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C++ UPackage::ContainsMap方法代码示例

本文整理汇总了C++中UPackage::ContainsMap方法的典型用法代码示例。如果您正苦于以下问题:C++ UPackage::ContainsMap方法的具体用法?C++ UPackage::ContainsMap怎么用?C++ UPackage::ContainsMap使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UPackage的用法示例。


在下文中一共展示了UPackage::ContainsMap方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Main


//.........这里部分代码省略.........

			// clear the flag for needing to collect garbage
			bool bNeedToCollectGarbage = false;

			// if this package has any redirectors, make sure we update it
			if (!GRedirectCollector.FileToFixup.Len() || GRedirectCollector.FileToFixup == FPackageName::FilenameToLongPackageName(Filename))
			{
				TArray<UObject *> ObjectsInOuter;
				GetObjectsWithOuter(Package, ObjectsInOuter);
				for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
				{
					UObject* Obj = ObjectsInOuter[Index];
					UObjectRedirector* Redir = Cast<UObjectRedirector>(Obj);
					if (Redir)
					{
						// make sure this package is in the list of packages to update
						UpdatePackages.AddUnique(Filename);

						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... has redirect %s [-> %s]"), *Redir->GetPathName(), *Redir->DestinationObject->GetFullName());
						LogOutputFile->Logf(TEXT("%s = %s"), *Redir->GetPathName(), *Redir->DestinationObject->GetFullName());

						// make sure we GC if we found a redirector
						bNeedToCollectGarbage = true;
					}
				}
			}

			CLEAR_WARN_COLOR();

			// collect garbage every N packages, or if there was any redirectors in the package 
			// (to make sure that redirectors get reloaded properly and followed by the callback)
			// also, GC after loading a map package, to make sure it's unloaded so that we can track
			// other packages loading a map package as a dependency
			if (((++GCIndex) % 50) == 0 || bNeedToCollectGarbage || Package->ContainsMap())
			{
				// collect garbage to close the package
				CollectGarbage(RF_Native);
				UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("GC..."));
				// reset our counter
				GCIndex = 0;
			}
		}

		// save off restore point
		FArchive* Ar = IFileManager::Get().CreateFileWriter(*(FPaths::GameSavedDir() + TEXT("Fixup.bin")));
		*Ar << GRedirectCollector.Redirections;
		*Ar << UpdatePackages;
		*Ar << RedirectorsThatCantBeCleaned;
		delete Ar;
	}
	else
	{
		// load restore point
		FArchive* Ar = IFileManager::Get().CreateFileReader(*(FPaths::GameSavedDir() + TEXT("Fixup.bin")));
		if( Ar != NULL )
		{
			*Ar << GRedirectCollector.Redirections;
			*Ar << UpdatePackages;
			*Ar << RedirectorsThatCantBeCleaned;
			delete Ar;
		}
	}

	// unregister the callback so we stop getting redirections added
	FCoreUObjectDelegates::RedirectorFollowed.RemoveAll(&GRedirectCollector);
	
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:66,代码来源:FixupRedirectsCommandlet.cpp

示例2: Main


//.........这里部分代码省略.........

		for( int32 FileIndex = FilesInPath.Num() - 1; ; FileIndex-- )
		{
			// Keep track of which packages have already been processed along with the map.
			if (NumProcessedSinceLastGC >= GCInterval || bLastPackageWasMap || FileIndex == FilesInPath.Num() - 1)
			{
				const double FindProcessedPackagesStartTime = FPlatformTime::Seconds();
				TArray<UObject *> ObjectsInOuter;
				GetObjectsWithOuter(NULL, ObjectsInOuter, false);
				for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
				{
					UPackage* Pkg = Cast<UPackage>(ObjectsInOuter[Index]);
					if (!Pkg)
					{
						continue;
					}
					FString Filename;
					if (FPackageName::DoesPackageExist(Pkg->GetName(), NULL, &Filename))
					{
						if (!ProcessedPackages.Contains(Filename))
						{
							ProcessedPackages.Add(Filename);

							PackagesToNotReload.Add(Pkg->GetName());
							Pkg->PackageFlags |= PKG_ReloadingForCooker;
							{
								TArray<UObject *> ObjectsInPackage;
								GetObjectsWithOuter(Pkg, ObjectsInPackage, true);
								for( int32 IndexPackage = 0; IndexPackage < ObjectsInPackage.Num(); IndexPackage++ )
								{
									ObjectsInPackage[IndexPackage]->CookerWillNeverCookAgain();
								}
							}
						}
					}
				}
				FindProcessedPackagesTime += FPlatformTime::Seconds() - FindProcessedPackagesStartTime;
			}

			if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0 || bLastPackageWasMap)
			{
				const double StartGCTime = FPlatformTime::Seconds();
				if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0)
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC (Full)..."));
					CollectGarbage( RF_Native );
					NumProcessedSinceLastGC = 0;
				}
				else
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC..."));
					CollectGarbage( RF_Native | RF_Standalone );
				}				
				GCTime += FPlatformTime::Seconds() - StartGCTime;

				bLastPackageWasMap = false;
			}
			if (FileIndex < 0)
			{
				break;
			}
			const FString& Filename = FilesInPath[FileIndex];
			if (ProcessedPackages.Contains(Filename))
			{
				continue;
			}
			if (bDoSubset)
			{
				const FString& PackageName = FPackageName::PackageFromPath(*Filename);
				if (FCrc::StrCrc_DEPRECATED(*PackageName.ToUpper()) % SubsetMod != SubsetTarget)
				{
					continue;
				}
			}

			UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Loading (%d) %s"), FilesInPath.Num() - FileIndex, *Filename );

			UPackage* Package = LoadPackage( NULL, *Filename, LOAD_None );
			if( Package == NULL )
			{
				UE_LOG(LogDerivedDataCacheCommandlet, Error, TEXT("Error loading %s!"), *Filename );
			}
			else
			{
				bLastPackageWasMap = Package->ContainsMap();
				NumProcessedSinceLastGC++;
			}
		}
	}

	IConsoleManager::Get().ProcessUserConsoleInput(TEXT("Tex.DerivedDataTimings"), *GWarn, NULL);
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Waiting for shaders to finish."));
	GShaderCompilingManager->FinishAllCompilation();
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Done waiting for shaders to finish."));
	GetDerivedDataCacheRef().WaitForQuiescence(true);

	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("%.2lfs spent looking for processed packages, %.2lfs spent on GC."), FindProcessedPackagesTime, GCTime);

	return 0;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:DerivedDataCacheCommandlet.cpp


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