1172 lines
52 KiB
XML
1172 lines
52 KiB
XML
<?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,System.Int32)">
|
|
<summary>
|
|
Connect to cache server
|
|
</summary>
|
|
<param name="host">Cache server address</param>
|
|
<param name="port">Cache server port</param>
|
|
<param name="desiredConnectionCount">Number of tcp connections we want</param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ICacheClient.Disconnect">
|
|
<summary>
|
|
Disconnect from cache server
|
|
</summary>
|
|
</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,System.IntPtr,System.Byte[],System.UInt32,System.Byte[],System.UInt32)">
|
|
<summary>
|
|
Write to cache
|
|
</summary>
|
|
<param name="bucket">Bucket to store cache entry</param>
|
|
<param name="processHandle">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.ProcessExecutionType">
|
|
<summary>
|
|
Type of execution used for process
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessExecutionType.Native">
|
|
<summary>
|
|
Process executed locally without detouring
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessExecutionType.Local">
|
|
<summary>
|
|
Process executed locally with detouring enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessExecutionType.Remote">
|
|
<summary>
|
|
Process executed on a remote session
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessExecutionType.Cache">
|
|
<summary>
|
|
Process was never executed and instead downloaded from cache
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessExecutionType.Skip">
|
|
<summary>
|
|
Process was skipped and never executed
|
|
</summary>
|
|
</member>
|
|
<member name="T:EpicGames.UBA.IProcessFinishedInfo">
|
|
<summary>
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.ExecutionType">
|
|
<summary>
|
|
Type of execution
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.ExitCode">
|
|
<summary>
|
|
Process exit code
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.LogLines">
|
|
<summary>
|
|
Captured output lines
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.ExecutingHost">
|
|
<summary>
|
|
The remote host that ran the process, if run remotely
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.TotalProcessorTime">
|
|
<summary>
|
|
Total time spent for the processor
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.TotalWallTime">
|
|
<summary>
|
|
Total wall time spent
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.PeakMemoryUsed">
|
|
<summary>
|
|
Peak memory used, requires a job object so will only be non-zero for Windows hosts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.UserData">
|
|
<summary>
|
|
UserData that was provided in EnqueueProcess
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IProcessFinishedInfo.ProcessHandle">
|
|
<summary>
|
|
Native uba handle to process.
|
|
</summary>
|
|
</member>
|
|
<member name="T:EpicGames.UBA.ProcessFinishedResponse">
|
|
<summary>
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessFinishedResponse.None">
|
|
<summary>
|
|
None means that nothing should be done
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessFinishedResponse.RerunLocal">
|
|
<summary>
|
|
RerunLocal means that we want to re-run the process locally with detouring enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:EpicGames.UBA.ProcessFinishedResponse.RerunNative">
|
|
<summary>
|
|
RerunNative means that we want to re-run the process locally without detouring
|
|
</summary>
|
|
</member>
|
|
<member name="T:EpicGames.UBA.IScheduler">
|
|
<summary>
|
|
Base interface for uba config file
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.Start">
|
|
<summary>
|
|
Start the scheduler. It will start processing enqueued processes straight away
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.EnqueueProcess(EpicGames.UBA.ProcessStartInfo,System.Double,System.Boolean,System.Boolean,System.Int32[],System.Byte[],System.UInt32,System.UInt32,System.UInt32,System.UInt64,System.Object)">
|
|
<summary>
|
|
Queue process.
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.Cancel">
|
|
<summary>
|
|
Cancel all active processes and skip queued ones
|
|
</summary>
|
|
</member>
|
|
<member name="P:EpicGames.UBA.IScheduler.IsEmpty">
|
|
<summary>
|
|
Returns true if no processes are running or queued
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.GetProcessWeightThatCanRunRemotelyNow">
|
|
<summary>
|
|
Accumulated weight of all processes that are Queued and can run right now (dependencies are done)
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.SetProcessFinishedCallback(System.Func{EpicGames.UBA.IProcessFinishedInfo,EpicGames.UBA.ProcessFinishedResponse})">
|
|
<summary>
|
|
Set callback for when process has finished
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.SetAllowDisableRemoteExecution">
|
|
<summary>
|
|
Allows uba to disable remote execution if running out of processes that can execute remotely
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.IScheduler.CreateScheduler(EpicGames.UBA.ISessionServer,System.Collections.Generic.IEnumerable{EpicGames.UBA.ICacheClient},System.Int32,System.Boolean)">
|
|
<summary>
|
|
Create a scheduler
|
|
</summary>
|
|
<param name="session">Session</param>
|
|
<param name="cacheClients">List of cache clients</param>
|
|
<param name="maxLocalProcessors">Max number of local processes scheduler can run in parallel</param>
|
|
<param name="forceRemote">Force all processes that can to run remote</param>
|
|
</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.AddInfo(System.String)">
|
|
<summary>
|
|
Add more info about session that show in visualizer
|
|
</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.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.GetTrace">
|
|
<summary>
|
|
Get the trace for this session
|
|
</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.ITrace">
|
|
<summary>
|
|
Trace interface
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ITrace.TaskBegin(System.String,System.String)">
|
|
<summary>
|
|
Begin task. Will create a bar in uba visualizer
|
|
</summary>
|
|
<param name="description">Description showing on bar in visualizer</param>
|
|
<param name="details">Details showing when hovering over bar in visualizer</param>
|
|
<returns>Task id</returns>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ITrace.TaskHint(System.UInt32,System.String)">
|
|
<summary>
|
|
Add hint to task.. will show with milliseconds since start or previous hint
|
|
</summary>
|
|
<param name="taskId">Task id returned by TaskBegin</param>
|
|
<param name="hint">Hint text</param>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ITrace.TaskEnd(System.UInt32)">
|
|
<summary>
|
|
End task.
|
|
</summary>
|
|
<param name="taskId">Task id returned by TaskBegin</param>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ITrace.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.ITrace.CloseAndWrite(System.String)">
|
|
<summary>
|
|
Writes trace to file. Only works if created with ITrace.Create
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.ITrace.Create(System.String)">
|
|
<summary>
|
|
Creates a new trace
|
|
</summary>
|
|
</member>
|
|
<member name="T:EpicGames.UBA.TraceTaskScope">
|
|
<summary>
|
|
Helper type to track task in scope
|
|
</summary>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.TraceTaskScope.#ctor(EpicGames.UBA.ITrace,System.String,System.String)">
|
|
<summary>
|
|
Will create a bar in uba visualizer
|
|
</summary>
|
|
<param name="trace">Trace used for this task scope</param>
|
|
<param name="description">Description showing on bar in visualizer</param>
|
|
<param name="details">Details showing when hovering over bar in visualizer</param>
|
|
</member>
|
|
<member name="M:EpicGames.UBA.TraceTaskScope.Dispose">
|
|
<summary>
|
|
End task
|
|
</summary>
|
|
</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>
|
|
</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>IEnumerable 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>IEnumerable 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>
|