61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using Codice.CM.Common;
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namespace Unity.PlasticSCM.Editor.AssetsOverlays.Cache
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{
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internal interface IAssetStatusCache
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{
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AssetStatus GetStatus(string fullPath);
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LockStatusData GetLockStatusData(string fullPath);
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void Clear();
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}
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internal class AssetStatusCache : IAssetStatusCache
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{
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internal AssetStatusCache(
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WorkspaceInfo wkInfo,
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bool isGluonMode)
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{
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mLocalStatusCache = new LocalStatusCache(wkInfo);
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mRemoteStatusCache = new RemoteStatusCache(
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wkInfo,
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isGluonMode,
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ProjectWindow.Repaint);
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mLockStatusCache = new LockStatusCache(
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wkInfo,
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ProjectWindow.Repaint);
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}
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AssetStatus IAssetStatusCache.GetStatus(string fullPath)
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{
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AssetStatus localStatus = mLocalStatusCache.GetStatus(fullPath);
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if (!ClassifyAssetStatus.IsControlled(localStatus))
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return localStatus;
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AssetStatus remoteStatus = mRemoteStatusCache.GetStatus(fullPath);
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AssetStatus lockStatus = mLockStatusCache.GetStatus(fullPath);
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return localStatus | remoteStatus | lockStatus;
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}
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LockStatusData IAssetStatusCache.GetLockStatusData(string fullPath)
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{
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return mLockStatusCache.GetLockStatusData(fullPath);
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}
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void IAssetStatusCache.Clear()
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{
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mLocalStatusCache.Clear();
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mRemoteStatusCache.Clear();
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mLockStatusCache.Clear();
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}
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readonly LocalStatusCache mLocalStatusCache;
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readonly RemoteStatusCache mRemoteStatusCache;
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readonly LockStatusCache mLockStatusCache;
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}
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}
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