2019-01-02 14:54:39 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3173153 on 2016/10/25 by Graeme.Thornton
Pak signing changes
- Integrated into EDL loader
- Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.
Change 3173531 on 2016/10/25 by Steven.Hutton
Removing unused j query packages.
Change 3174743 on 2016/10/26 by Gil.Gribb
UE4 - fixed COTF with EDL
Change 3177896 on 2016/10/28 by Steve.Robb
TSharedPtr and TSharedRef aliasing constructors.
Removal of static_asserts for TSharedPtr<UObject>.
Change 3180343 on 2016/10/31 by Steve.Robb
Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.
Change 3181382 on 2016/11/01 by Steve.Robb
Visual Studio debugger visualizers for delegates.
Change 3182738 on 2016/11/02 by Graeme.Thornton
Re-enable signed archive reader so non-pakpreacher based reads still get signature checked
Change 3183420 on 2016/11/02 by Steve.Robb
Fix to TIsZeroConstructType for TScriptDelegate.
Change 3184872 on 2016/11/03 by Robert.Manuszewski
Fixing memory stomps in SSL certificate initialization (found with mallocstomp)
Change 3184873 on 2016/11/03 by Robert.Manuszewski
Adding thread safety checks to async loading code
Change 3185535 on 2016/11/03 by Ben.Zeigler
Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.
Change 3186636 on 2016/11/04 by Graeme.Thornton
AES encryption integrated into EDL system
Pak signing and AES encryption now configurable by ini files rather than magical text files
Change 3186637 on 2016/11/04 by Graeme.Thornton
Configured pak signing and encryption in ShooterGame for reference
Change 3186639 on 2016/11/04 by Graeme.Thornton
Encryption changes for Orion
* Move pak signing keys into new INI format
* Add AES key and enable INI file encryption
Change 3186661 on 2016/11/04 by Graeme.Thornton
Change unrealpak command line params to accept AES key as a separete parameter
Change 3186670 on 2016/11/04 by Robert.Manuszewski
Adding a null check before using a package pointer in Linker code
#jira UE-38237
Change 3186775 on 2016/11/04 by Graeme.Thornton
Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
- PS4 and Mac fixes. Other platforms might need fixing too!
Change 3186823 on 2016/11/04 by Graeme.Thornton
Fixed an incorrect size check in the EDL pak signing code
Change 3186925 on 2016/11/04 by Graeme.Thornton
Allow UnrealPak to read encryption settings from project ini files
Change 3189885 on 2016/11/08 by Graeme.Thornton
Static analysis warning fix
Change 3190015 on 2016/11/08 by Robert.Manuszewski
Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread
Change 3190253 on 2016/11/08 by Chris.Wood
Improved MDD performance for on the CR server.
[UE-37566] - Improve MDD performance on CR server
Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.
Change 3192993 on 2016/11/10 by Robert.Manuszewski
Thread Heartbeat will no longer report the same hang multiple times.
Change 3193111 on 2016/11/10 by Robert.Manuszewski
Minor change in the condition that detects the same hangs - allow the same callstacks from different threads
Change 3193168 on 2016/11/10 by Steve.Robb
TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.
Change 3193171 on 2016/11/10 by Steve.Robb
Easier debugging of FPendingRegistrantInfo map.
Change 3193188 on 2016/11/10 by Steve.Robb
TAutoPointer deprecated.
Change 3193796 on 2016/11/10 by Graeme.Thornton
Fix pak creation failure when no pak signing keys are supplied
Change 3194524 on 2016/11/11 by Graeme.Thornton
Another static analysis warning fix
Change 3195119 on 2016/11/11 by Steve.Robb
TAutoPtr deprecated.
Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
Some large headers moved into .cpp files.
Change 3196582 on 2016/11/14 by Gil.Gribb
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3196878 on 2016/11/14 by Steve.Robb
TScopedPointer deprecated.
Change 3198061 on 2016/11/15 by Steve.Robb
Class array is no longer regenerated when saving UClasses.
Change 3198065 on 2016/11/15 by Robert.Manuszewski
Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.
Change 3198199 on 2016/11/15 by Robert.Manuszewski
Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.
Change 3199954 on 2016/11/16 by Graeme.Thornton
Removing USING_SIGNED_CONTENT
Change 3200221 on 2016/11/16 by Chris.Wood
CrashReportProcess code cleanup - removing unused using directives
Change 3200232 on 2016/11/16 by Chris.Wood
Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives
InvalidCrashReports now saved to S3 instead of local folder
Removed option tosync MinidumpDiagnostics from Perforce
Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
Added improved logging to Slack with option to monitor MDD performance
Added hourly log folders to MDD logs
Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)
Change 3200382 on 2016/11/16 by Robert.Manuszewski
Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).
Change 3200562 on 2016/11/16 by Gil.Gribb
UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.
Change 3201093 on 2016/11/16 by Ben.Zeigler
#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.
Change 3201736 on 2016/11/17 by Steve.Robb
Strtoi64 platform and TCString functions.
#fyi robert.manuszewski
Change 3201938 on 2016/11/17 by Ben.Woodhouse
Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.
Commandline:
p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp
#fyi robert.manuszewski
Change 3203757 on 2016/11/18 by Robert.Manuszewski
Removing debug code from async loading code.
Change 3203927 on 2016/11/18 by Robert.Manuszewski
Fixing comments in the async loading code.
Change 3204851 on 2016/11/18 by Steve.Robb
Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.
Change 3204854 on 2016/11/18 by Steve.Robb
UEnumProperty.
Change 3205027 on 2016/11/18 by Ben.Zeigler
Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
Add Get() to TSubclassOf so it matches our other wrappers
Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf
Change 3206334 on 2016/11/21 by Ben.Zeigler
#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
Cook finishes but game is still crashing in some cases, so I might adjust this after other testing
Change 3206353 on 2016/11/21 by Ben.Zeigler
Fix EnumProperty to handle EDL preload dependencies properly
Change 3206625 on 2016/11/21 by Ben.Zeigler
Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient
Change 3206937 on 2016/11/21 by Ben.Zeigler
#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
Correctly save enum tag for enum properties, it was being set but not serialized
Change 3207002 on 2016/11/21 by Ben.Zeigler
#jira UE-38799
Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
We should generally outlaw non-transient objects with transient outers, it does not do what people expect.
Change 3207032 on 2016/11/21 by Ben.Zeigler
#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do
[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
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#include "DerivedDataBackendAsyncPutWrapper.h"
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#include "MemoryDerivedDataBackend.h"
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/**
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* Async task to handle the fire and forget async put
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*/
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class FCachePutAsyncWorker
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{
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public:
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/** Cache Key for the put to InnerBackend **/
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FString CacheKey;
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/** Data for the put to InnerBackend **/
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TArray<uint8> Data;
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/** Backend to use for storage, my responsibilities are about async puts **/
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FDerivedDataBackendInterface* InnerBackend;
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/** Memory based cache to clear once the put is finished **/
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FDerivedDataBackendInterface* InflightCache;
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/** We remember outstanding puts so that we don't do them redundantly **/
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FThreadSet* FilesInFlight;
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/**If true, then do not attempt skip the put even if CachedDataProbablyExists returns true **/
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bool bPutEvenIfExists;
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/** Usage stats to track thread times. */
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FDerivedDataCacheUsageStats& UsageStats;
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/** Constructor
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*/
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FCachePutAsyncWorker(const TCHAR* InCacheKey, const TArray<uint8>* InData, FDerivedDataBackendInterface* InInnerBackend, bool InbPutEvenIfExists, FDerivedDataBackendInterface* InInflightCache, FThreadSet* InInFilesInFlight, FDerivedDataCacheUsageStats& InUsageStats)
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: CacheKey(InCacheKey)
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, Data(*InData)
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, InnerBackend(InInnerBackend)
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, InflightCache(InInflightCache)
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, FilesInFlight(InInFilesInFlight)
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, bPutEvenIfExists(InbPutEvenIfExists)
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, UsageStats(InUsageStats)
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{
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check(InnerBackend);
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}
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/** Call the inner backend and when that completes, remove the memory cache */
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void DoWork()
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{
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COOK_STAT(auto Timer = UsageStats.TimePut());
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bool bOk = true;
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const bool bAlreadyExists = InnerBackend->CachedDataProbablyExists(*CacheKey);
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if (!bAlreadyExists || bPutEvenIfExists)
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{
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InnerBackend->PutCachedData(*CacheKey, Data, bPutEvenIfExists);
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COOK_STAT(Timer.AddHit(Data.Num()));
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}
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// if it already existed, don't bother checking if we need to retry. We don't.
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if (InflightCache && !bAlreadyExists && !InnerBackend->CachedDataProbablyExists(*CacheKey))
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{
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// retry
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InnerBackend->PutCachedData(*CacheKey, Data, false);
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if (!InnerBackend->CachedDataProbablyExists(*CacheKey))
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{
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2018-05-23 21:04:31 -04:00
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UE_LOG(LogDerivedDataCache, Log, TEXT("FDerivedDataBackendAsyncPutWrapper: Put failed, keeping in memory copy %s."),*CacheKey);
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3173153 on 2016/10/25 by Graeme.Thornton
Pak signing changes
- Integrated into EDL loader
- Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.
Change 3173531 on 2016/10/25 by Steven.Hutton
Removing unused j query packages.
Change 3174743 on 2016/10/26 by Gil.Gribb
UE4 - fixed COTF with EDL
Change 3177896 on 2016/10/28 by Steve.Robb
TSharedPtr and TSharedRef aliasing constructors.
Removal of static_asserts for TSharedPtr<UObject>.
Change 3180343 on 2016/10/31 by Steve.Robb
Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.
Change 3181382 on 2016/11/01 by Steve.Robb
Visual Studio debugger visualizers for delegates.
Change 3182738 on 2016/11/02 by Graeme.Thornton
Re-enable signed archive reader so non-pakpreacher based reads still get signature checked
Change 3183420 on 2016/11/02 by Steve.Robb
Fix to TIsZeroConstructType for TScriptDelegate.
Change 3184872 on 2016/11/03 by Robert.Manuszewski
Fixing memory stomps in SSL certificate initialization (found with mallocstomp)
Change 3184873 on 2016/11/03 by Robert.Manuszewski
Adding thread safety checks to async loading code
Change 3185535 on 2016/11/03 by Ben.Zeigler
Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.
Change 3186636 on 2016/11/04 by Graeme.Thornton
AES encryption integrated into EDL system
Pak signing and AES encryption now configurable by ini files rather than magical text files
Change 3186637 on 2016/11/04 by Graeme.Thornton
Configured pak signing and encryption in ShooterGame for reference
Change 3186639 on 2016/11/04 by Graeme.Thornton
Encryption changes for Orion
* Move pak signing keys into new INI format
* Add AES key and enable INI file encryption
Change 3186661 on 2016/11/04 by Graeme.Thornton
Change unrealpak command line params to accept AES key as a separete parameter
Change 3186670 on 2016/11/04 by Robert.Manuszewski
Adding a null check before using a package pointer in Linker code
#jira UE-38237
Change 3186775 on 2016/11/04 by Graeme.Thornton
Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
- PS4 and Mac fixes. Other platforms might need fixing too!
Change 3186823 on 2016/11/04 by Graeme.Thornton
Fixed an incorrect size check in the EDL pak signing code
Change 3186925 on 2016/11/04 by Graeme.Thornton
Allow UnrealPak to read encryption settings from project ini files
Change 3189885 on 2016/11/08 by Graeme.Thornton
Static analysis warning fix
Change 3190015 on 2016/11/08 by Robert.Manuszewski
Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread
Change 3190253 on 2016/11/08 by Chris.Wood
Improved MDD performance for on the CR server.
[UE-37566] - Improve MDD performance on CR server
Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.
Change 3192993 on 2016/11/10 by Robert.Manuszewski
Thread Heartbeat will no longer report the same hang multiple times.
Change 3193111 on 2016/11/10 by Robert.Manuszewski
Minor change in the condition that detects the same hangs - allow the same callstacks from different threads
Change 3193168 on 2016/11/10 by Steve.Robb
TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.
Change 3193171 on 2016/11/10 by Steve.Robb
Easier debugging of FPendingRegistrantInfo map.
Change 3193188 on 2016/11/10 by Steve.Robb
TAutoPointer deprecated.
Change 3193796 on 2016/11/10 by Graeme.Thornton
Fix pak creation failure when no pak signing keys are supplied
Change 3194524 on 2016/11/11 by Graeme.Thornton
Another static analysis warning fix
Change 3195119 on 2016/11/11 by Steve.Robb
TAutoPtr deprecated.
Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
Some large headers moved into .cpp files.
Change 3196582 on 2016/11/14 by Gil.Gribb
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3196878 on 2016/11/14 by Steve.Robb
TScopedPointer deprecated.
Change 3198061 on 2016/11/15 by Steve.Robb
Class array is no longer regenerated when saving UClasses.
Change 3198065 on 2016/11/15 by Robert.Manuszewski
Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.
Change 3198199 on 2016/11/15 by Robert.Manuszewski
Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.
Change 3199954 on 2016/11/16 by Graeme.Thornton
Removing USING_SIGNED_CONTENT
Change 3200221 on 2016/11/16 by Chris.Wood
CrashReportProcess code cleanup - removing unused using directives
Change 3200232 on 2016/11/16 by Chris.Wood
Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives
InvalidCrashReports now saved to S3 instead of local folder
Removed option tosync MinidumpDiagnostics from Perforce
Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
Added improved logging to Slack with option to monitor MDD performance
Added hourly log folders to MDD logs
Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)
Change 3200382 on 2016/11/16 by Robert.Manuszewski
Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).
Change 3200562 on 2016/11/16 by Gil.Gribb
UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.
Change 3201093 on 2016/11/16 by Ben.Zeigler
#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.
Change 3201736 on 2016/11/17 by Steve.Robb
Strtoi64 platform and TCString functions.
#fyi robert.manuszewski
Change 3201938 on 2016/11/17 by Ben.Woodhouse
Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.
Commandline:
p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp
#fyi robert.manuszewski
Change 3203757 on 2016/11/18 by Robert.Manuszewski
Removing debug code from async loading code.
Change 3203927 on 2016/11/18 by Robert.Manuszewski
Fixing comments in the async loading code.
Change 3204851 on 2016/11/18 by Steve.Robb
Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.
Change 3204854 on 2016/11/18 by Steve.Robb
UEnumProperty.
Change 3205027 on 2016/11/18 by Ben.Zeigler
Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
Add Get() to TSubclassOf so it matches our other wrappers
Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf
Change 3206334 on 2016/11/21 by Ben.Zeigler
#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
Cook finishes but game is still crashing in some cases, so I might adjust this after other testing
Change 3206353 on 2016/11/21 by Ben.Zeigler
Fix EnumProperty to handle EDL preload dependencies properly
Change 3206625 on 2016/11/21 by Ben.Zeigler
Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient
Change 3206937 on 2016/11/21 by Ben.Zeigler
#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
Correctly save enum tag for enum properties, it was being set but not serialized
Change 3207002 on 2016/11/21 by Ben.Zeigler
#jira UE-38799
Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
We should generally outlaw non-transient objects with transient outers, it does not do what people expect.
Change 3207032 on 2016/11/21 by Ben.Zeigler
#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do
[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
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bOk = false;
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}
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}
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if (bOk && InflightCache)
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{
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InflightCache->RemoveCachedData(*CacheKey, /*bTransient=*/ false); // we can remove this from the temp cache, since the real cache will hit now
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}
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FilesInFlight->Remove(CacheKey);
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FDerivedDataBackend::Get().AddToAsyncCompletionCounter(-1);
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}
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FORCEINLINE TStatId GetStatId() const
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{
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RETURN_QUICK_DECLARE_CYCLE_STAT(FCachePutAsyncWorker, STATGROUP_ThreadPoolAsyncTasks);
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}
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/** Indicates to the thread pool that this task is abandonable */
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bool CanAbandon()
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{
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return true;
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}
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/** Abandon routine, we need to remove the item from the in flight cache because something might be waiting for that */
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void Abandon()
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{
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if (InflightCache)
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{
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InflightCache->RemoveCachedData(*CacheKey, /*bTransient=*/ false); // we can remove this from the temp cache, since the real cache will hit now
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}
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FilesInFlight->Remove(CacheKey);
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FDerivedDataBackend::Get().AddToAsyncCompletionCounter(-1);
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}
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};
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FDerivedDataBackendAsyncPutWrapper::FDerivedDataBackendAsyncPutWrapper(FDerivedDataBackendInterface* InInnerBackend, bool bCacheInFlightPuts)
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: InnerBackend(InInnerBackend)
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, InflightCache(bCacheInFlightPuts ? (new FMemoryDerivedDataBackend) : NULL)
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{
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check(InnerBackend);
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}
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/** return true if this cache is writable **/
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bool FDerivedDataBackendAsyncPutWrapper::IsWritable()
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{
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return InnerBackend->IsWritable();
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}
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/**
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* Synchronous test for the existence of a cache item
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*
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* @param CacheKey Alphanumeric+underscore key of this cache item
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* @return true if the data probably will be found, this can't be guaranteed because of concurrency in the backends, corruption, etc
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*/
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bool FDerivedDataBackendAsyncPutWrapper::CachedDataProbablyExists(const TCHAR* CacheKey)
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{
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COOK_STAT(auto Timer = UsageStats.TimeProbablyExists());
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bool Result = (InflightCache && InflightCache->CachedDataProbablyExists(CacheKey)) || InnerBackend->CachedDataProbablyExists(CacheKey);
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COOK_STAT(if (Result) { Timer.AddHit(0); });
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return Result;
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}
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bool FDerivedDataBackendAsyncPutWrapper::GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData)
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|
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{
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COOK_STAT(auto Timer = UsageStats.TimeGet());
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if (InflightCache && InflightCache->GetCachedData(CacheKey, OutData))
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|
|
{
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|
|
COOK_STAT(Timer.AddHit(OutData.Num()));
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|
|
return true;
|
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|
|
}
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|
|
bool bSuccess = InnerBackend->GetCachedData(CacheKey, OutData);
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|
|
if (bSuccess)
|
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|
|
{
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|
|
COOK_STAT(Timer.AddHit(OutData.Num()));
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|
|
}
|
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|
|
return bSuccess;
|
|
|
|
|
}
|
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|
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|
|
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|
|
void FDerivedDataBackendAsyncPutWrapper::PutCachedData(const TCHAR* CacheKey, TArray<uint8>& InData, bool bPutEvenIfExists)
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|
|
|
{
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|
|
COOK_STAT(auto Timer = PutSyncUsageStats.TimePut());
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|
|
|
if (!InnerBackend->IsWritable())
|
|
|
|
|
{
|
|
|
|
|
return; // no point in continuing down the chain
|
|
|
|
|
}
|
|
|
|
|
const bool bAdded = FilesInFlight.AddIfNotExists(CacheKey);
|
|
|
|
|
if (!bAdded)
|
|
|
|
|
{
|
|
|
|
|
return; // if it is already on its way, we don't need to send it again
|
|
|
|
|
}
|
|
|
|
|
if (InflightCache)
|
|
|
|
|
{
|
|
|
|
|
if (InflightCache->CachedDataProbablyExists(CacheKey))
|
|
|
|
|
{
|
|
|
|
|
return; // if it is already on its way, we don't need to send it again
|
|
|
|
|
}
|
|
|
|
|
InflightCache->PutCachedData(CacheKey, InData, true); // temp copy stored in memory while the async task waits to complete
|
|
|
|
|
COOK_STAT(Timer.AddHit(InData.Num()));
|
|
|
|
|
}
|
|
|
|
|
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(1);
|
|
|
|
|
(new FAutoDeleteAsyncTask<FCachePutAsyncWorker>(CacheKey, &InData, InnerBackend, bPutEvenIfExists, InflightCache.Get(), &FilesInFlight, UsageStats))->StartBackgroundTask();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FDerivedDataBackendAsyncPutWrapper::RemoveCachedData(const TCHAR* CacheKey, bool bTransient)
|
|
|
|
|
{
|
|
|
|
|
if (!InnerBackend->IsWritable())
|
|
|
|
|
{
|
|
|
|
|
return; // no point in continuing down the chain
|
|
|
|
|
}
|
|
|
|
|
while (FilesInFlight.Exists(CacheKey))
|
|
|
|
|
{
|
|
|
|
|
FPlatformProcess::Sleep(0.0f); // this is an exception condition (corruption), spin and wait for it to clear
|
|
|
|
|
}
|
|
|
|
|
if (InflightCache)
|
|
|
|
|
{
|
|
|
|
|
InflightCache->RemoveCachedData(CacheKey, bTransient);
|
|
|
|
|
}
|
|
|
|
|
InnerBackend->RemoveCachedData(CacheKey, bTransient);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FDerivedDataBackendAsyncPutWrapper::GatherUsageStats(TMap<FString, FDerivedDataCacheUsageStats>& UsageStatsMap, FString&& GraphPath)
|
|
|
|
|
{
|
|
|
|
|
COOK_STAT(
|
|
|
|
|
{
|
|
|
|
|
UsageStatsMap.Add(GraphPath + TEXT(": AsyncPut"), UsageStats);
|
|
|
|
|
UsageStatsMap.Add(GraphPath + TEXT(": AsyncPutSync"), PutSyncUsageStats);
|
|
|
|
|
if (InnerBackend)
|
|
|
|
|
{
|
|
|
|
|
InnerBackend->GatherUsageStats(UsageStatsMap, GraphPath + TEXT(". 0"));
|
|
|
|
|
}
|
|
|
|
|
if (InflightCache)
|
|
|
|
|
{
|
|
|
|
|
InflightCache->GatherUsageStats(UsageStatsMap, GraphPath + TEXT(". 1"));
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|