Can I build addressables as integrate any cache server?

Hi, I’m using Addressables 1.16.19.

I have saw a thread, and have saw an answer from that.
Option to only build parts of addressables - Unity Forum

I wonder that how I can integrate cache server on building addressables.
I have found codes but it seems to be not available to CacheServerHost and CacheServerPort. Below is that in BuildScriptPackedMode.cs;

var buildParams = new AddressableAssetsBundleBuildParameters(
    aaContext.Settings,
    aaContext.bundleToAssetGroup,
    buildTarget,
    buildTargetGroup,
    aaContext.Settings.buildSettings.bundleBuildPath);

var builtinShaderBundleName = Hash128.Compute(GetProjectName()) + "_unitybuiltinshaders.bundle";
var buildTasks = RuntimeDataBuildTasks(builtinShaderBundleName);
buildTasks.Add(extractData);

IBundleBuildResults results;
using (m_Log.ScopedStep(LogLevel.Info, "ContentPipeline.BuildAssetBundles"))
using (new SBPSettingsOverwriterScope(ProjectConfigData.generateBuildLayout)) // build layout generation requires full SBP write results
{
    var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefs), out results, buildTasks, aaContext, m_Log);

    if (exitCode < ReturnCode.Success)
        return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, "SBP Error" + exitCode);
}

I really hope to use cache server.

I’ve figured it out.
It is solved via SBP.

Hi,
Can you share how you approach this problem?