File size: 45,169 Bytes
4331f83 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 | <?xml version="1.0"?>
<doc>
<assembly>
<name>EpicGames.UBA</name>
</assembly>
<members>
<member name="T:EpicGames.UBA.IBaseInterface">
<summary>
Base interface for all classes that have unmanaged resources.
</summary>
</member>
<member name="M:EpicGames.UBA.IBaseInterface.GetHandle">
<summary>
Returns the handle to an unmanaged object
</summary>
<returns>An unmanaged handle</returns>
</member>
<member name="T:EpicGames.UBA.FetchFromCacheResult">
<summary>
Struct containing results from artifact fetch
</summary>
<param name="Success">Is set to true if succeeded in fetching artifacts</param>
<param name="LogLines">Contains log lines if any</param>
</member>
<member name="M:EpicGames.UBA.FetchFromCacheResult.#ctor(System.Boolean,System.Collections.Generic.List{System.String})">
<summary>
Struct containing results from artifact fetch
</summary>
<param name="Success">Is set to true if succeeded in fetching artifacts</param>
<param name="LogLines">Contains log lines if any</param>
</member>
<member name="P:EpicGames.UBA.FetchFromCacheResult.Success">
<summary>Is set to true if succeeded in fetching artifacts</summary>
</member>
<member name="P:EpicGames.UBA.FetchFromCacheResult.LogLines">
<summary>Contains log lines if any</summary>
</member>
<member name="T:EpicGames.UBA.ICacheClient">
<summary>
Base interface for a cache client
</summary>
</member>
<member name="M:EpicGames.UBA.ICacheClient.Connect(System.String,System.Int32)">
<summary>
Connect to cache client
</summary>
<param name="host">Cache server address</param>
<param name="port">Cache server port</param>
<returns>True if successful</returns>
</member>
<member name="M:EpicGames.UBA.ICacheClient.RegisterPathHash(System.String,System.String)">
<summary>
Register path with string that will be hashed. All files under this path will be ignored and instead refer to this path hash
</summary>
<param name="path">Path that will represent all files under that path</param>
<param name="hash">String that is unique to the content of data under path</param>
</member>
<member name="M:EpicGames.UBA.ICacheClient.WriteToCache(System.UInt32,EpicGames.UBA.IProcess,System.Byte[],System.UInt32,System.Byte[],System.UInt32)">
<summary>
Write to cache
</summary>
<param name="bucket">Bucket to store cache entry</param>
<param name="process">Process</param>
<param name="inputs">Input files</param>
<param name="inputsSize">Input files size</param>
<param name="outputs">Output files</param>
<param name="outputsSize">Output files size</param>
<returns>True if successful</returns>
</member>
<member name="M:EpicGames.UBA.ICacheClient.FetchFromCache(System.UInt64,System.UInt32,EpicGames.UBA.ProcessStartInfo)">
<summary>
Fetch from cache
</summary>
<param name="rootsHandle">handle for roots</param>
<param name="bucket">Bucket to search for cache entry</param>
<param name="info">Process start info</param>
<returns>True if successful</returns>
</member>
<member name="M:EpicGames.UBA.ICacheClient.RequestServerShutdown(System.String)">
<summary>
Request the connected server to shutdown
</summary>
<param name="reason">Reason for shutdown</param>
</member>
<member name="M:EpicGames.UBA.ICacheClient.CreateCacheClient(EpicGames.UBA.ISessionServer,System.Boolean,System.String,System.String)">
<summary>
Create a ICacheClient object
</summary>
<param name="session">The session</param>
<param name="reportMissReason">Output reason for cache miss to log.</param>
<param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param>
<param name="hint">string that will show in cache server log</param>
<returns>The ICacheClient</returns>
</member>
<member name="T:EpicGames.UBA.IConfig">
<summary>
Base interface for uba config file
</summary>
</member>
<member name="M:EpicGames.UBA.IConfig.LoadConfig(System.String)">
<summary>
Load a config file
</summary>
<param name="configFile">The name of the config file</param>
<returns>The IConfig</returns>
</member>
<member name="M:EpicGames.UBA.IConfig.AddValue(System.String,System.String,System.String)">
<summary>
Load a config file
</summary>
<param name="table">The name of the table where the property is added</param>
<param name="name">The name of the property</param>
<param name="value">The value of the property</param>
</member>
<member name="T:EpicGames.UBA.LogEntryType">
<summary>
The verbosity of a log entry
</summary>
</member>
<member name="F:EpicGames.UBA.LogEntryType.Error">
<summary>
Error verbosity
</summary>
</member>
<member name="F:EpicGames.UBA.LogEntryType.Warning">
<summary>
Warning verbosity
</summary>
</member>
<member name="F:EpicGames.UBA.LogEntryType.Info">
<summary>
Info verbosity
</summary>
</member>
<member name="F:EpicGames.UBA.LogEntryType.Detail">
<summary>
Info verbosity
</summary>
</member>
<member name="F:EpicGames.UBA.LogEntryType.Debug">
<summary>
Info verbosity
</summary>
</member>
<member name="T:EpicGames.UBA.ILogger">
<summary>
Base interface for logging functionality
</summary>
</member>
<member name="M:EpicGames.UBA.ILogger.BeginScope">
<summary>
Begin logging scope
</summary>
</member>
<member name="M:EpicGames.UBA.ILogger.EndScope">
<summary>
End logging scope
</summary>
</member>
<member name="M:EpicGames.UBA.ILogger.Log(EpicGames.UBA.LogEntryType,System.String)">
<summary>
Log message
</summary>
<param name="type">entry verbosity</param>
<param name="message">the message to log</param>
</member>
<member name="M:EpicGames.UBA.ILogger.CreateLogger(Microsoft.Extensions.Logging.ILogger)">
<summary>
Create a ILogger object
</summary>
<param name="logger">The Microsoft.Extensions.Logging.ILogger to wrap</param>
<returns>The ILogger</returns>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.Dispose">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.GetHandle">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.StartServer(System.String,System.Int32,System.String)">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.StopServer">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.AddClient(System.String,System.Int32,System.String)">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.Impl.ServerImpl.AddNamedConnection(System.String)">
<inheritdoc/>
</member>
<member name="T:EpicGames.UBA.ProcessStartInfo">
<summary>
Information needed to create a process
</summary>
</member>
<member name="T:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs">
<summary>
Common configs for processes to run
</summary>
</member>
<member name="F:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs.CompileMsvc">
<summary>
MSVC based compiler
</summary>
</member>
<member name="F:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs.CompileClang">
<summary>
Clang based compiler
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.Application">
<summary>
The path to the application binary
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.WorkingDirectory">
<summary>
The working directory
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.Arguments">
<summary>
The command line arguments
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.Description">
<summary>
A text description of the process
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.Configuration">
<summary>
Which configuration to use
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.Priority">
<summary>
The process priority of the created process
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.TrackInputs">
<summary>
If input should be tracked
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.LogFile">
<summary>
A path to a log file, or null for not log file
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.UserData">
<summary>
Arbitary user data to pass along with the process
</summary>
</member>
<member name="P:EpicGames.UBA.ProcessStartInfo.RootsHandle">
<summary>
RootsHandle for process used to convert paths
</summary>
</member>
<member name="T:EpicGames.UBA.IProcessStartInfo">
<summary>
Base interface for process start info
</summary>
</member>
<member name="M:EpicGames.UBA.IProcessStartInfo.CreateProcessStartInfo(EpicGames.UBA.ProcessStartInfo,System.Boolean)">
<summary>
Create a IProcessStartInfo object
</summary>
<param name="info">The start info for the process</param>
<param name="useExitedCallback">Set to true if exit callback is used</param>
<returns>The IProcessStartInfo</returns>
</member>
<member name="T:EpicGames.UBA.ExitedEventArgs">
<summary>
Event args for exited event
</summary>
<param name="process">The process to pull data from</param>
</member>
<member name="M:EpicGames.UBA.ExitedEventArgs.#ctor(EpicGames.UBA.IProcess)">
<summary>
Event args for exited event
</summary>
<param name="process">The process to pull data from</param>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.ExitCode">
<summary>
Process exit code
</summary>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.ExecutingHost">
<summary>
The remote host that ran the process, if run remotely
</summary>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.LogLines">
<summary>
Captured output lines
</summary>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.TotalProcessorTime">
<summary>
Total time spent for the processor
</summary>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.TotalWallTime">
<summary>
Total wall time spent
</summary>
</member>
<member name="P:EpicGames.UBA.ExitedEventArgs.UserData">
<summary>
Total wall time spent
</summary>
</member>
<member name="T:EpicGames.UBA.IProcess">
<summary>
Interface for a process instance
</summary>
</member>
<member name="T:EpicGames.UBA.IProcess.ExitedEventHandler">
<summary>
Delegate for Exited events
</summary>
<param name="sender">The sender object</param>
<param name="e">The event args</param>
</member>
<member name="E:EpicGames.UBA.IProcess.Exited">
<summary>
Exited event handler
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.ExitCode">
<summary>
Process exit code
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.ExecutingHost">
<summary>
The remote host that ran the process, if run remotely
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.LogLines">
<summary>
Captured output lines
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.TotalProcessorTime">
<summary>
Total time spent for the processor
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.TotalWallTime">
<summary>
Total wall time spent
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.Hash">
<summary>
Unique hash for this process (not stable between runs)
</summary>
</member>
<member name="P:EpicGames.UBA.IProcess.UserData">
<summary>
Arbitary user data
</summary>
</member>
<member name="M:EpicGames.UBA.IProcess.Cancel(System.Boolean)">
<summary>
Cancel the running process
</summary>
<param name="terminate">If the process should be force terminated</param>
</member>
<member name="M:EpicGames.UBA.IProcess.CreateProcess(System.IntPtr,EpicGames.UBA.IProcessStartInfo,EpicGames.UBA.IProcess.ExitedEventHandler,System.Object)">
<summary>
Create a IProcess object
</summary>
<param name="handle">unmanaged pointer to the process</param>
<param name="info">the processes start info</param>
<param name="exitedEventHandler">Optional callback when the process exits</param>
<param name="userData">Arbitary user data</param>
<returns>The IProcess</returns>
</member>
<member name="T:EpicGames.UBA.IServer">
<summary>
Base interface for a server instance
</summary>
</member>
<member name="M:EpicGames.UBA.IServer.StartServer(System.String,System.Int32,System.String)">
<summary>
Start the server
</summary>
<param name="ip">Ip address or host name</param>
<param name="port">The port to use, -1 for default</param>
<param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param>
<returns></returns>
</member>
<member name="M:EpicGames.UBA.IServer.StopServer">
<summary>
Stop the server
</summary>
</member>
<member name="M:EpicGames.UBA.IServer.AddNamedConnection(System.String)">
<summary>
Add a named connection to the server
</summary>
<param name="name">The name of the connection</param>
<returns>Success</returns>
</member>
<member name="M:EpicGames.UBA.IServer.AddClient(System.String,System.Int32,System.String)">
<summary>
Adds a client that server will try to connect one or more tcp connections to
</summary>
<param name="ip">The ip of the listening client</param>
<param name="port">The port of the listening client</param>
<param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param>
<returns>Success</returns>
</member>
<member name="M:EpicGames.UBA.IServer.CreateServer(System.Int32,System.Int32,EpicGames.UBA.ILogger,System.Boolean)">
<summary>
Create a IServer object
</summary>
<param name="maxWorkers">Maximum number of workers</param>
<param name="sendSize">Send size in bytes</param>
<param name="logger">The logger</param>
<param name="useQuic">Use Quic protocol instead of tcp for communication between host and helpers</param>
<returns>The IServer</returns>
</member>
<member name="T:EpicGames.UBA.SessionServerCreateInfo">
<summary>
Information needed to create a session server
</summary>
<param name="rootDirectory">Root directory to store content addressable data</param>
<param name="traceOutputFile">Path to a trace file that records the build</param>
<param name="disableCustomAllocator">If the custom allocator should be disabled</param>
<param name="launchVisualizer">If the visualizer should be launched</param>
<param name="resetCas">If the content addressable storage should be reset</param>
<param name="writeToDisk">If intermediate/output files should be written to disk</param>
<param name="detailedTrace">More detailed trace information</param>
<param name="allowWaitOnMem">Wait for memory before starting new processes</param>
<param name="allowKillOnMem">Kill processes when close to run out of memory</param>
<param name="storeObjFilesCompressed">Store .obj files compressed on disk</param>
</member>
<member name="M:EpicGames.UBA.SessionServerCreateInfo.#ctor(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Information needed to create a session server
</summary>
<param name="rootDirectory">Root directory to store content addressable data</param>
<param name="traceOutputFile">Path to a trace file that records the build</param>
<param name="disableCustomAllocator">If the custom allocator should be disabled</param>
<param name="launchVisualizer">If the visualizer should be launched</param>
<param name="resetCas">If the content addressable storage should be reset</param>
<param name="writeToDisk">If intermediate/output files should be written to disk</param>
<param name="detailedTrace">More detailed trace information</param>
<param name="allowWaitOnMem">Wait for memory before starting new processes</param>
<param name="allowKillOnMem">Kill processes when close to run out of memory</param>
<param name="storeObjFilesCompressed">Store .obj files compressed on disk</param>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.RootDirectory">
<summary>
Root directory to store content addressable data
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.TraceOutputFile">
<summary>
Path to a trace file that records the build
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.DisableCustomAllocator">
<summary>
If the custom allocator should be disabled
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.LaunchVisualizer">
<summary>
If the visualizer should be launched
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.ResetCas">
<summary>
If the content addressable storage should be reset
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.WriteToDisk">
<summary>
If intermediate/output files should be written to disk
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.DetailedTrace">
<summary>
More detailed trace information
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.AllowWaitOnMem">
<summary>
Wait for memory before starting new processes
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.AllowKillOnMem">
<summary>
Kill processes when close to run out of memory
</summary>
</member>
<member name="P:EpicGames.UBA.SessionServerCreateInfo.StoreObjFilesCompressed">
<summary>
Store .obj files compressed on disk
</summary>
</member>
<member name="T:EpicGames.UBA.ISessionServerCreateInfo">
<summary>
Base interface for session server create info
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServerCreateInfo.CreateSessionServerCreateInfo(EpicGames.UBA.IStorageServer,EpicGames.UBA.IServer,EpicGames.UBA.ILogger,EpicGames.UBA.SessionServerCreateInfo)">
<summary>
Create a ISessionServerCreateInfo object
</summary>
<param name="storage">The storage server</param>
<param name="client">The client</param>
<param name="logger">The logger</param>
<param name="info">The session create info</param>
<returns>The ISessionServerCreateInfo</returns>
</member>
<member name="T:EpicGames.UBA.RemoteProcessSlotAvailableEventArgs">
<summary>
Event args for remote process slot available event
</summary>
<param name="isCrossArchitecture">Is true if the available remote process slot is on a cross architecture machine</param>
</member>
<member name="M:EpicGames.UBA.RemoteProcessSlotAvailableEventArgs.#ctor(System.Boolean)">
<summary>
Event args for remote process slot available event
</summary>
<param name="isCrossArchitecture">Is true if the available remote process slot is on a cross architecture machine</param>
</member>
<member name="P:EpicGames.UBA.RemoteProcessSlotAvailableEventArgs.IsCrossArchitecture">
<summary>
Is true if the available remote process slot is on a cross architecture machine
</summary>
</member>
<member name="T:EpicGames.UBA.RemoteProcessReturnedEventArgs">
<summary>
Event args for remote process returned event
</summary>
<param name="process">The process being returned</param>
</member>
<member name="M:EpicGames.UBA.RemoteProcessReturnedEventArgs.#ctor(EpicGames.UBA.IProcess)">
<summary>
Event args for remote process returned event
</summary>
<param name="process">The process being returned</param>
</member>
<member name="P:EpicGames.UBA.RemoteProcessReturnedEventArgs.Process">
<summary>
The remote process that was returned
</summary>
</member>
<member name="T:EpicGames.UBA.ISessionServer">
<summary>
Base interface for a session server instance
</summary>
</member>
<member name="T:EpicGames.UBA.ISessionServer.RemoteProcessSlotAvailableEventHandler">
<summary>
Degeate for remote process slot available events
</summary>
<param name="sender">The sender object</param>
<param name="e">The event args</param>
</member>
<member name="T:EpicGames.UBA.ISessionServer.RemoteProcessReturnedEventHandler">
<summary>
Degeate for remote process returned events
</summary>
<param name="sender">The sender object</param>
<param name="e">The event args</param>
</member>
<member name="E:EpicGames.UBA.ISessionServer.RemoteProcessSlotAvailable">
<summary>
Remote process slot available event handler
</summary>
</member>
<member name="E:EpicGames.UBA.ISessionServer.RemoteProcessReturned">
<summary>
Remote process returned event handler
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServer.DisableRemoteExecution">
<summary>
Will tell all remote machines that they can disconnect once their active processes are done
Will also stop listening for new remote machines
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServer.SetMaxRemoteProcessCount(System.UInt32)">
<summary>
Set max number of processes that can be executed remotely.
Setting this can let the backend disconnect remote workers earlier
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RunProcess(EpicGames.UBA.ProcessStartInfo,System.Boolean,EpicGames.UBA.IProcess.ExitedEventHandler,System.Boolean)">
<summary>
Run a local process
</summary>
<param name="info">Process start info</param>
<param name="async">If the process should be run async</param>
<param name="exitedEventHandler">Optional callback when the process exits</param>
<param name="enableDetour">Should be true unless process does not work being detoured (And in that case we need to manually register file system changes)</param>
<returns>The process being run</returns>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RunProcessRemote(EpicGames.UBA.ProcessStartInfo,EpicGames.UBA.IProcess.ExitedEventHandler,System.Double,System.Byte[],System.UInt32,System.Boolean)">
<summary>
Run a remote process
</summary>
<param name="info">Process start info</param>
<param name="exitedEventHandler">Optional callback when the process exits</param>
<param name="weight">Number of cores this process uses</param>
<param name="knownInputs">Optionally contains input that we know process will need. Memory block containing zero-terminated strings with an extra termination in the end.</param>
<param name="knownInputsCount">Number of strings in known inputs</param>
<param name="canExecuteCrossArchitecture">True means that this process can run on a different architecture and expects a mapping to exist</param>
<returns>The remote process being run</returns>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RegisterRoots(System.Byte[],System.UInt32)">
<summary>
Register roots data and get handle back
</summary>
<param name="rootsData">Buffer containing roots used for cache and vfs. Format is multiples of byte/utf8string/utf8string. rootindex/vfspath/localpath</param>
<param name="rootsDataSize">Size of buffer in bytes</param>
<returns>The remote process being run</returns>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RefreshDirectories(System.String[])">
<summary>
Refresh cached information about directories
</summary>
<param name="directories">The directories to refresh</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RegisterNewFiles(System.String[])">
<summary>
Registers external files write to session caches
</summary>
<param name="files">The files to register</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.RegisterVirtualFile(System.String,System.String,System.UInt64,System.UInt64)">
<summary>
Registers virtual files that are part of other files (mapped into sections of existing file)
</summary>
<param name="name">Name of the virtual file</param>
<param name="sourceFile">Name of the source file</param>
<param name="sourceOffset">Offset inside the source file</param>
<param name="sourceSize">Size of the segment inside the source file</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.BeginExternalProcess(System.String)">
<summary>
Registers the start of an external process
</summary>
<param name="description">The description of the process</param>
<returns>The process id that should be sent into EndExternalProcess</returns>
</member>
<member name="M:EpicGames.UBA.ISessionServer.EndExternalProcess(System.UInt32,System.UInt32)">
<summary>
Registers the end of an external process
</summary>
<param name="id">The id returned by BeginExternalProcess</param>
<param name="exitCode">The exit code of the external process</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.UpdateProgress(System.UInt32,System.UInt32,System.UInt32)">
<summary>
Writes external status to the uba trace stream which can then be visualized by ubavisualizer
</summary>
<param name="processesTotal">Total processes in session</param>
<param name="processesDone">Processes done in session</param>
<param name="errorCount">Number of errors in session</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.UpdateStatus(System.UInt32,System.UInt32,System.String,EpicGames.UBA.LogEntryType,System.String)">
<summary>
Writes external status to the uba trace stream which can then be visualized by ubavisualizer
</summary>
<param name="statusRow">Row of status text. Reuse one index to show one line in visualizer</param>
<param name="statusColumn">The identation of status name that will be shown in visualizer</param>
<param name="statusText">The status text that will be shown in visualizer</param>
<param name="statusType">The status type</param>
<param name="statusLink">Optional hyperlink that can be used to make text clickable in visualizer</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.SetCustomCasKeyFromTrackedInputs(System.String,System.String,EpicGames.UBA.IProcess)">
<summary>
Set a custom cas key for a process's tracked inputs
</summary>
<param name="file">The file to track</param>
<param name="workingDirectory">The working directory</param>
<param name="process">The process to get tracked inputs from</param>
</member>
<member name="M:EpicGames.UBA.ISessionServer.CancelAll">
<summary>
Cancel all processes
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServer.PrintSummary">
<summary>
Print summary information to the logger
</summary>
</member>
<member name="M:EpicGames.UBA.ISessionServer.CreateSessionServer(EpicGames.UBA.ISessionServerCreateInfo)">
<summary>
Create a ISessionServer object
</summary>
<param name="info">The session server create info</param>
<returns>The ISessionServer</returns>
</member>
<member name="T:EpicGames.UBA.StorageServerCreateInfo">
<summary>
Information needed to create a storage server
</summary>
<param name="rootDirectory">The root directory for the storage</param>
<param name="capacityBytes">The capacity of the storage in bytes</param>
<param name="storeCompressed">If the storage should be stored as compressed</param>
<param name="zone">The geographical zone this machine belongs to. Can be empty</param>
</member>
<member name="M:EpicGames.UBA.StorageServerCreateInfo.#ctor(System.String,System.UInt64,System.Boolean,System.String)">
<summary>
Information needed to create a storage server
</summary>
<param name="rootDirectory">The root directory for the storage</param>
<param name="capacityBytes">The capacity of the storage in bytes</param>
<param name="storeCompressed">If the storage should be stored as compressed</param>
<param name="zone">The geographical zone this machine belongs to. Can be empty</param>
</member>
<member name="P:EpicGames.UBA.StorageServerCreateInfo.RootDirectory">
<summary>
The root directory for the storage
</summary>
</member>
<member name="P:EpicGames.UBA.StorageServerCreateInfo.CapacityBytes">
<summary>
The capacity of the storage in bytes
</summary>
</member>
<member name="P:EpicGames.UBA.StorageServerCreateInfo.StoreCompressed">
<summary>
If the storage should be stored as compressed
</summary>
</member>
<member name="P:EpicGames.UBA.StorageServerCreateInfo.Zone">
<summary>
The geographical zone this machine belongs to. Can be empty
</summary>
</member>
<member name="T:EpicGames.UBA.IStorageServer">
<summary>
Base interface for a storage server instance
</summary>
</member>
<member name="M:EpicGames.UBA.IStorageServer.SaveCasTable">
<summary>
Save tge content addressable storage table
</summary>
</member>
<member name="M:EpicGames.UBA.IStorageServer.RegisterDisallowedPath(System.String)">
<summary>
Register disallowed paths for clients to download
</summary>
</member>
<member name="M:EpicGames.UBA.IStorageServer.CreateStorageServer(EpicGames.UBA.IServer,EpicGames.UBA.ILogger,EpicGames.UBA.StorageServerCreateInfo)">
<summary>
Create a IStorageServer object
</summary>
<param name="server">The server</param>
<param name="logger">The logger</param>
<param name="info">The storage create info</param>
<returns>The IStorageServer</returns>
</member>
<member name="T:EpicGames.UBA.ThreadedLogger">
<summary>
Threaded logging for use by UBAExecutor
</summary>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.#ctor(Microsoft.Extensions.Logging.ILogger)">
<summary>
Constructor
</summary>
<param name="logger">The logger</param>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.Finalize">
<summary>
Destructor
</summary>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.Dispose">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.Dispose(System.Boolean)">
<summary>
Protected dispose
</summary>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.Log``1(Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.EventId,``0,System.Exception,System.Func{``0,System.Exception,System.String})">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.IsEnabled(Microsoft.Extensions.Logging.LogLevel)">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.BeginScope``1(``0)">
<inheritdoc/>
</member>
<member name="M:EpicGames.UBA.ThreadedLogger.FinishAsync">
<summary>
Finish logging async
</summary>
</member>
<member name="T:EpicGames.UBA.Utils">
<summary>
Utils
</summary>
<summary>
Utils
</summary>
</member>
<member name="M:EpicGames.UBA.Utils.IsAvailable">
<summary>
Is UBA available?
</summary>
</member>
<member name="P:EpicGames.UBA.Utils.DisallowedPaths">
<summary>
Paths that are not allowed to be transferred over the network for UBA remote agents.
</summary>
<returns>enumerable of disallowed paths</returns>
</member>
<member name="P:EpicGames.UBA.Utils.CrossArchitecturePaths">
<summary>
Mapping of binary paths for cross architecture host binaries, to allow for using helpers of a different architecture.
</summary>
<returns>dictionary of binary mappings, where the key is the binary for the current host architecture</returns>
</member>
<member name="P:EpicGames.UBA.Utils.PathHashes">
<summary>
Mapping of a folder path to a single hash, to allow for hashing an entire folder so each individual file does not need to be processed.
</summary>
</member>
<member name="M:EpicGames.UBA.Utils.RegisterDisallowedPaths(System.String[])">
<summary>
Registers a path that is not allowed to be transferred over the network for UBA remote agents.
</summary>
<param name="paths">The paths to add to the disallowed list</param>
</member>
<member name="M:EpicGames.UBA.Utils.RegisterCrossArchitecturePath(System.String,System.String)">
<summary>
Registers a path mapping for cross architecture binaries
</summary>
<param name="path">host architecture path</param>
<param name="crossPath">cross architecture path</param>
</member>
<member name="M:EpicGames.UBA.Utils.RegisterPathHash(System.String,System.String)">
<summary>
Registers a hash for a path
</summary>
<param name="path">The path string</param>
<param name="hash">The hash string</param>
</member>
<member name="T:EpicGames.UBA.Utils.DisallowedPathRegisteredEventHandler">
<summary>
Delegate for registering a remote disallowed path
</summary>
<param name="sender">collection that is being changed</param>
<param name="e">event args containing which paths were added</param>
</member>
<member name="T:EpicGames.UBA.Utils.CrossArchitecturePathRegisteredEventHandler">
<summary>
Delegate for registering a cross architecture path
</summary>
<param name="sender">collection that is being changed</param>
<param name="e">event args containing which path was added</param>
</member>
<member name="T:EpicGames.UBA.Utils.PathHashRegisteredEventHandler">
<summary>
Delegate for registering a path hash
</summary>
<param name="sender">collection that is being changed</param>
<param name="e">event args containing which path was added</param>
</member>
<member name="E:EpicGames.UBA.Utils.DisallowedPathRegistered">
<summary>
Remote disallowed path registered event handler
</summary>
</member>
<member name="E:EpicGames.UBA.Utils.CrossArchitecturePathRegistered">
<summary>
Cross architecture path registered event handler
</summary>
</member>
<member name="E:EpicGames.UBA.Utils.PathHashRegistered">
<summary>
Remote disallowed path registered event handler
</summary>
</member>
<member name="M:EpicGames.UBA.Utils.GetLibraryPath">
<summary>
Get the path to the p/invoke library that would be loaded
</summary>
<returns>The path to the library</returns>
<exception cref="T:System.PlatformNotSupportedException">If the operating system is not supported</exception>
</member>
<member name="T:EpicGames.UBA.DisallowedPathRegisteredEventArgs">
<summary>
Event args for registering a remote disallowed path
</summary>
</member>
<member name="M:EpicGames.UBA.DisallowedPathRegisteredEventArgs.#ctor(System.String[])">
<summary>
Event args for registering a remote disallowed path
</summary>
</member>
<member name="P:EpicGames.UBA.DisallowedPathRegisteredEventArgs.Paths">
<summary>
The paths being registered
</summary>
</member>
<member name="T:EpicGames.UBA.CrossArchitecturePathRegisteredEventArgs">
<summary>
Event args for registering a cross architecture path
</summary>
</member>
<member name="M:EpicGames.UBA.CrossArchitecturePathRegisteredEventArgs.#ctor(System.String,System.String)">
<summary>
Event args for registering a cross architecture path
</summary>
</member>
<member name="P:EpicGames.UBA.CrossArchitecturePathRegisteredEventArgs.Path">
<summary>
The host architecture path being registered
</summary>
</member>
<member name="P:EpicGames.UBA.CrossArchitecturePathRegisteredEventArgs.CrossPath">
<summary>
The cross architecture path being registered
</summary>
</member>
<member name="T:EpicGames.UBA.PathHashRegisteredEventArgs">
<summary>
Event args for registering a path hash
</summary>
</member>
<member name="M:EpicGames.UBA.PathHashRegisteredEventArgs.#ctor(System.String,System.String)">
<summary>
Event args for registering a path hash
</summary>
</member>
<member name="P:EpicGames.UBA.PathHashRegisteredEventArgs.Path">
<summary>
The path being registered
</summary>
</member>
<member name="P:EpicGames.UBA.PathHashRegisteredEventArgs.Hash">
<summary>
The hash for the path being registered
</summary>
</member>
</members>
</doc>
|