UE4插件 SimpleOSS使用技巧

UE4插件 SimpleOSS使用技巧

UE4插件名:SimpleOSS

版本:1.1

目录

  1. 初始化账户 ( InitAccounts )
  2. 初始化配置(InitConf)
  3. 创建桶API(CreateBucket)
  4. 列举桶(ListBuckets)
  5. 获取桶的地域(GetBucketLocation)
  6. 删除桶(DeleteBucket)
  7. 设置桶的访问权限(SetBucketAcl)
  8. 获取桶的读写权限(GetBucketAcl)
  9. 设置桶的第三方请求付费者模式(SetBucketRequestPayment)
  10. 获取请求者付费模式(GetBucketRequestPayment)
  11. 设置防盗链(SetBucketReferer)
  12. 获取防盗链(GetBucketReferer)
  13. 删除防盗链(DeleteBucketReferer)
  14. 上传(PutObject)
  15. 异步上传(AsyncPutObject)
  16. 断电续传(ResumableUploadObject)
  17. 异步断电续传(AsyncResumableUploadObject)
  18. 分片上传(UploadPart)
  19. 异步分片上传(AsyncUploadPart)
  20. 终止分片上传或者删除分片上传(AbortMultipartUpload)
  21. 下载OSS资源到内存(GetObjectToMemory)
  22. 下载OSS资源到本地磁盘(GetObjectToLocal)
  23. 异步下载OSS资源到本地磁盘(AsyncGetObjectToLocal)
  24. 断电下载(ResumableDownloadObject)
  25. 异步断电下载(AsyncResumableDownloadObject)
  26. 在OSS服务器执行复制对象(CopyObject)
  27. 异步在OSS服务器执行复制对象(AsyncCopyObject)
  28. 删除多个对象(DeleteObjects)
  29. 列举上传的所有分片(ListMultipartUploads)
  30. 获取对象的元数据(GetObjectMeta)
  31. 获取对象的权限(GetObjectAcl)
  32. 设置对象权限(SetObjectAcl)
  33. 判定桶是否存在(DoesBucketExist)
  34. 判定对象是否存在(DoesObjectExist)
  35. 递归列举桶下的所有对象(ListObjects)
  36. 根据输入的字符前缀来列举符合条件的对象(ListObjectsByPrefix)
  37. 获取对象的存储类型(GetObjectStorageType)
  38. 设置对象存储类型(SetObjectStorageType)
  39. 创建软连接(CreateSymlink)
  40. 获取软连接(GetSymlink)
  41. 对下载的图片进行缩放(GetImageObjectByResize)
  42. 对下载的图片进行裁剪(GetImageObjectByCrop)
  43. 对下载的图片进行锐化(GetImageObjectBySharpen)
  44. 对下载的图片进行水印(GetImageObjectByWaterMark)
  45. 对下载的图片进行旋转(GetImageObjectByRotate)
  46. 通过样式模板对下载的图片进行定义(GetImageObjectByStyle)
  47. 通过级联对下载的图片进行定义(GetImageObjectByCascade)
  48. 获取桶下的对象URL(GeneratePresignedUrl)
  49. 通过URL来获取对象资源(GetObjectByUrl)
  50. 异步通过URL来获取对象资源(AsyncGetObjectByUrl)
  51. 通过URL上传资源(PutObjectByUrl)
  52. 异步通过URL上传资源(AsyncPutObjectByUrl)
  53. SimpleOSS源码接口

大家好,这节课我们来系统介绍一下SimpleOSS插件的使用技巧;

OSS是阿里云提供的对象存储系统,我们可以利用阿里云对象存储系统来存储我们的各种数据。

如果不太了解这个OSS到底是啥,可以看这个文章:

OSS是基于 libcurl 的封装,而SimpleOSS是基于OSS SDK的封装。

SimpleOSS的优点在使用上更加简洁,只需要几句代码就可以完成OSS SDK好几行代码的工作;

我们举个例子:


OSS SDK的上传数据到OSS服务端的代码(我们以C++为例):

#include <alibabacloud/oss/OssClient.h>
using namespace AlibabaCloud::OSS;

int main(void)
{
    /* 初始化OSS账号信息 */
    std::string AccessKeyId = "yourAccessKeyId";
    std::string AccessKeySecret = "yourAccessKeySecret";
    std::string Endpoint = "yourEndpoint";
    std::string BucketName = "yourBucketName";
    std::string ObjectName = "yourObjectName";

    /* 初始化网络等资源 */
    InitializeSdk();

    ClientConfiguration conf;
    OssClient client(Endpoint, AccessKeyId, AccessKeySecret, conf);
    std::shared_ptr<std::iostream> content = std::make_shared<std::stringstream>();
    *content << "Thank you for using Aliyun Object Storage Service!";
    PutObjectRequest request(BucketName, ObjectName, content);

    /* 上传文件 */
    auto outcome = client.PutObject(request);

    if (!outcome.isSuccess()) {
        /* 异常处理 */
        std::cout << "PutObject fail" <<
        ",code:" << outcome.error().Code() <<
        ",message:" << outcome.error().Message() <<
        ",requestId:" << outcome.error().RequestId() << std::endl;
        ShutdownSdk();
        return -1;
    }

    /* 释放网络等资源 */
    ShutdownSdk();
    return 0;
}


我们可以发现,我们需要写非常多代码才能完成上传工作。

我们来看看UE4的插件 SimpleOSS

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  SIMPLE_OSS.PutObject("YourBucket","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt");
}

我们发现非常简洁,只需要一个接口就完成了 创建客户端 ->声明请求->定义请求->发送请求

最重要的是我们不需要手动关闭OSS SDK,SimpleOSS会随着引擎的关闭自动关闭,完全不用担心释放问题,只管使用。


好,现在我们来详细介绍一下关于SimpleOSS的使用技巧


首先需要保证已经包含了该模块:

"SimpleOSS"

1.初始化账户 ( InitAccounts )

在使用该插件的时候需要初始化账户,也就是说需要一个正确的账户来运行本套OSS

SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

这里你需要三个参数,第一个是秘钥ID;

1.进入阿里云控制台;

2.鼠标放在头像上自然会有以下提示 选择秘钥

3.没有的话可以重新弄一个,按照操作即可,打开后点击以下提示:

4.下面会有提示,第一个就是秘钥ID,第二个是秘钥,这个不要公开,当你点击显示,那么阿里云会以短信的方式来验证,通过会显示

5.最后一个参数是Endpoint,Endpoint是地域节点,首先需要打开阿里云对象,然后选择一个桶


此时有内外网,如果你购买了多台阿里云产品,希望产品和产品之间相互访问,就可以用内网的。如果希望其他人匿名或者通过其他途径访问可以使用外网。

以上就是我们初始化账户的使用方法;


2.初始化配置(InitConf)

我们提供了可以初始化配置的操作,在配置里面有非常多的方案可以选择我们就以限速为例

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

//限速200KB/s上传
void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FClientConfiguration ClientConfiguration;
  ClientConfiguration.SendRateLimiter = 200;
  SIMPLE_OSS.InitConf(ClientConfiguration);

  SIMPLE_OSS.PutObject("YourBucket","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt");
}
-------------------------------------------------------------------------------------------
//限速400KB/S下载
void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FClientConfiguration ClientConfiguration;
  ClientConfiguration.RecvRateLimiter = 400;
  SIMPLE_OSS.InitConf(ClientConfiguration);
 
  SIMPLE_OSS.GetObjectToLocal("YourBucket", "YourObject", "F:/PJ/TestOSS/YourObjectName.xxx");
}

3.创建桶API(CreateBucket)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  SIMPLE_OSS.CreateBucket("YourBucketName");
}

4.列举桶(ListBuckets)

我们可以列举OSS服务器上面关于我们创建的桶;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void Print_F(const FString &Msg)
{
	if (GEngine)
	{
	    GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Blue, *Msg);
	}
}

void main()
{
        SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

        TArray<FString> InBucketName;
	SIMPLE_OSS.ListBuckets(InBucketName);
	for (auto &Tmp : InBucketName)
	{
	    Print_F(Tmp);
	}}
}

5.获取桶的地域(GetBucketLocation)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  auto Str = SIMPLE_OSS.GetBucketLocation("YourBucketName");
  Print_F(Str);
}

6.删除桶(DeleteBucket)

该方法可以删除桶下面的所有对象和碎片,使用的时候要谨慎~

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.DeleteBucket("YourBucketName");
}

7.设置桶的访问权限(SetBucketAcl)

桶的权限有私有,公共读,公共读写;

私有(PRIVATE):的桶只面向自己,匿名用户其他阿里账号用户是不可以访问。

公共读(PUBLICREAD): 可以匿名访问,也可以允许其他阿里云账户访问

公共读写 (PUBLICREADWRITE):这个要小心,因为匿名用户可能会有读写你桶的权限,也有可能会对你进行攻击;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.SetBucketAcl("YourBucketName", EAcl::PRIVATE);
}

8.获取桶的读写权限(GetBucketAcl)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  EAcl InACL = SIMPLE_OSS.GetBucketAcl("YourBucketName");
  Print_F(FString::Printf(TEXT("%i"), InACL));
}

9.设置桶的第三方请求付费者模式(SetBucketRequestPayment)

这个可以将下载的费用由第三方来承担

BUCKETOWNER :OSS产生的费用由创建者提供;

REQUESTER :OSS产生的费用由请求者提供,这个请求者需要是阿里云用户;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.SetBucketRequestPayment("YourBucketName", ERequestPayerType::REQUESTER);
}

10.获取请求者付费模式(GetBucketRequestPayment)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  ERequestPayerType RequestPayerType =  SIMPLE_OSS.GetBucketRequestPayment("YourBucketName");
  Print_F(FString::Printf(TEXT("%i"), RequestPayerType));
}

11.设置防盗链(SetBucketReferer)

如果有其他非法网站盗用你的资源,用你的资源来做引流,如果没有设置防盗链,就相当于他获取了收益,却没有承担相应的费用,而你却承担了费用但是没有获取相应的流量,所以推出了防盗链系统:

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  
 TArray<FString> URLReferer;
 URLReferer.Add("https://www.renzhai.net/");//当前域名才可以访问,详细内容请参考AboutCG视频教程 UE4服务器入门 OSS套件开发
 SIMPLE_OSS.SetBucketReferer("YourBucketName", URLReferer, true);
}

12.获取防盗链(GetBucketReferer)

当前的API会返回一个FRefererList结构体

bAllowEmptyReferer :是否允许非空引用

RefererListNum :防盗链的数量

RequestId :请求ID

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  auto RefererList = SIMPLE_OSS.GetBucketReferer("YourBucketName");

  Print_F(FString::Printf(TEXT("bAllowEmptyReferer = %i"), RefererList.bAllowEmptyReferer));
  Print_F(FString::Printf(TEXT("RefererListNum = %i"), RefererList.RefererListNum));
  Print_F(FString::Printf(TEXT("RequestId = %s"), *RefererList.RequestId));
 }

13.删除防盗链(DeleteBucketReferer)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  SIMPLE_OSS.DeleteBucketReferer("YourBucketName");
 }

14.上传(PutObject)

我们在上传数据的时候我可以自定义上传数据的元数据,这个元数据是什么意思,元数据其实就是HTTP的协议头,不过我们可以自己去定义。该API有一个回调,该回调是为了兼容异步而设计的,在同步方案里面不需要回调,因为会阻塞当前的线程。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  TMap<FString, FString> CustomMeta;
  CustomMeta.Add("Key1", "Value1");
  CustomMeta.Add("Key2", "Value2");
  SIMPLE_OSS.PutObject("YourBucketName","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt","YourNewObjectName",nullptr,CustomMeta);
 }

15.异步上传(AsyncPutObject)

在这里我们准备了异步上传,你可以调用此API来实现异步上传,现在我们来演示一下如何将回调和本API相结合

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

//一个简单的回调函数
void CallFunction_Test(uint64 Increment, int64 Transfered, int64 Total, void* UserData)
{
	//呼叫主线程
	FGraphEventRef FenceHandle = FFunctionGraphTask::CreateAndDispatchWhenReady(
		[=]()
	{
		Print_F(FString::Printf(TEXT("increment = %i,transfered =%i ,total = %i"), Increment, Transfered, Total));
	}, TStatId(), nullptr, ENamedThreads::GameThread);
}

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  //异步上传
  SIMPLE_OSS.AsyncPutObject("YourBucketName", "F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt","NewObjectName", CallFunction_Test);
 }

16.断电续传(ResumableUploadObject)

如果在上传我们的数据的时候发生断电,导致我们上传的数据重新上传,这个时候可以采用断电上传方案来解决这个问题

它会在上次断电处进行上传,而不是重新上传;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  SIMPLE_OSS.ResumableUploadObject("YourBucketName","NewObjectName","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt");
 }

17.异步断电续传(AsyncResumableUploadObject)

和我们异步上传用法是一

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  //异步上传
  //FPaths::ProjectSavedDir() 是缓存的存储点
  SIMPLE_OSS.AsyncResumableUploadObject("YourBucketName","NewObjectName", "F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt", FPaths::ProjectSavedDir(),CallFunction_Test);
 }

18.分片上传(UploadPart)

什么是分片上传,分片上传是将一个大数据分成一块一块上传,一般用于于大文件上传。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FString InUploadId;//可以拿到ID,通过AbortMultipartUpload可以终止上传
  //1024 * 1024 是每个分片为1M大小
  SIMPLE_OSS.UploadPart(InUploadId,"YourBucketName","YourNewObjectName","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt",1024 * 1024);
 }

19.异步分片上传(AsyncUploadPart)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

//异步分片上传的回调稍微有些不同 详细请参照我们的视频教程 UE4服务器入门 OSS套件开发 
void CallFunction_Test2(FString ID, uint32 Index, uint64 Size, uint64 Total, bool bPart, bool bFinsh)
{
  Print_F(FString::Printf(TEXT("ID = %i,Index =%i,Size =%i ,total = %i,bPart =%i,bFinsh = %i"), *ID, Index, Size, Total, bPart, bFinsh));
}

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FString InUploadId;//可以拿到ID,通过AbortMultipartUpload可以终止上传
  //1024 * 1024 是每个分片为1M大小
  SIMPLE_OSS.AsyncUploadPart(InUploadId,"YourBucketName","YourNewObjectName","F:/PJ/TestOSS/1C3C79E04D88B3DABBFBDD9D92379233.txt",1024 * 1024,CallFunction_Test2);
 }

20.终止分片上传或者删除分片上传(AbortMultipartUpload)

AbortMultipartUpload 接口可以取消分片上传。当我们的OSS服务器有相应的碎片我们也可以启动该函数来清除这些分片碎片

我们


我们来看看如何写这个代码

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FString InUploadId;//当前的代码是通过UploadPart或者是AsyncUploadPart拿到的ID

  ...

  SIMPLE_OSS.AbortMultipartUpload("YourBucketName", "YourObjectName", InUploadId);
 }

21.下载OSS资源到内存(GetObjectToMemory)

这里的下载资源我们用字符串来存储这些资源,当前的资源只是下载到内存。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FString ContextString;//具体资源存储
  // FRange(0,6) 我们可以进行范围下载,从哪个字节到哪个字节的内容,我们都可以自己指定
  SIMPLE_OSS.GetObjectToMemory("YourBucketName", "YourObjectName", ContextString, FRange(0,6));
 }

22.下载OSS资源到本地磁盘(GetObjectToLocal)

我们可以将数据直接下载到本地磁盘,方便存储移动和管理

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  SIMPLE_OSS.GetObjectToLocal("YourBucketName", "YourObjectName", "F:/PJ/TestOSS/YourObject.txt");
 }

23.异步下载OSS资源到本地磁盘(AsyncGetObjectToLocal)

我们还可以通过异步来操作

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  SIMPLE_OSS.AsyncGetObjectToLocal("YourBucketName", "YourObjectName", "F:/PJ/TestOSS/yourObject.txt", FRange(), CallFunction_Test);
 }

24.断电下载(ResumableDownloadObject)

这个和上传差不多,是防止断电的。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  SIMPLE_OSS.ResumableDownloadObject("YourBucketName", "YourObjectName", "F:/PJ/TestOSS/yourObject.txt");
 }

25.异步断电下载(AsyncResumableDownloadObject)

在断电的基础上加入异步

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

 SIMPLE_OSS.AsyncResumableDownloadObject("YourBucketName", "YourObjectName", "F:/PJ/TestOSS/yourobject.txt",FRange(), CallFunction_Test); 
}

26.在OSS服务器执行复制对象(CopyObject)

如果需要将OSS桶里面的数据从这个桶复制到另一个桶,可以使用本操作

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

 //从YourBucketName1的资源YourObjectName1拷贝到桶YourBucketName2去并且命名为YourObjectName2
  SIMPLE_OSS.CopyObject("YourBucketName1", "YourObjectName1", "YourBucketName2", "YourObjectName2");
}

27.异步在OSS服务器执行复制对象(AsyncCopyObject)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  //当前的回调只出现两次 开始和结尾
  SIMPLE_OSS.AsyncCopyObject("YourBucketName1", "YourObjectName1", "YourBucketName2", "YourObjectName2", CallFunction_Test);
}

28.删除多个对象(DeleteObjects)

我们可以通过客户端直接删除OSS服务器对象资源

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  TArray<FString> InObjectName;
  InObjectName.Add("YourObjectName1");
  InObjectName.Add("YourObjectName2");
  InObjectName.Add("YourObjectName3");
  SIMPLE_OSS.DeleteObjects("YourBucketName", InObjectName);
}

29.列举上传的所有分片(ListMultipartUploads)

如果OSS服务器上有因为分片上传而产生的碎片可以通过这个接口来列举;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  //列举相关桶内存在的碎片
  TArray<FMultipartPartsUploadsInfo> MultipartPartsUploadsInfo;
  SIMPLE_OSS.ListMultipartUploads("YourBucketName", MultipartPartsUploadsInfo);

  for (auto &Tmp : MultipartPartsUploadsInfo)
  {
	Print_F(Tmp.Key);
	Print_F(Tmp.Initiated);
	Print_F(Tmp.UploadId);
  }
}

30.获取对象的元数据(GetObjectMeta)

我们可以通过该接口来获取描述对象的元数据,这些元数据可以自定义。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  FOSSObjectMeta OSSObjectInfo;
  SIMPLE_OSS.GetObjectMeta("YourBucketName", "YourObjectName", OSSObjectInfo);

  //打印元数据信息
  Print_F(OSSObjectInfo.ContentType);
  Print_F(FString::FromInt(OSSObjectInfo.ContentLength));
  Print_F(OSSObjectInfo.CacheControl);
  Print_F(OSSObjectInfo.ContentDisposition);
  Print_F(OSSObjectInfo.ContentEncoding);
  Print_F(OSSObjectInfo.ContentMd5);
  Print_F(OSSObjectInfo.ObjectType);
  Print_F(OSSObjectInfo.Tag);
  Print_F(OSSObjectInfo.LastModified);
  Print_F(OSSObjectInfo.ExpirationTime);
}

31.获取对象的权限(GetObjectAcl)

这个权限和获取我们桶的权限是差不多的

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  Print_F(FString::FromInt((int32)SIMPLE_OSS.GetObjectAcl("YourBucketName", "YourObjectName")));
}

32.设置对象权限(SetObjectAcl)

DEFAULT :它的意思是默认继承桶的权限

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.SetObjectAcl("YourBucketName", "YourObjectName",EAcl::PRIVATE);
}

33.判定桶是否存在(DoesBucketExist)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  if (SIMPLE_OSS.DoesBucketExist("YourBucketName"))
  {
	Print_F("Bucket Exist");
  }
}

34.判定对象是否存在(DoesObjectExist)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  if (SIMPLE_OSS.DoesObjectExist("YourBucketName", "YourObjectName"))
  {
	Print_F("Object Exist");
  }
}

35.递归列举桶下的所有对象(ListObjects)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  TArray<FOSSObjectInfo> ObjectName;
  SIMPLE_OSS.ListObjects("YourBucketName", ObjectName);

  for (auto &tmp: ObjectName)
  {
	Print_F(tmp.Name);
	Print_F(FString::FromInt(tmp.Size));
	Print_F(tmp.LastmodifyTime);
  } 
}

36.根据输入的字符前缀来列举符合条件的对象(ListObjectsByPrefix)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  TArray<FOSSObjectInfo> ObjectName;
  SIMPLE_OSS.ListObjectsByPrefix("YourBucketName", "A");//递归列举凡是以A开头的对象

  for (auto &tmp: ObjectName)
  {
	Print_F(tmp.Name);
	Print_F(FString::FromInt(tmp.Size));
	Print_F(tmp.LastmodifyTime);
  } 
}

37.获取对象的存储类型(GetObjectStorageType)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  Print_F(FString::FromInt((int32)SIMPLE_OSS.GetObjectStorageType("YourBucketName", "YourObjectName")));
}

38.设置对象存储类型(SetObjectStorageType)

这里牵扯到桶归档类型的转换。

如果当前类型是归档类型,那这边就需要解冻,解冻时间是1分钟,也就是说在设置存储类型的时候如果遇到归档转其他类型,

那么就需要等待一分钟,此时线程会被 阻塞一分钟。

类型的设置建议不要放在主线程:

STANDARD :标准存储类型,适合经常访问的数据。

IA:低频存储类型,适合不经常访问的数据,比如半年访问一次的。

ARCHIVE:归档存储类型,适合一年都不怎么访问的数据,如果访问需要解冻,解冻时间为1分钟。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.SetObjectStorageType("YourBucketName", "YourObjectName", EOSSStorageType::STANDARD);
}

39.创建软连接(CreateSymlink)

OSS的软连接就相当于Windows的快捷方式,我们可以通过快捷方式直接访问里面的数据

我们来看看如何创建它

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  //我们可以通过将原有的对象创建软连接,给它取名为YourNewObjectName
  SIMPLE_OSS.CreateSymlink("YourBucketName", "YourNewObjectName", "YourObjectName");
}

40.获取软连接(GetSymlink)

为你可以通过软连接的名字直接找到软连接连接的真正数据 名称

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  //YourLinkObjectName 它是快捷方式的名称
  Print_F(SIMPLE_OSS.GetSymlink("YourBucketName", "YourLinkObjectName"));
}

41.对下载的图片进行缩放(GetImageObjectByResize)

图像处理接口只对图像格式管用。

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  //FVector2D(100.f, 100.f) 将原来的图像缩放到100*100的大小
  SIMPLE_OSS.GetImageObjectByResize(FVector2D(100.f, 100.f), "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image1.jpg");
}

42.对下载的图片进行裁剪(GetImageObjectByCrop)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  //FVector4(100,100,100,100),1, :裁剪的图片长100,宽100,x坐标100,y坐标100,比率为1
  SIMPLE_OSS.GetImageObjectByCrop(FVector4(100,100,100,100),1, "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image2.jpg");
}

43.对下载的图片进行锐化(GetImageObjectBySharpen)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  //200 锐化值
  SIMPLE_OSS.GetImageObjectBySharpen(200,"YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image3.jpg");
}

44.对下载的图片进行水印(GetImageObjectByWaterMark)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  //mage_V2EucG5nP3gtb3NzLXByb2Nlc3M9aW1hZ2UvcmVzaXplLFBfMzgvYnJpZ2h0LDEx,g_se,t_76,x_10,y_10//这句是我们水印值,可以在样式设置位置去查看,或者定义。
  SIMPLE_OSS.GetImageObjectByWaterMark("image_V2EucG5nP3gtb3NzLXByb2Nlc3M9aW1hZ2UvcmVzaXplLFBfMzgvYnJpZ2h0LDEx,g_se,t_76,x_10,y_10", "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image4.jpg");
}

45.对下载的图片进行旋转(GetImageObjectByRotate)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  //对图片旋转90 注意这里是整数,不支持folat
  SIMPLE_OSS.GetImageObjectByRotate(90, "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image5.jpg");
}

46.通过样式模板对下载的图片进行定义(GetImageObjectByStyle)

如上图,可以通过样式来定义自己喜欢的图像样式,并且设置为模板

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);
  
  SIMPLE_OSS.GetImageObjectByStyle("StyleName", "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image6.jpg");
}

47.通过级联对下载的图片进行定义(GetImageObjectByCascade)

我们可以通过多个命令来定义下载的图片应该张什么样子;

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint);

  TArray<FString> CascadeCommand;
  CascadeCommand.Add("sharpen,399");//锐化 399
  CascadeCommand.Add("rotate,20");//对图片旋转90
  CascadeCommand.Add("blur,r_5,s_4");//模糊值 模糊半径5 水平模糊 4
  CascadeCommand.Add("quality,q_50");//图片质量 90
  SIMPLE_OSS.GetImageObjectByCascade(CascadeCommand, "YourBucketName", "YourImageObjectName", "F:/PJ/TestOSS/Image6.jpg");
}

48.获取桶下的对象URL(GeneratePresignedUrl)

OSS桶的权限必须是只读

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint); 

  Print_F( SIMPLE_OSS.GeneratePresignedUrl("YourBucketName","YourObjectName"));
}

49.通过URL来获取对象资源(GetObjectByUrl)

OSS桶的权限必须是只读

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint); 

  SIMPLE_OSS.GetObjectByUrl("URL", "YourLocalPaths");
}

50.异步通过URL来获取对象资源(AsyncGetObjectByUrl)

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint); 

  SIMPLE_OSS.AsyncGetObjectByUrl("URL", "YourLocalPaths",CallFunction_Test);
}

51.通过URL上传资源(PutObjectByUrl)

OSS桶的权限必须是读写

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint); 

  SIMPLE_OSS.PutObjectByUrl("URL", "YourLocalPaths",CallFunction_Test);
}

52.异步通过URL上传资源(AsyncPutObjectByUrl)

OSS桶的权限必须是读写

#include "SimpleOSSManage.h"

FString AccessKeyId = "yourAccessKeyId";
FString AccessKeySecret = "yourAccessKeySecret";
FString Endpoint = "yourEndpoint";

void main()
{
  SIMPLE_OSS.InitAccounts(AccessKeyId, AccessKeySecret, Endpoint); 

  SIMPLE_OSS.AsyncPutObjectByUrl("URL", "YourLocalPaths",CallFunction_Test);
}

以上是我们的接口,该接口会根据需求以后还会继续扩展。

现在来看看SimpleOSS的接口函数

#pragma once

#include "CoreMinimal.h"
#include <string>
#include "SimpleOSSType.h"

#if PLATFORM_WINDOWS
#include "Windows/WindowsCriticalSection.h"
#endif
#include "Misc/Paths.h"

using namespace std;

class SIMPLEOSS_API FSimpleOSSManage
{
public:
	FSimpleOSSManage();
	~FSimpleOSSManage();

	static FSimpleOSSManage *Get();
	static void Destroy();

public:

	//封装着最基础API系统
	struct SIMPLEOSS_API FOSS
	{
		friend class FSimpleOSSManage;

		//初始化
		//////////////////////////////////////////////////////////////////////////
#pragma region InitOSS
		/**
		* 初始化账户
		* @InAccessKeyId		访问的密钥ID
		* @InAccessKeySecret	密钥
		* @InEndpoint			地域节点
		*/
		void InitAccounts(const FString &InAccessKeyId, const FString &InAccessKeySecret, const FString &InEndpoint);
	
		/**
		* 初始化配置
		* InConf  初始化配置
		*/
		void InitConf(const FClientConfiguration &InConf);
#pragma endregion InitOSS
		/**
		* 获取对象的URL
		* @InBucketName 桶名字
		* @InObjectName	对象名
		*/
		FString GeneratePresignedUrl(const FString &InBucketName, const FString &InObjectName);
		
		/**
		* 通过URL上传数据 OSS桶的权限必须是读写
		* @ InURL URL
		* @ InFilePaths	本地路径
		* @ InProgressCallback 回调
		*/
		bool PutObjectByUrl(const FString& InURL, const FString& InFilePaths, ProgressCallback InProgressCallback = nullptr) const;
		
		/**
		* 通过URL下载数据 OSS桶的权限必须是只读
		* @ InURL URL
		* @ InFilePaths	本地路径
		* @ InProgressCallback 回调
		*/
		bool GetObjectByUrl(const FString& InURL, const FString& InFilePaths, ProgressCallback InProgressCallback = nullptr) const;
		
		/**
		* 通过URL下载数据 OSS桶的权限必须是读写
		* @ InURL URL
		* @ InFilePaths	本地路径
		* @ InProgressCallback 回调
		*/
		void AsyncPutObjectByUrl(const FString& InURL, const FString& InFilePaths, ProgressCallback InProgressCallback = nullptr) const;
	
		/**
		* 通过URL下载数据 OSS桶的权限必须是读写
		* @ InURL URL
		* @ InFilePaths	本地路径
		* @ InProgressCallback 回调
		*/
		void AsyncGetObjectByUrl(const FString& InURL, const FString& InFilePaths, ProgressCallback InProgressCallback = nullptr) const;
		
		//桶
		//////////////////////////////////////////////////////////////////////////
#pragma region Bucket
		/**
		* 该桶是否存在
		* @InBucketName 桶名字
		*/
		bool DoesBucketExist(const FString &InBucketName);

		/**
		* 创建桶
		* @InBucketName		定义的桶名字
		* @OSSStorageType	存储类型
		* @Acl				权限
		*/
		bool CreateBucket(const FString &InBucketName,EOSSStorageType OSSStorageType = EOSSStorageType::IA,EAcl Acl = EAcl::PUBLICREAD);

		/**
		* 列举桶
		* @InBucketName 可以获取桶名字集合
		*/
		bool ListBuckets(TArray<FString> &InBucketName);

		/**
		* 获取桶的地域
		* @InBucketName 桶名字
		*/
		FString GetBucketLocation(const FString &InBucketName);

		/**
		* 删除桶
		* @InBucketName 桶名字
		*/
		bool DeleteBucket(const FString &InBucketName);

		/**
		* 设置桶的权限
		* @InBucketName 桶名字
		* @BucketAcl    桶权限
		*/
		bool SetBucketAcl(const FString &InBucketName, EAcl BucketAcl);

		/**
		* 获取桶的权限
		* @InBucketName 桶名字
		*/
		EAcl GetBucketAcl(const FString InBucketName);
		
		/**
		* 设置桶的请求者付费模式
		* @InBucketName 桶名字
		* @RequestPayer 请求者模式
		*/
		bool SetBucketRequestPayment(const FString &InBucketName, ERequestPayerType InRequestPayer);

		/**
		* 获取桶的请求者付费模式
		* @InBucketName 桶名字
		*/
		ERequestPayerType GetBucketRequestPayment(const FString &InBucketName);

		/**
		* 设置防盗链
		* @InBucketName			桶名字
		* @URLReferer			防盗链列表
		* @bAllowEmptyRefere	是否允许空的链
		*/
		bool SetBucketReferer(const FString &InBucketName, const TArray<FString> &URLReferer, bool bAllowEmptyRefere = false);

		/**
		* 获取防盗链
		* @InBucketName 桶名字
		*/
		FRefererList GetBucketReferer(const FString &InBucketName);

		/**
		* 删除防盗链
		* @InBucketName 桶名字
		* @URLReferer	防盗链列表
		* @bAllowEmptyRefere 是否允许空的链
		*/
		bool DeleteBucketReferer(const FString &InBucketName, bool bAllowEmptyRefere = true);
#pragma endregion Bucket

		//对象操作
		//////////////////////////////////////////////////////////////////////////
#pragma region Object
		/**
		* 获取元数据信息
		* @InBucketName 桶名字
		* @InObjectName	对象名
		* @OSSObjectInfo 对象元数据信息
		*/
		bool GetObjectMeta(const FString &InBucketName, const FString &InObjectName, FOSSObjectMeta &OSSObjectInfo);

		/**
		* 获取对象的读写权限
		* @InBucketName 桶名字
		* @InObjectName	对象名
		*/
		EAcl GetObjectAcl(const FString &InBucketName, const FString &InObjectName);

		/**
		* 设置对象的读写权限
		* @InBucketName 桶名字
		* @InObjectName	对象名
		* @InAcl 读写权限
		*/
		bool SetObjectAcl(const FString &InBucketName, const FString &InObjectName, EAcl InAcl);

		/**
		* 是否存在对象
		* @InBucketName 桶名字
		* @InObjectName	对象名
		*/
		bool DoesObjectExist(const FString &InBucketName, const FString &InObjectName);

		/**
		* 列举对象 属于递归式的
		* @InBucketName 桶名字
		* @ObjectName	对象信息
		* @MaxNumber	最大列举数量
		*/
		bool ListObjects(const FString &InBucketName, TArray<FOSSObjectInfo> &ObjectName, int32 MaxNumber = 100);

		/**
		* 通过前缀来列举对象
		* @InBucketName 桶名字
		* @InKeyPrefix	列举的前缀 比如文件夹名
		* @ObjectName	对象信息
		*/
		bool ListObjectsByPrefix(const FString &InBucketName, const FString &InKeyPrefix, TArray<FOSSObjectInfo> &ObjectName);
		
		/**
		* 设置对象的存储类型
		* @InBucketName 桶名字
		* @InObjectName	对象名
		* @OSSStorageType	存储类型
		*/
		bool SetObjectStorageType(const FString &InBucketName, const FString &InObjectName, EOSSStorageType OSSStorageType);
		
		/**
		* 获取对象的存储类型
		* @InBucketName 桶名字
		* @InObjectName	对象名
		*/
		EOSSStorageType GetObjectStorageType(const FString &InBucketName, const FString &InObjectName);

		/**
		* 创建软连接 快捷方式
		* @InBucketName 桶名字
		* @InObjectName	快捷方式的名字
		* @InLinkObjectName	要连接哪里数据
		*/
		bool CreateSymlink(const FString &InBucketName, const FString &InObjectName, const FString &InLinkObjectName);
		
		/**
		* 获取软链接指向的文件内容
		* @InBucketName 桶名字
		* @InObjectName	对象名
		*/
		FString GetSymlink(const FString &InBucketName, const FString &InLinkName);
		
#pragma endregion Object

		//资源下载
		//////////////////////////////////////////////////////////////////////////
#pragma region GetObjects
		/**
		* 下载到客户端内存
		* @InBucketName			桶名字
		* @InObjectName			对象名
		* @ContextString		具体数据
		* @Range				下载范围
		* @InProgressCallback	回调
		*/
		bool GetObjectToMemory(const FString &InBucketName, const FString &InObjectName, FString &ContextString, SimpleOSS::OSS::FRange Range = FRange(), ProgressCallback InProgressCallback = nullptr);

		/**
		* 下载到本地
		* @InBucketName			桶名字
		* @InObjectName			对象名
		* @InLocalPaths			本地路径
		* @Range				下载范围
		* @InProgressCallback	回调
		*/
		bool GetObjectToLocal(const FString &InBucketName, const FString &InObjectName, const FString &InLocalPaths, SimpleOSS::OSS::FRange Range = FRange(), ProgressCallback InProgressCallback = nullptr);

		/**
		* 断点续传下载
		* @InBucketName			桶名字
		* @InObjectName			对象名
		* @InDownloadFilePath	本地路径
		* @Range				下载范围
		* @InProgressCallback	回调
		* @InCheckpointFilePath 缓存存储点
		*/
		bool ResumableDownloadObject(const FString &InBucketName, const FString &InObjectName, const FString &InDownloadFilePath,SimpleOSS::OSS::FRange Range = FRange(),ProgressCallback InProgressCallback = nullptr,const FString &InCheckpointFilePath = FPaths::ProjectSavedDir());
		
#pragma endregion GetObjects

		/**
		* 复制对象
		* @ InSourceBucketName			原桶的名字
		* @ InSourceObjectName			原桶内的对象
		* @ InCopyBucketName			从原桶复制到对象的桶是的名字
		* @ InCopyObjectName			从原桶的对象复制到相应桶下的对象名
		* @ InProgressCallback			回调
		*/
		bool CopyObject(const FString &InSourceBucketName, const FString &InSourceObjectName, const FString &InCopyBucketName, const FString &InCopyObjectName, ProgressCallback InProgressCallback = nullptr);
		
		/**
		* 删除单个资源
		* @ InBucketName			桶名字
		* @ InObjectName			对象名字
		* @ InCopyBucketName		回调
		*/
		bool DeleteObject(const FString &InBucketName, const FString &InObjectName, ProgressCallback InProgressCallback = nullptr);

		/**
		* 删除多个资源
		* @ InBucketName			桶名字
		* @ InObjectName			多个对象
		* @ InCopyBucketName		回调
		*/
		bool DeleteObjects(const FString &InBucketName, const TArray<FString> &InObjectName, ProgressCallback InProgressCallback = nullptr);
		
		/**
		* 列举上传分片
		* @ MultipartPartsInfo		列举分片的信息
		* @ InBucketName			桶名字
		* @ InObjectName			多个对象 MaxParts
		* @ MaxParts				列举的最大分片数
		*/
		bool ListMultipartUploads(const FString &InBucketName, TArray<FMultipartPartsUploadsInfo> &MultipartPartsInfo, int32 MaxParts = 1000);
		
#pragma region Async
	/**
		* 异步上传对象
		* @ InBucketName		桶名字
		* @ InLocalPaths		本地路径
		* @ InObjectName		对象名
		* @ InProgressCallback	回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta			自定义的元数据
		* @ OSSObjectMeta		OSS默认的元数据
		* @ DebugMsg			为了继续调试的打印信息
		*/
		void AsyncPutObject(const FString &InBucketName, const FString &InLocalPaths, const FString &InObjectName = FString(), ProgressCallback InProgressCallback = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta());

		/**
		* 异步版本断点续传 防止断点,下次上传会接上
		* @ InBucketName			桶名字
		* @ InObjectName			对象名
		* @ InUploadFilePath		本地路径
		* @ InCheckpointFilePath	断点缓存存储路径
		* @ InProgressCallback		回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta				自定义的元数据
		* @ OSSObjectMeta			OSS默认的元数据
		* @ DebugMsg				为了继续调试的打印信息
		*/
		void AsyncResumableUploadObject(const FString &InBucketName, const FString &InObjectName, const FString &InUploadFilePath, const FString &InCheckpointFilePath = FPaths::ProjectSavedDir(), ProgressCallback InProgressCallback = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta(), const FString &DebugMsg = TEXT("Thank you for using Oss Storage Service!"));
		
		/**
		* 异步分片上传 对于大型文件的上传方案
		* @ InUploadId				上传ID
		* @ InBucketName			桶名字
		* @ InObjectName			对象名
		* @ InLocalPaths			本地路径
		* @ PartSize				分片的大小尺寸
		* @ InProgressCallback		回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta				自定义的元数据
		* @ OSSObjectMeta			OSS默认的元数据
		* @ DebugMsg				为了继续调试的打印信息
		*/
		void AsyncUploadPart(FString &InUploadId, const FString &InBucketName, const FString &InObjectName, const FString &InLocalPaths, int32 PartSize = 1024 * 1024 * 10, CallbackUploadPart InCallbackUploadPart = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta());
		
		/**
		* 异步下载到本地
		* @InBucketName			桶名字
		* @InObjectName			对象名
		* @InLocalPaths			本地路径
		* @Range				下载范围
		* @InProgressCallback	回调
		*/
		void AsyncGetObjectToLocal(const FString &InBucketName, const FString &InObjectName, const FString &InLocalPaths, SimpleOSS::OSS::FRange Range = FRange(), ProgressCallback InProgressCallback = nullptr);

		/**
		* 异步断点续传下载
		* @InBucketName			桶名字
		* @InObjectName			对象名
		* @InDownloadFilePath	本地路径
		* @Range				下载范围
		* @InProgressCallback	回调
		* @InCheckpointFilePath 缓存存储点
		*/
		void AsyncResumableDownloadObject(const FString &InBucketName, const FString &InObjectName, const FString &InDownloadFilePath, SimpleOSS::OSS::FRange Range = FRange(), ProgressCallback InProgressCallback = nullptr, const FString &InCheckpointFilePath = FPaths::ProjectSavedDir());
		
		/**
		* 异步复制对象
		* @ InSourceBucketName			原桶的名字
		* @ InSourceObjectName			原桶内的对象
		* @ InCopyBucketName			从原桶复制到对象的桶是的名字
		* @ InCopyObjectName			从原桶的对象复制到相应桶下的对象名
		* @ InProgressCallback			回调
		*/
		void AsyncCopyObject(const FString &InSourceBucketName, const FString &InSourceObjectName, const FString &InCopyBucketName, const FString &InCopyObjectName, ProgressCallback InProgressCallback = nullptr);

		/**
		* 异步删除多个资源
		* @ InBucketName			桶名字
		* @ InObjectName			多个对象
		* @ InCopyBucketName		回调
		*/
		void AsyncDeleteObjects(const FString &InBucketName, const TArray<FString> &InObjectName, ProgressCallback InProgressCallback = nullptr);
#pragma endregion Async
		//资源上传
		//////////////////////////////////////////////////////////////////////////
#pragma region PutObject

		/**
		* 从本地上传资源
		* @ InBucketName		桶名字
		* @ InLocalPaths		本地路径
		* @ InObjectName		对象名
		* @ InProgressCallback	回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta			自定义的元数据
		* @ OSSObjectMeta		OSS默认的元数据
		* @ DebugMsg			为了继续调试的打印信息
		*/
		bool PutObject(const FString &InBucketName, const FString &InLocalPaths, const FString &InObjectName = FString(), ProgressCallback InProgressCallback = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta());

		/**
		* 断点续传 防止断点,下次上传会接上
		* @ InBucketName			桶名字
		* @ InObjectName			对象名
		* @ InUploadFilePath		本地路径
		* @ InCheckpointFilePath	断点缓存存储路径
		* @ InProgressCallback		回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta				自定义的元数据
		* @ OSSObjectMeta			OSS默认的元数据
		* @ DebugMsg				为了继续调试的打印信息
		*/
		bool ResumableUploadObject(const FString &InBucketName, const FString &InObjectName, const FString &InUploadFilePath, const FString &InCheckpointFilePath = FPaths::ProjectSavedDir(), ProgressCallback InProgressCallback = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta(), const FString &DebugMsg = TEXT("Thank you for using Oss Storage Service!"));

		/**
		* 分片上传 对于大型文件的上传方案
		* @ InUploadId				上传ID
		* @ InBucketName			桶名字
		* @ InObjectName			对象名
		* @ InLocalPaths			本地路径
		* @ PartSize				分片的大小尺寸
		* @ InProgressCallback		回调  用于异步,同步不需要回调,该接口是为了兼容异步请求
		* @ CustomMeta				自定义的元数据
		* @ OSSObjectMeta			OSS默认的元数据
		* @ DebugMsg				为了继续调试的打印信息
		*/
		bool UploadPart(FString &InUploadId, const FString &InBucketName, const FString &InObjectName, const FString &InLocalPaths, int32 PartSize = 1024 * 1024 * 10, CallbackUploadPart InCallbackUploadPart = nullptr, const TMap<FString, FString> &CustomMeta = TMap<FString, FString>(), const FOSSObjectMeta &OSSObjectMeta = FOSSObjectMeta());

		/**
		* 取消分片上传
		* @ InBucketName			桶名字
		* @ InObjectName			对象名
		* @ InUploadId				上传ID
		*/
		bool AbortMultipartUpload(const FString &InBucketName, const FString &InObjectName, const FString &InUploadId);
#pragma endregion PutObject
		//图像处理
		//////////////////////////////////////////////////////////////////////////
#pragma region ImageProcessing

		/**
		* 缩放下载的图片
		* @ Size				缩放的图片尺寸
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByResize(const FVector2D &Size, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);
		
		/**
		* 裁剪下载的图片
		* @ Size				裁剪的图片信息
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByCrop(const FVector4 &Size, int32 Ratio, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);

		/**
		* 锐化下载图片
		* @ Sharpen				锐化图片的系数
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectBySharpen(const int32 Sharpen, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);

		/**
		* 水印下载图片
		* @ WaterMarkObjectName	水印图片的名字
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByWaterMark(const FString WaterMarkObjectName, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);

		/**
		* 旋转下载的图片
		* @ Rotate				图片旋转的欧拉角
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByRotate(const int32 Rotate, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);
		
		/**
		* 使用OSS模板样式
		* @ OSSStyleName		OSS样式名称
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByStyle(const FString OSSStyleName, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);
		
		/**
		* 级联处理 
		* @ CascadeCommand		多层命令
		* @ InBucketName		桶名字
		* @ URLReferer			防盗链列表
		* @ bAllowEmptyRefere	是否允许空的链
		*/
		bool GetImageObjectByCascade(const TArray<FString> &CascadeCommand, const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave);
private:
		/**
		* 对下载的图像进行处理的通用接口
		* @InBucketName 桶名字
		* @InObjectName	对象名
		* @InFileNametoSave 存储路径,本地磁盘
		* @Command 对图像进行怎样的处理
		*/
		bool GetImageObject(const FString &InBucketName, const FString &InObjectName, const FString &InFileNametoSave, const FString &Command);
	
#pragma endregion ImageProcessing

	private:
		string AccessKeyId;
		string AccessKeySecret;
		string Endpoint;
		FCriticalSection Mutex;			
		FClientConfiguration Conf;
	};

	FORCEINLINE FOSS &GetOSS() { return OSS; }
private:
	static FSimpleOSSManage	*SimpleOSS;

	FOSS OSS;
};

#define SIMPLE_OSS FSimpleOSSManage::Get()->GetOSS()


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编辑于 2021-08-29 08:22

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