<?xml version="1.0"?> <doc> <assembly> <name>EpicGames.UBA</name> </assembly> <members> <member name="T:EpicGames.UBA.IBaseInterface"> <summary> Base interface for all classes that have unmanaged resources. </summary> </member> <member name="M:EpicGames.UBA.IBaseInterface.GetHandle"> <summary> Returns the handle to an unmanaged object </summary> <returns>An unmanaged handle</returns> </member> <member name="T:EpicGames.UBA.IRootPaths"> <summary> Base interface for root paths used by cache system to normalize paths </summary> </member> <member name="M:EpicGames.UBA.IRootPaths.RegisterRoot(System.String,System.Boolean,System.Byte)"> <summary> Register roots used to normalize paths in caches </summary> <param name="path">Path of root</param> <param name="includeInKey">set this to false if you want to ignore all files under this folder (you know they are _always_ the same for all machines)</param> <param name="id">Id of root. On windows these numbers need to increase two at the time since double backslash paths are added automatically under the hood</param> <returns>True if successful</returns> </member> <member name="M:EpicGames.UBA.IRootPaths.RegisterSystemRoots(System.Byte)"> <summary> Register system roots used to normalize paths in caches </summary> <param name="startId">Start id for system roots. On windows these take up 10 entries</param> <returns>True if successful</returns> </member> <member name="M:EpicGames.UBA.IRootPaths.Create(EpicGames.UBA.ILogger)"> <summary> Create root paths instance </summary> </member> <member name="T:EpicGames.UBA.FetchFromCacheResult"> <summary> Struct containing results from artifact fetch </summary> <param name="Success">Is set to true if succeeded in fetching artifacts</param> <param name="LogLines">Contains log lines if any</param> </member> <member name="M:EpicGames.UBA.FetchFromCacheResult.#ctor(System.Boolean,System.Collections.Generic.List{System.String})"> <summary> Struct containing results from artifact fetch </summary> <param name="Success">Is set to true if succeeded in fetching artifacts</param> <param name="LogLines">Contains log lines if any</param> </member> <member name="P:EpicGames.UBA.FetchFromCacheResult.Success"> <summary>Is set to true if succeeded in fetching artifacts</summary> </member> <member name="P:EpicGames.UBA.FetchFromCacheResult.LogLines"> <summary>Contains log lines if any</summary> </member> <member name="T:EpicGames.UBA.ICacheClient"> <summary> Base interface for a cache client </summary> </member> <member name="M:EpicGames.UBA.ICacheClient.Connect(System.String,System.Int32)"> <summary> Connect to cache client </summary> <param name="host">Cache server address</param> <param name="port">Cache server port</param> <returns>True if successful</returns> </member> <member name="M:EpicGames.UBA.ICacheClient.WriteToCache(EpicGames.UBA.IRootPaths,System.UInt32,EpicGames.UBA.IProcess,System.Byte[],System.UInt32,System.Byte[],System.UInt32)"> <summary> Write to cache </summary> <param name="rootPaths">RootPath instance</param> <param name="bucket">Bucket to store cache entry</param> <param name="process">Process</param> <param name="inputs">Input files</param> <param name="inputsSize">Input files size</param> <param name="outputs">Output files</param> <param name="outputsSize">Output files size</param> <returns>True if successful</returns> </member> <member name="M:EpicGames.UBA.ICacheClient.FetchFromCache(EpicGames.UBA.IRootPaths,System.UInt32,EpicGames.UBA.ProcessStartInfo)"> <summary> Fetch from cache </summary> <param name="rootPaths">RootPath instance</param> <param name="bucket">Bucket to search for cache entry</param> <param name="info">Process start info</param> <returns>True if successful</returns> </member> <member name="M:EpicGames.UBA.ICacheClient.RequestServerShutdown(System.String)"> <summary> Request the connected server to shutdown </summary> <param name="reason">Reason for shutdown</param> </member> <member name="M:EpicGames.UBA.ICacheClient.CreateCacheClient(EpicGames.UBA.ISessionServer,System.Boolean,System.String)"> <summary> Create a ICacheClient object </summary> <param name="session">The session</param> <param name="reportMissReason">Output reason for cache miss to log.</param> <param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param> <returns>The ICacheClient</returns> </member> <member name="T:EpicGames.UBA.IConfig"> <summary> Base interface for uba config file </summary> </member> <member name="M:EpicGames.UBA.IConfig.LoadConfig(System.String)"> <summary> Load a config file </summary> <param name="configFile">The name of the config file</param> <returns>The IConfig</returns> </member> <member name="T:EpicGames.UBA.LogEntryType"> <summary> The verbosity of a log entry </summary> </member> <member name="F:EpicGames.UBA.LogEntryType.Error"> <summary> Error verbosity </summary> </member> <member name="F:EpicGames.UBA.LogEntryType.Warning"> <summary> Warning verbosity </summary> </member> <member name="F:EpicGames.UBA.LogEntryType.Info"> <summary> Info verbosity </summary> </member> <member name="F:EpicGames.UBA.LogEntryType.Detail"> <summary> Info verbosity </summary> </member> <member name="F:EpicGames.UBA.LogEntryType.Debug"> <summary> Info verbosity </summary> </member> <member name="T:EpicGames.UBA.ILogger"> <summary> Base interface for logging functionality </summary> </member> <member name="M:EpicGames.UBA.ILogger.BeginScope"> <summary> Begin logging scope </summary> </member> <member name="M:EpicGames.UBA.ILogger.EndScope"> <summary> End logging scope </summary> </member> <member name="M:EpicGames.UBA.ILogger.Log(EpicGames.UBA.LogEntryType,System.String)"> <summary> Log message </summary> <param name="type">entry verbosity</param> <param name="message">the message to log</param> </member> <member name="M:EpicGames.UBA.ILogger.CreateLogger(Microsoft.Extensions.Logging.ILogger)"> <summary> Create a ILogger object </summary> <param name="logger">The Microsoft.Extensions.Logging.ILogger to wrap</param> <returns>The ILogger</returns> </member> <member name="M:EpicGames.UBA.ServerImpl.Dispose"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ServerImpl.GetHandle"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ServerImpl.StartServer(System.String,System.Int32,System.String)"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ServerImpl.StopServer"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ServerImpl.AddClient(System.String,System.Int32,System.String)"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ServerImpl.AddNamedConnection(System.String)"> <inheritdoc/> </member> <member name="T:EpicGames.UBA.ProcessStartInfo"> <summary> Information needed to create a process </summary> </member> <member name="T:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs"> <summary> Common configs for processes to run </summary> </member> <member name="F:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs.CompileMsvc"> <summary> MSVC based compiler </summary> </member> <member name="F:EpicGames.UBA.ProcessStartInfo.CommonProcessConfigs.CompileClang"> <summary> Clang based compiler </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.Application"> <summary> The path to the application binary </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.WorkingDirectory"> <summary> The working directory </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.Arguments"> <summary> The command line arguments </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.Description"> <summary> A text description of the process </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.Configuration"> <summary> Which configuration to use </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.Priority"> <summary> The process priority of the created process </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.OutputStatsThresholdMs"> <summary> Threshold in which to report output stats </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.TrackInputs"> <summary> If input should be tracked </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.LogFile"> <summary> A path to a log file, or null for not log file </summary> </member> <member name="P:EpicGames.UBA.ProcessStartInfo.UserData"> <summary> Arbitary user data to pass along with the process </summary> </member> <member name="T:EpicGames.UBA.IProcessStartInfo"> <summary> Base interface for process start info </summary> </member> <member name="M:EpicGames.UBA.IProcessStartInfo.CreateProcessStartInfo(EpicGames.UBA.ProcessStartInfo,System.Boolean)"> <summary> Create a IProcessStartInfo object </summary> <param name="info">The start info for the process</param> <param name="useExitedCallback">Set to true if exit callback is used</param> <returns>The IProcessStartInfo</returns> </member> <member name="T:EpicGames.UBA.ExitedEventArgs"> <summary> Event args for exited event </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.ExitCode"> <summary> Process exit code </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.ExecutingHost"> <summary> The remote host that ran the process, if run remotely </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.LogLines"> <summary> Captured output lines </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.TotalProcessorTime"> <summary> Total time spent for the processor </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.TotalWallTime"> <summary> Total wall time spent </summary> </member> <member name="P:EpicGames.UBA.ExitedEventArgs.UserData"> <summary> Total wall time spent </summary> </member> <member name="M:EpicGames.UBA.ExitedEventArgs.#ctor(EpicGames.UBA.IProcess)"> <summary> Constructor </summary> <param name="process">The process to pull data from</param> </member> <member name="T:EpicGames.UBA.IProcess"> <summary> Interface for a process instance </summary> </member> <member name="T:EpicGames.UBA.IProcess.ExitedEventHandler"> <summary> Delegate for Exited events </summary> <param name="sender">The sender object</param> <param name="e">The event args</param> </member> <member name="E:EpicGames.UBA.IProcess.Exited"> <summary> Exited event handler </summary> </member> <member name="P:EpicGames.UBA.IProcess.ExitCode"> <summary> Process exit code </summary> </member> <member name="P:EpicGames.UBA.IProcess.ExecutingHost"> <summary> The remote host that ran the process, if run remotely </summary> </member> <member name="P:EpicGames.UBA.IProcess.LogLines"> <summary> Captured output lines </summary> </member> <member name="P:EpicGames.UBA.IProcess.TotalProcessorTime"> <summary> Total time spent for the processor </summary> </member> <member name="P:EpicGames.UBA.IProcess.TotalWallTime"> <summary> Total wall time spent </summary> </member> <member name="P:EpicGames.UBA.IProcess.Hash"> <summary> Unique hash for this process (not stable between runs) </summary> </member> <member name="P:EpicGames.UBA.IProcess.UserData"> <summary> Arbitary user data </summary> </member> <member name="M:EpicGames.UBA.IProcess.Cancel(System.Boolean)"> <summary> Cancel the running process </summary> <param name="terminate">If the process should be force terminated</param> </member> <member name="M:EpicGames.UBA.IProcess.CreateProcess(System.IntPtr,EpicGames.UBA.IProcessStartInfo,EpicGames.UBA.IProcess.ExitedEventHandler,System.Object)"> <summary> Create a IProcess object </summary> <param name="handle">unmanaged pointer to the process</param> <param name="info">the processes start info</param> <param name="exitedEventHandler">Optional callback when the process exits</param> <param name="userData">Arbitary user data</param> <returns>The IProcess</returns> </member> <member name="T:EpicGames.UBA.IServer"> <summary> Base interface for a server instance </summary> </member> <member name="M:EpicGames.UBA.IServer.StartServer(System.String,System.Int32,System.String)"> <summary> Start the server </summary> <param name="ip">Ip address or host name</param> <param name="port">The port to use, -1 for default</param> <param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param> <returns></returns> </member> <member name="M:EpicGames.UBA.IServer.StopServer"> <summary> Stop the server </summary> </member> <member name="M:EpicGames.UBA.IServer.AddNamedConnection(System.String)"> <summary> Add a named connection to the server </summary> <param name="name">The name of the connection</param> <returns>Success</returns> </member> <member name="M:EpicGames.UBA.IServer.AddClient(System.String,System.Int32,System.String)"> <summary> Adds a client that server will try to connect one or more tcp connections to </summary> <param name="ip">The ip of the listening client</param> <param name="port">The port of the listening client</param> <param name="crypto">Enable crypto by using a 32 character crypto string (representing a 16 byte value)</param> <returns>Success</returns> </member> <member name="M:EpicGames.UBA.IServer.CreateServer(System.Int32,System.Int32,EpicGames.UBA.ILogger,System.Boolean)"> <summary> Create a IServer object </summary> <param name="maxWorkers">Maximum number of workers</param> <param name="sendSize">Send size in bytes</param> <param name="logger">The logger</param> <param name="useQuic">Use Quic protocol instead of tcp for communication between host and helpers</param> <returns>The IServer</returns> </member> <member name="T:EpicGames.UBA.SessionServerCreateInfo"> <summary> Information needed to create a session server </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.RootDirectory"> <summary> Root directory to store content addressable data </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.TraceOutputFile"> <summary> Path to a trace file that records the build </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.DisableCustomAllocator"> <summary> If the custom allocator should be disabled </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.LaunchVisualizer"> <summary> If the visualizer should be launched </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.ResetCas"> <summary> If the content addressable storage should be reset </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.WriteToDisk"> <summary> If intermediate/output files should be written to disk </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.DetailedTrace"> <summary> More detailed trace information </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.AllowWaitOnMem"> <summary> Wait for memory before starting new processes </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.AllowKillOnMem"> <summary> Kill processes when close to run out of memory </summary> </member> <member name="P:EpicGames.UBA.SessionServerCreateInfo.StoreObjFilesCompressed"> <summary> Store .obj files compressed on disk </summary> </member> <member name="M:EpicGames.UBA.SessionServerCreateInfo.#ctor(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"> <summary> Constructor </summary> <param name="rootDirectory">Root directory to store content addressable data</param> <param name="traceOutputFile">Path to a trace file that records the build</param> <param name="disableCustomAllocator">If the custom allocator should be disabled</param> <param name="launchVisualizer">If the visualizer should be launched</param> <param name="resetCas">If the content addressable storage should be reset</param> <param name="writeToDisk">If intermediate/output files should be written to disk</param> <param name="detailedTrace">More detailed trace information</param> <param name="allowWaitOnMem">Wait for memory before starting new processes</param> <param name="allowKillOnMem">Kill processes when close to run out of memory</param> <param name="storeObjFilesCompressed">Store .obj files compressed on disk</param> </member> <member name="T:EpicGames.UBA.ISessionServerCreateInfo"> <summary> Base interface for session server create info </summary> </member> <member name="M:EpicGames.UBA.ISessionServerCreateInfo.CreateSessionServerCreateInfo(EpicGames.UBA.IStorageServer,EpicGames.UBA.IServer,EpicGames.UBA.ILogger,EpicGames.UBA.SessionServerCreateInfo)"> <summary> Create a ISessionServerCreateInfo object </summary> <param name="storage">The storage server</param> <param name="client">The client</param> <param name="logger">The logger</param> <param name="info">The session create info</param> <returns>The ISessionServerCreateInfo</returns> </member> <member name="T:EpicGames.UBA.RemoteProcessSlotAvailableEventArgs"> <summary> Event args for remote process slot available event </summary> </member> <member name="T:EpicGames.UBA.RemoteProcessReturnedEventArgs"> <summary> Event args for remote process returned event </summary> </member> <member name="M:EpicGames.UBA.RemoteProcessReturnedEventArgs.#ctor(EpicGames.UBA.IProcess)"> <summary> Constructor </summary> <param name="process">The process being returned</param> </member> <member name="P:EpicGames.UBA.RemoteProcessReturnedEventArgs.Process"> <summary> The remote process that was returned </summary> </member> <member name="T:EpicGames.UBA.ISessionServer"> <summary> Base interface for a session server instance </summary> </member> <member name="T:EpicGames.UBA.ISessionServer.RemoteProcessSlotAvailableEventHandler"> <summary> Degeate for remote process slot available events </summary> <param name="sender">The sender object</param> <param name="e">The event args</param> </member> <member name="T:EpicGames.UBA.ISessionServer.RemoteProcessReturnedEventHandler"> <summary> Degeate for remote process returned events </summary> <param name="sender">The sender object</param> <param name="e">The event args</param> </member> <member name="E:EpicGames.UBA.ISessionServer.RemoteProcessSlotAvailable"> <summary> Remote process slot available event handler </summary> </member> <member name="E:EpicGames.UBA.ISessionServer.RemoteProcessReturned"> <summary> Remote process returned event handler </summary> </member> <member name="M:EpicGames.UBA.ISessionServer.DisableRemoteExecution"> <summary> Will tell all remote machines that they can disconnect once their active processes are done Will also stop listening for new remote machines </summary> </member> <member name="M:EpicGames.UBA.ISessionServer.SetMaxRemoteProcessCount(System.UInt32)"> <summary> Set max number of processes that can be executed remotely. Setting this can let the backend disconnect remote workers earlier </summary> </member> <member name="M:EpicGames.UBA.ISessionServer.RunProcess(EpicGames.UBA.ProcessStartInfo,System.Boolean,EpicGames.UBA.IProcess.ExitedEventHandler,System.Boolean)"> <summary> Run a local process </summary> <param name="info">Process start info</param> <param name="async">If the process should be run async</param> <param name="exitedEventHandler">Optional callback when the process exits</param> <param name="enableDetour">Should be true unless process does not work being detoured (And in that case we need to manually register file system changes)</param> <returns>The process being run</returns> </member> <member name="M:EpicGames.UBA.ISessionServer.RunProcessRemote(EpicGames.UBA.ProcessStartInfo,EpicGames.UBA.IProcess.ExitedEventHandler,System.Double,System.Byte[],System.UInt32)"> <summary> Run a remote process </summary> <param name="info">Process start info</param> <param name="exitedEventHandler">Optional callback when the process exits</param> <param name="weight">Number of cores this process uses</param> <param name="knownInputs">Optionally contains input that we know process will need. Memory block containing zero-terminated strings with an extra termination in the end.</param> <param name="knownInputsCount">Number of strings in known inputs</param> <returns>The remote process being run</returns> </member> <member name="M:EpicGames.UBA.ISessionServer.RefreshDirectories(System.String[])"> <summary> Refresh cached information about directories </summary> <param name="directories">The directories to refresh</param> </member> <member name="M:EpicGames.UBA.ISessionServer.RegisterNewFiles(System.String[])"> <summary> Registers external files write to session caches </summary> <param name="files">The files to register</param> </member> <member name="M:EpicGames.UBA.ISessionServer.BeginExternalProcess(System.String)"> <summary> Registers the start of an external process </summary> <param name="description">The description of the process</param> <returns>The process id that should be sent into EndExternalProcess</returns> </member> <member name="M:EpicGames.UBA.ISessionServer.EndExternalProcess(System.UInt32,System.UInt32)"> <summary> Registers the end of an external process </summary> <param name="id">The id returned by BeginExternalProcess</param> <param name="exitCode">The exit code of the external process</param> </member> <member name="M:EpicGames.UBA.ISessionServer.UpdateProgress(System.UInt32,System.UInt32,System.UInt32)"> <summary> Writes external status to the uba trace stream which can then be visualized by ubavisualizer </summary> <param name="processesTotal">Total processes in session</param> <param name="processesDone">Processes done in session</param> <param name="errorCount">Number of errors in session</param> </member> <member name="M:EpicGames.UBA.ISessionServer.UpdateStatus(System.UInt32,System.UInt32,System.String,EpicGames.UBA.LogEntryType,System.String)"> <summary> Writes external status to the uba trace stream which can then be visualized by ubavisualizer </summary> <param name="statusRow">Row of status text. Reuse one index to show one line in visualizer</param> <param name="statusColumn">The identation of status name that will be shown in visualizer</param> <param name="statusText">The status text that will be shown in visualizer</param> <param name="statusType">The status type</param> <param name="statusLink">Optional hyperlink that can be used to make text clickable in visualizer</param> </member> <member name="M:EpicGames.UBA.ISessionServer.SetCustomCasKeyFromTrackedInputs(System.String,System.String,EpicGames.UBA.IProcess)"> <summary> Set a custom cas key for a process's tracked inputs </summary> <param name="file">The file to track</param> <param name="workingDirectory">The working directory</param> <param name="process">The process to get tracked inputs from</param> </member> <member name="M:EpicGames.UBA.ISessionServer.CancelAll"> <summary> Cancel all processes </summary> </member> <member name="M:EpicGames.UBA.ISessionServer.PrintSummary"> <summary> Print summary information to the logger </summary> </member> <member name="M:EpicGames.UBA.ISessionServer.CreateSessionServer(EpicGames.UBA.ISessionServerCreateInfo)"> <summary> Create a ISessionServer object </summary> <param name="info">The session server create info</param> <returns>The ISessionServer</returns> </member> <member name="T:EpicGames.UBA.StorageServerCreateInfo"> <summary> Information needed to create a storage server </summary> </member> <member name="P:EpicGames.UBA.StorageServerCreateInfo.RootDirectory"> <summary> The root directory for the storage </summary> </member> <member name="P:EpicGames.UBA.StorageServerCreateInfo.CapacityBytes"> <summary> The capacity of the storage in bytes </summary> </member> <member name="P:EpicGames.UBA.StorageServerCreateInfo.StoreCompressed"> <summary> If the storage should be stored as compressed </summary> </member> <member name="P:EpicGames.UBA.StorageServerCreateInfo.Zone"> <summary> The geographical zone this machine belongs to. Can be empty </summary> </member> <member name="M:EpicGames.UBA.StorageServerCreateInfo.#ctor(System.String,System.UInt64,System.Boolean,System.String)"> <summary> Constructor </summary> <param name="rootDirectory">The root directory for the storage</param> <param name="capacityBytes">The capacity of the storage in bytes</param> <param name="storeCompressed">If the storage should be stored as compressed</param> <param name="zone">The geographical zone this machine belongs to. Can be empty</param> </member> <member name="T:EpicGames.UBA.IStorageServer"> <summary> Base interface for a storage server instance </summary> </member> <member name="M:EpicGames.UBA.IStorageServer.SaveCasTable"> <summary> Save tge content addressabale storage table </summary> </member> <member name="M:EpicGames.UBA.IStorageServer.RegisterDisallowedPath(System.String)"> <summary> Register disallowed paths for clients to download </summary> </member> <member name="M:EpicGames.UBA.IStorageServer.CreateStorageServer(EpicGames.UBA.IServer,EpicGames.UBA.ILogger,EpicGames.UBA.StorageServerCreateInfo)"> <summary> Create a IStorageServer object </summary> <param name="server">The server</param> <param name="logger">The logger</param> <param name="info">The storage create info</param> <returns>The IStorageServer</returns> </member> <member name="T:EpicGames.UBA.ThreadedLogger"> <summary> Threaded logging for use by UBAExecutor </summary> </member> <member name="M:EpicGames.UBA.ThreadedLogger.#ctor(Microsoft.Extensions.Logging.ILogger)"> <summary> Constructor </summary> <param name="logger">The logger</param> </member> <member name="M:EpicGames.UBA.ThreadedLogger.Finalize"> <summary> Destructor </summary> </member> <member name="M:EpicGames.UBA.ThreadedLogger.Dispose"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ThreadedLogger.Dispose(System.Boolean)"> <summary> Protected dispose </summary> </member> <member name="M:EpicGames.UBA.ThreadedLogger.Log``1(Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.EventId,``0,System.Exception,System.Func{``0,System.Exception,System.String})"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ThreadedLogger.IsEnabled(Microsoft.Extensions.Logging.LogLevel)"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ThreadedLogger.BeginScope``1(``0)"> <inheritdoc/> </member> <member name="M:EpicGames.UBA.ThreadedLogger.FinishAsync"> <summary> Finish logging async </summary> </member> <member name="T:EpicGames.UBA.Utils"> <summary> Utils </summary> </member> <member name="M:EpicGames.UBA.Utils.IsAvailable"> <summary> Is UBA available? </summary> </member> <member name="M:EpicGames.UBA.Utils.DisallowedPaths"> <summary> Paths that are not allowed to be transferred over the network for UBA remote agents. </summary> <returns>enumerable of disallowed paths</returns> </member> <member name="M:EpicGames.UBA.Utils.RegisterDisallowedPaths(System.String[])"> <summary> Registers a path that is not allowed to be transferred over the network for UBA remote agents. </summary> <param name="paths">The paths to add to thie disallowed list</param> </member> <member name="M:EpicGames.UBA.Utils.GetLibraryPath"> <summary> Get the path to the p/invoke library that would be loaded </summary> <returns>The path to the library</returns> <exception cref="T:System.PlatformNotSupportedException">If the operating system is not supported</exception> </member> </members> </doc>