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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include <zencore/compactbinary.h>
#include <filesystem>
namespace zen {
struct HydrationConfig
{
// Location of server state to hydrate/dehydrate
std::filesystem::path ServerStateDir;
// Temporary directory available for use during hydration/dehydration
std::filesystem::path TempDir;
// Module ID of the server state being hydrated/dehydrated
std::string ModuleId;
// Back-end specific target specification (e.g. S3 bucket, file path, etc)
std::string TargetSpecification;
// Full config object when using --hub-hydration-target-config (mutually exclusive with TargetSpecification)
CbObject Options;
};
/**
* @brief State hydration strategy interface
*
* An instance of this interface is used to perform hydration OR
* dehydration of server state. It's expected to be used only once
* and not reused.
*
*/
struct HydrationStrategyBase
{
virtual ~HydrationStrategyBase() = default;
virtual void Dehydrate() = 0;
virtual void Hydrate() = 0;
virtual void Configure(const HydrationConfig& Config) = 0;
};
std::unique_ptr<HydrationStrategyBase> CreateHydrator(const HydrationConfig& Config);
#if ZEN_WITH_TESTS
void hydration_forcelink();
#endif // ZEN_WITH_TESTS
} // namespace zen
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