Documentation ¶
Index ¶
- func NewUE4() (handler.Handler, error)
- type UE4
- func (u *UE4) CanExecuteWithLocalIdleResource(command []string) bool
- func (u *UE4) FinalExecute(args []string)
- func (u *UE4) GetFilterRules() ([]dcSDK.FilterRuleItem, error)
- func (u *UE4) GetPreloadConfig(config dcType.BoosterConfig) (*dcSDK.PreloadConfig, error)
- func (u *UE4) InitExtra(extra []byte)
- func (u *UE4) InitSandbox(sandbox *dcSyscall.Sandbox)
- func (u *UE4) LocalExecute(command []string) dcType.BKDistCommonError
- func (u *UE4) LocalExecuteNeed(command []string) bool
- func (u *UE4) LocalLockWeight(command []string) int32
- func (u *UE4) NeedRemoteResource(command []string) bool
- func (u *UE4) NeedRetryOnRemoteFail(command []string) bool
- func (u *UE4) OnRemoteFail(command []string) (*dcSDK.BKDistCommand, dcType.BKDistCommonError)
- func (u *UE4) PostExecute(r *dcSDK.BKDistResult) dcType.BKDistCommonError
- func (u *UE4) PostExecuteNeedLock(result *dcSDK.BKDistResult) bool
- func (u *UE4) PostLockWeight(result *dcSDK.BKDistResult) int32
- func (u *UE4) PostWork(config *dcType.BoosterConfig) error
- func (u *UE4) PreExecute(command []string) (*dcSDK.BKDistCommand, dcType.BKDistCommonError)
- func (u *UE4) PreExecuteNeedLock(command []string) bool
- func (u *UE4) PreLockWeight(command []string) int32
- func (u *UE4) PreWork(config *dcType.BoosterConfig) error
- func (u *UE4) RemoteRetryTimes() int
- func (u *UE4) RenderArgs(config dcType.BoosterConfig, originArgs string) string
- func (u *UE4) ResultExtra() []byte
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
Types ¶
type UE4 ¶
type UE4 struct {
// contains filtered or unexported fields
}
UE4 定义了ue4场景下的各类子场景总和, 包含了win/mac/linux平台下的c/c++代码编译, 链接, shader编译等
func (*UE4) CanExecuteWithLocalIdleResource ¶
func (*UE4) GetFilterRules ¶
func (u *UE4) GetFilterRules() ([]dcSDK.FilterRuleItem, error)
GetFilterRules will return filter rule to booster
func (*UE4) GetPreloadConfig ¶
func (u *UE4) GetPreloadConfig(config dcType.BoosterConfig) (*dcSDK.PreloadConfig, error)
GetPreloadConfig get preload config
func (*UE4) InitSandbox ¶
InitSandbox set sandbox to ue4 scene handler
func (*UE4) LocalExecute ¶
func (u *UE4) LocalExecute(command []string) dcType.BKDistCommonError
LocalExecute no need
func (*UE4) LocalExecuteNeed ¶
LocalExecuteNeed no need
func (*UE4) LocalLockWeight ¶
LocalLockWeight decide local-execute lock weight, default 1
func (*UE4) NeedRemoteResource ¶
NeedRemoteResource check whether this command need remote resource
func (*UE4) NeedRetryOnRemoteFail ¶
NeedRetryOnRemoteFail check whether need retry on remote fail
func (*UE4) OnRemoteFail ¶
func (u *UE4) OnRemoteFail(command []string) (*dcSDK.BKDistCommand, dcType.BKDistCommonError)
OnRemoteFail give chance to try other way if failed to remote execute
func (*UE4) PostExecute ¶
func (u *UE4) PostExecute(r *dcSDK.BKDistResult) dcType.BKDistCommonError
PostExecute 后置处理
func (*UE4) PostExecuteNeedLock ¶
func (u *UE4) PostExecuteNeedLock(result *dcSDK.BKDistResult) bool
PostExecuteNeedLock 防止回传的文件读写跑满本机磁盘
func (*UE4) PostLockWeight ¶
func (u *UE4) PostLockWeight(result *dcSDK.BKDistResult) int32
PostLockWeight decide post-execute lock weight, default 1
func (*UE4) PreExecute ¶
func (u *UE4) PreExecute(command []string) (*dcSDK.BKDistCommand, dcType.BKDistCommonError)
PreExecute 预处理, 根据不同的command来确定不同的子场景
func (*UE4) PreExecuteNeedLock ¶
PreExecuteNeedLock 防止预处理跑满本机CPU
func (*UE4) PreLockWeight ¶
PreLockWeight decide pre-execute lock weight, default 1
func (*UE4) RemoteRetryTimes ¶
RemoteRetryTimes will return the remote retry times
func (*UE4) RenderArgs ¶
func (u *UE4) RenderArgs(config dcType.BoosterConfig, originArgs string) string
RenderArgs no need change