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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include <filesystem>
#include <string>
struct ZenServerOptions
{
bool IsDebug = false;
bool IsTest = false;
int BasePort = 1337; // Service listen port (used for both UDP and TCP)
int OwnerPid = 0; // Parent process id (zero for standalone)
std::string ChildId; // Id assigned by parent process (used for lifetime management)
std::string LogId; // Id for tagging log output
std::filesystem::path DataDir; // Root directory for state (used for testing)
};
struct ZenServiceConfig
{
bool LegacyCacheEnabled = false;
bool StructuredCacheEnabled = true;
bool UpstreamCacheEnabled = false;
bool ShouldCrash = false; // Option for testing crash handling
bool MeshEnabled = false; // Experimental p2p mesh discovery
std::string FlockId; // Id for grouping test instances into sets
};
void ParseGlobalCliOptions(int argc, char* argv[], ZenServerOptions& GlobalOptions, ZenServiceConfig& ServiceConfig);
void ParseServiceConfig(const std::filesystem::path& DataRoot, ZenServiceConfig& ServiceConfig);
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