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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Virtualization/IVirtualizationBackend.h"
#include "Containers/StringView.h"
#include "HAL/FileManager.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Virtualization/VirtualizationManager.h"
namespace UE::Virtualization
{
/**
* A basic backend based on the file system. This can be used to access/store virtualization
* data either on a local disk or a network share. It is intended to be used as a caching system
* to speed up operations (running a local cache or a shared cache for a site) rather than as the
* proper backend solution.
*
* Ini file setup:
* 'Name'=(Type=FileSystem, Path="XXX")
* Where 'Name' is the backend name in the hierarchy and 'XXX' if the path to the directory where
* you want to files to be stored.
*/
class FFileSystemBackend : public IVirtualizationBackend
{
public:
FFileSystemBackend(FStringView ConfigName)
: IVirtualizationBackend(EOperations::Both)
{
Name = TEXT("FFileSystemBackend - ");
Name.Append(ConfigName);
}
virtual ~FFileSystemBackend() = default;
private:
virtual bool Initialize(const FString& ConfigEntry) override
{
if (!FParse::Value(*ConfigEntry, TEXT("Path="), RootDirectory))
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] 'Path=' not found in the config file"), *GetDebugString());
return false;
}
FPaths::NormalizeDirectoryName(RootDirectory);
if (RootDirectory.IsEmpty())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Config file entry 'Path=' was empty"), *GetDebugString());
return false;
}
// TODO: Validate that the given path is usable?
UE_LOG(LogVirtualization, Log, TEXT("[%s] Using path: '%s'"), *GetDebugString(), *RootDirectory);
return true;
}
virtual bool PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) override
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PushData);
if (DoesExist(Id))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Already has a copy of the payload '%s'."), *GetDebugString(), *Id.ToString());
return true;
}
const FString FilePath = CreateFilePath(Id);
{
// TODO: Should we write to a temp file and then move it once it has written?
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(*FilePath));
if (FileAr == nullptr)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to push payload '%s' to '%s'"), *GetDebugString(), *Id.ToString(), *FilePath);
return false;
}
for (const FSharedBuffer& Buffer : Payload.GetCompressed().GetSegments())
{
// Const cast because FArchive requires a non-const pointer!
FileAr->Serialize(const_cast<void*>(Buffer.GetData()), static_cast<int64>(Buffer.GetSize()));
}
}
return true;
}
virtual FCompressedBuffer PullData(const FPayloadId& Id) override
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PullData);
const FString FilePath = CreateFilePath(Id);
// TODO: Should we allow the error severity to be configured via ini or just not report this case at all?
if (!IFileManager::Get().FileExists(*FilePath))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Does not contain the payload '%s'"), *GetDebugString(), *Id.ToString());
return FCompressedBuffer();
}
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileReader(*FilePath));
if (FileAr == nullptr)
{
const uint32 SystemError = FPlatformMisc::GetLastError();
// If we have a system error we can give a more informative error message but don't output it if the error is zero as
// this can lead to very confusing error messages.
if (SystemError != 0)
{
TCHAR SystemErrorMsg[2048] = { 0 };
FPlatformMisc::GetSystemErrorMessage(SystemErrorMsg, sizeof(SystemErrorMsg), SystemError);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to load payload '%s' file '%s' due to system error: '%s' (%d))"), *GetDebugString(), *Id.ToString(), *FilePath, SystemErrorMsg, SystemError);
}
else
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to load payload '%s' from '%s' (reason unknown)"), *GetDebugString(), *Id.ToString(), *FilePath);
}
return FCompressedBuffer();
}
return FCompressedBuffer::FromCompressed(*FileAr);
}
bool DoesExist(const FPayloadId& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::DoesExist);
const FString FilePath = CreateFilePath(Id);
return IFileManager::Get().FileExists(*FilePath);
}
virtual FString GetDebugString() const override
{
return Name;
}
FString CreateFilePath(const FPayloadId& PayloadId)
{
return FString::Printf(TEXT("%s/%s.payload"), *RootDirectory, *PayloadId.ToString());
}
private:
FString Name;
FString RootDirectory;
};
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FFileSystemBackend, FileSystem);
} // namespace UE::Virtualization