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LintRunner.h
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38 lines (27 loc) · 913 Bytes
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// Copyright 2019-2020 Gamemakin LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/ThreadSafeCounter.h"
#include "HAL/Runnable.h"
#include "AssetData.h"
#include "Linter.h"
class ULintRuleSet;
struct FLintRuleList;
struct FLintRuleViolation;
class FLintRunner : public FRunnable
{
public:
FLintRunner(UObject* InLoadedObject, const ULintRuleSet* LintRuleSet, TArray<FLintRuleViolation>* InpOutRuleViolations, FScopedSlowTask* InParentScopedSlowTask);
virtual bool RequiresGamethread();
virtual bool Init() override;
virtual uint32 Run() override;
virtual void Stop() override;
virtual void Exit() override;
protected:
UObject* LoadedObject = nullptr;
const ULintRuleSet* RuleSet = nullptr;
TArray<FLintRuleViolation>* pOutRuleViolations;
const FLintRuleList* pLoadedRuleList;
static FCriticalSection LintDataUpdateLock;
FScopedSlowTask* ParentScopedSlowTask;
};