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UnrealEngine/Engine/Binaries/DotNET/AutomationTool/AutomationScripts/Insights/EpicGames.UBA.xml
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<?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>