64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Map.h"
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#include "Containers/StringView.h"
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#include "HAL/Platform.h"
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#include "Misc/TransactionallySafeRWLock.h"
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#include "Templates/SharedPointer.h"
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#define UE_API CHAOS_API
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namespace Chaos::VisualDebugger
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{
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class FChaosVDMemoryReader;
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}
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namespace Chaos::VisualDebugger
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{
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/** Serialized Name entry that can be loaded by its recorded ID */
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struct FChaosVDSerializedNameEntry
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{
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static UE_API FStringView WrapperTypeName;
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uint64 NameID = 0;
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int32 NameNumber = NAME_NO_NUMBER;
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FString Name;
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};
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/** Simple Name table that keeps track of FNames by their current ID, which can be rebuilt later on with these IDs*/
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class FChaosVDSerializableNameTable : public TSharedFromThis<FChaosVDSerializableNameTable>
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{
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public:
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/** Adds a FName to the name table */
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UE_API uint64 AddNameToTable(FName Name);
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/** Adds a Serialized Name entry to the name table. Used by the CVD Data processor to rebuild the name table on load */
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UE_API uint64 AddNameToTable(const FChaosVDSerializedNameEntry& InNameEntry);
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/** Returns the FName associated with the provided ID in this table */
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UE_API FName GetNameFromTable(uint64 NameID);
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/** Clears all the FNames tracked by this table */
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UE_API void ResetTable();
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private:
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TMap<uint64, FName> NamesByID;
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FTransactionallySafeRWLock NamesByIDLock;
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};
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inline FArchive& operator<<(FArchive& Ar, FChaosVDSerializedNameEntry& NameEntry)
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{
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Ar << NameEntry.NameID;
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Ar << NameEntry.NameNumber;
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Ar << NameEntry.Name;
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return Ar;
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}
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}
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#undef UE_API
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