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39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <native/utilities/AssetUtilEBusHelper.h>
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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namespace AssetProcessor
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{
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//! AssetServerHandler is implementing asset server using network share.
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class AssetServerHandler
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: public AssetServerBus::Handler
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{
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public:
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AssetServerHandler();
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virtual ~AssetServerHandler();
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//////////////////////////////////////////////////////////////////////////
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// AssetServerBus::Handler overrides
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bool IsServerAddressValid() override;
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//! StoreJobResult will store all the files in the the temp folder provided by AP to a zip file on the network drive
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//! whose file name will be based on the server key
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bool StoreJobResult(const AssetProcessor::BuilderParams& builderParams, AZStd::vector<AZStd::string>& sourceFileList) override;
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//! RetrieveJobResult will retrieve the zip file from the network share associated with the server key and unzip it to the temporary directory provided by AP.
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bool RetrieveJobResult(const AssetProcessor::BuilderParams& builderParams) override;
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protected:
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//! Source files intended to be copied into the cache don't go through out temp folder so they need
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//! to be added to the Archive in an additional step
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bool AddSourceFilesToArchive(const AssetProcessor::BuilderParams& builderParams, const QString& archivePath, AZStd::vector<AZStd::string>& sourceFileList);
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//////////////////////////////////////////////////////////////////////////
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};
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} //namespace AssetProcessor
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