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UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "IVirtualizationBackend.h"
#include "HAL/FileManager.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Misc/App.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Misc/ScopeExit.h"
#include "SourceControlOperations.h"
#include "Virtualization/PayloadId.h"
#include "VirtualizationSourceControlUtilities.h"
#include "VirtualizationUtilities.h"
// When the SourceControl module (or at least the perforce source control module) is thread safe we
// can enable this and stop using the hacky work around 'TryToDownloadFileFromBackgroundThread'
#define IS_SOURCE_CONTROL_THREAD_SAFE 0
namespace UE::Virtualization
{
void CreateDescription(TStringBuilder<512>& OutDescription)
{
// TODO: Maybe make writing out the project name an option or allow for a codename to be set via ini file?
OutDescription << TEXT("Submitted for: Project: ");
OutDescription << FApp::GetProjectName();
// TODO: When we start passing in the context to ::Push we can write out the PackageName here for
// debugging purposes
//OutDescription << TEXT("\nPackage ");
//OutDescription << PackageName;
}
/**
* This backend can be used to access payloads stored in source control.
* The backend doesn't 'check out' a payload file but instead will just download the payload as
* a binary blob.
* It is assumed that the files are stored with the same path convention as the file system
* backend, found in Utils::PayloadIdToPath.
*
* Ini file setup:
* 'Name'=(Type=SourceControl, DepotRoot="//XXX/")
* Where 'Name' is the backend name in the hierarchy and 'XXX' is the path in the source control
* depot where the payload files are being stored.
*/
class FSourceControlBackend : public IVirtualizationBackend
{
public:
FSourceControlBackend(FStringView ConfigName)
: IVirtualizationBackend(EOperations::Both)
{
}
virtual bool Initialize(const FString& ConfigEntry) override
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::Initialize);
// We require that a valid depot root has been provided
if (!FParse::Value(*ConfigEntry, TEXT("DepotRoot="), DepotRoot))
{
UE_LOG(LogVirtualization, Error, TEXT("'DepotRoot=' not found in the config file"));
return false;
}
ISourceControlModule& SSCModule = ISourceControlModule::Get();
// We require perforce as the source control provider as it is currently the only one that has the virtualization functionality implemented
const FName SourceControlName = SSCModule.GetProvider().GetName();
if (SourceControlName.IsNone())
{
// No source control provider is set so we can try to set it to "Perforce"
// Note this call will fatal error if "Perforce" is not a valid option
SSCModule.SetProvider(FName("Perforce"));
}
else if (SourceControlName != TEXT("Perforce"))
{
UE_LOG(LogVirtualization, Error, TEXT("Attempting to initialize FSourceControlBackend but source control is '%s' and only Perforce is currently supported!"), *SourceControlName.ToString());
return false;
}
ISourceControlProvider& SCCProvider = SSCModule.GetProvider();
if (!SCCProvider.IsAvailable())
{
SCCProvider.Init();
}
// When a source control depot is set up a file named 'payload_metainfo.txt' should be submitted to it's root.
// This allows us to check for the existence of the file to confirm that the depot root is indeed valid.
const FString PayloadMetaInfoPath = FString::Printf(TEXT("%spayload_metainfo.txt"), *DepotRoot);
#if IS_SOURCE_CONTROL_THREAD_SAFE
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (SCCProvider.Execute(DownloadCommand, PayloadMetaInfoPath, EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
#else
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (!SCCProvider.TryToDownloadFileFromBackgroundThread(DownloadCommand, PayloadMetaInfoPath))
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
#endif //IS_SOURCE_CONTROL_THREAD_SAFE
FSharedBuffer MetaInfoBuffer = DownloadCommand->GetFileData(PayloadMetaInfoPath);
if (MetaInfoBuffer.IsNull())
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
// Currently we do not do anything with the payload meta info, in the future we could structure
// it's format to include more information that might be worth logging or something.
// But for now being able to pull the payload meta info path at least shows that we can use the
// depot.
return true;
}
virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) override
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData);
// TODO: Consider creating one workspace and one temp dir per session rather than per push.
// Although this would require more checking on start up to check for lingering workspaces
// and directories in case of editor crashes.
// We'd also need to remove each submitted file from the workspace after submission so that
// we can delete the local file
// We cannot easily submit files from within the project root due to p4 ignore rules
// so we will use the user temp directory instead. We append a guid to the root directory
// to avoid potentially conflicting with other editor processes that might be running.
const FGuid SessionGuid = FGuid::NewGuid();
TStringBuilder<260> RootDirectory;
RootDirectory << FPlatformProcess::UserTempDir() << TEXT("UnrealEngine/VirtualizedPayloads/") << SessionGuid << TEXT("/");
// First we need to save the payload to a file in the workspace client mapping so that it can be submitted
TStringBuilder<52> LocalPayloadPath;
Utils::PayloadIdToPath(Id, LocalPayloadPath);
FString PayloadFilePath = *WriteToString<512>(RootDirectory, LocalPayloadPath);
ON_SCOPE_EXIT
{
// Clean up the payload file from disk and the temp directories, but we do not need to give errors if any of these operations fail.
IFileManager::Get().Delete(*PayloadFilePath, false, false, true);
IFileManager::Get().DeleteDirectory(RootDirectory.ToString(), false, true);
};
// Write the payload to Disk
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Writing payload to '%s' for submission"), *GetDebugString(), *PayloadFilePath);
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(*PayloadFilePath));
if (!FileAr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugString(), *Id.ToString(), *PayloadFilePath, SystemErrorMsg.ToString());
return EPushResult::Failed;
}
*FileAr << const_cast<FCompressedBuffer&>(Payload);
if (!FileAr->Close())
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugString(), *Id.ToString(), *PayloadFilePath, SystemErrorMsg.ToString());
return EPushResult::Failed;
}
}
TStringBuilder<64> WorkspaceName;
WorkspaceName << TEXT("MirageSubmission-") << SessionGuid;
ISourceControlProvider& SCCProvider = ISourceControlModule::Get().GetProvider();
// Create a temp workspace so that we can submit the payload from
{
TSharedRef<FCreateWorkspace> CreateWorkspaceCommand = ISourceControlOperation::Create<FCreateWorkspace>(WorkspaceName, RootDirectory);
TStringBuilder<512> DepotMapping;
DepotMapping << DepotRoot << TEXT("...");
TStringBuilder<128> ClientMapping;
ClientMapping << TEXT("//") << WorkspaceName << TEXT("/...");
CreateWorkspaceCommand->AddNativeClientViewMapping(DepotMapping, ClientMapping);
if (SCCProvider.Execute(CreateWorkspaceCommand) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to create temp workspace '%s' to submit payload '%s' from"),
*GetDebugString(), WorkspaceName.ToString(), *Id.ToString());
return EPushResult::Failed;
}
}
ON_SCOPE_EXIT
{
// Remove the temp workspace mapping
if (SCCProvider.Execute(ISourceControlOperation::Create<FDeleteWorkspace>(WorkspaceName)) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Warning, TEXT("[%s] Failed to remove temp workspace '%s' please delete manually"), *GetDebugString(), WorkspaceName.ToString());
}
};
FSourceControlResultInfo SwitchToNewWorkspaceInfo;
FString OriginalWorkspace;
if (SCCProvider.SwitchWorkspace(WorkspaceName, SwitchToNewWorkspaceInfo, &OriginalWorkspace) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to switch to temp workspace '%s' when trying to submit payload '%s'"),
*GetDebugString(), WorkspaceName.ToString(), *Id.ToString());
return EPushResult::Failed;
}
ON_SCOPE_EXIT
{
FSourceControlResultInfo SwitchToOldWorkspaceInfo;
if (SCCProvider.SwitchWorkspace(OriginalWorkspace, SwitchToOldWorkspaceInfo, nullptr) != ECommandResult::Succeeded)
{
// Failing to restore the old workspace could result in confusing editor issues and data loss, so for now it is fatal.
// The medium term plan should be to refactor the SourceControlModule so that we could use an entirely different
// ISourceControlProvider so as not to affect the rest of the editor.
UE_LOG(LogVirtualization, Fatal, TEXT("[%s] Failed to restore the original workspace to temp workspace '%s' continuing would risk editor instability and potential data loss"),
*GetDebugString(), *OriginalWorkspace);
}
};
FSourceControlStatePtr FileState = SCCProvider.GetState(PayloadFilePath, EStateCacheUsage::ForceUpdate);
if (!FileState.IsValid())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to find the current file state for '%s'"), *GetDebugString(), *PayloadFilePath);
return EPushResult::Failed;
}
if (FileState->IsSourceControlled())
{
// TODO: Maybe check if the data is the same (could be different if the compression algorithm has changed)
// TODO: Should we respect if the file is deleted as technically we can still get access to it?
return EPushResult::PayloadAlreadyExisted;
}
else if (FileState->CanAdd())
{
if (SCCProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), PayloadFilePath) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to mark the payload file '%s' for Add in source control"), *GetDebugString(), *PayloadFilePath);
return EPushResult::Failed;
}
}
else
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] The the payload file '%s' is not in source control but also cannot be marked for Add"), *GetDebugString(), *PayloadFilePath);
return EPushResult::Failed;
}
// Now submit the payload
{
TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
TStringBuilder<512> Description;
CreateDescription(Description);
CheckInOperation->SetDescription(FText::FromString(Description.ToString()));
if (SCCProvider.Execute(CheckInOperation, PayloadFilePath) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to submit the payload file '%s' to source control"), *GetDebugString(), *PayloadFilePath);
return EPushResult::Failed;
}
}
return EPushResult::Success;
}
virtual FCompressedBuffer PullData(const FPayloadId& Id) override
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PullData);
TStringBuilder<512> DepotPath;
CreateDepotPath(Id, DepotPath);
ISourceControlProvider& SCCProvider = ISourceControlModule::Get().GetProvider();
#if IS_SOURCE_CONTROL_THREAD_SAFE
Improve error handling and logging in the file and jupiter Mirage backends. #rb Per.Larsson #rnx #preflight 60f9212d1f926d0001d41223 * VirtualizationJupiterBackend - When pulling a payload we should assume that a 400 error response when trying to GET the payload header means that the payload is not in Jupiter. -- Not being able to find the payload should not log an error, instead we can make a note of it in the verbose log (similar to the file system backend) * VirtualizationFileBackend - Moved the formatting of system errors to it's own function. - Log the system error when failing to write a payload during a push as well as a pull. - We now check that the FileArchive wrote correctly to disk and delete the output file and fail the push if it did not. -- A future piece of work will change the logic to write to a tmp file at the root of the file store and them move the file to the final location to cut down on the potential of leaving corrupted files around (similar to the process when we save packages) * Perforce - The FDownloadFile command now takes an optional parameter EVerbosity that can allow the caller to choose the level of logging output that the command will generate. - The source control backend for Mirage now opts to supress the logging of the full perforce command when we are pulling payloads as we can generate many hundreds or thousands of requests and the info is not useful to users. -- We continue to log the command when validating the depot as this is the most likely command to fail so having the info in the log may prove useful. [CL 16921815 by paul chipchase in ue5-main branch]
2021-07-22 05:43:20 -04:00
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (SCCProvider.Execute(DownloadCommand, DepotPath.ToString(), EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
return FCompressedBuffer();
}
#else
Improve error handling and logging in the file and jupiter Mirage backends. #rb Per.Larsson #rnx #preflight 60f9212d1f926d0001d41223 * VirtualizationJupiterBackend - When pulling a payload we should assume that a 400 error response when trying to GET the payload header means that the payload is not in Jupiter. -- Not being able to find the payload should not log an error, instead we can make a note of it in the verbose log (similar to the file system backend) * VirtualizationFileBackend - Moved the formatting of system errors to it's own function. - Log the system error when failing to write a payload during a push as well as a pull. - We now check that the FileArchive wrote correctly to disk and delete the output file and fail the push if it did not. -- A future piece of work will change the logic to write to a tmp file at the root of the file store and them move the file to the final location to cut down on the potential of leaving corrupted files around (similar to the process when we save packages) * Perforce - The FDownloadFile command now takes an optional parameter EVerbosity that can allow the caller to choose the level of logging output that the command will generate. - The source control backend for Mirage now opts to supress the logging of the full perforce command when we are pulling payloads as we can generate many hundreds or thousands of requests and the info is not useful to users. -- We continue to log the command when validating the depot as this is the most likely command to fail so having the info in the log may prove useful. [CL 16921815 by paul chipchase in ue5-main branch]
2021-07-22 05:43:20 -04:00
TSharedRef<FDownloadFile> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (!SCCProvider.TryToDownloadFileFromBackgroundThread(DownloadCommand, DepotPath.ToString()))
{
return FCompressedBuffer();
}
#endif
// The payload was created by FCompressedBuffer::Compress so we can return it
// as a FCompressedBuffer.
FSharedBuffer Buffer = DownloadCommand->GetFileData(DepotPath);
return FCompressedBuffer::FromCompressed(Buffer);
}
virtual FString GetDebugString() const override
{
return FString(TEXT("SourceControl"));
}
void CreateDepotPath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath)
{
TStringBuilder<52> PayloadPath;
Utils::PayloadIdToPath(PayloadId, PayloadPath);
OutPath << DepotRoot << PayloadPath;
}
private:
/** The root where the virtualized payloads are stored in source control */
FString DepotRoot;
};
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FSourceControlBackend, SourceControl);
} // namespace UE::Virtualization