint64 Offset, const uint64 Size) const
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{
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return Offset + Size <= TotalSize;
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}
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};
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}
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#endif |