初始提交: UE5.3项目基础框架
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// Copyright 2020-2024 CesiumGS, Inc. and Contributors
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#pragma once
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#include "CesiumAsync/AsyncSystem.h"
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#include "CesiumAsync/IAssetAccessor.h"
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#include "Containers/Map.h"
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#include "Containers/UnrealString.h"
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#include "HAL/Platform.h"
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#include <cstddef>
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class CESIUMRUNTIME_API UnrealAssetAccessor
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: public CesiumAsync::IAssetAccessor {
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public:
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UnrealAssetAccessor();
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virtual CesiumAsync::Future<std::shared_ptr<CesiumAsync::IAssetRequest>>
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get(const CesiumAsync::AsyncSystem& asyncSystem,
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const std::string& url,
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const std::vector<CesiumAsync::IAssetAccessor::THeader>& headers)
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override;
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virtual CesiumAsync::Future<std::shared_ptr<CesiumAsync::IAssetRequest>>
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request(
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const CesiumAsync::AsyncSystem& asyncSystem,
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const std::string& verb,
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const std::string& url,
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const std::vector<CesiumAsync::IAssetAccessor::THeader>& headers,
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const std::span<const std::byte>& contentPayload) override;
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virtual void tick() noexcept override;
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private:
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CesiumAsync::Future<std::shared_ptr<CesiumAsync::IAssetRequest>> getFromFile(
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const CesiumAsync::AsyncSystem& asyncSystem,
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const std::string& url,
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const std::vector<CesiumAsync::IAssetAccessor::THeader>& headers);
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FString _userAgent;
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TMap<FString, FString> _cesiumRequestHeaders;
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};
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