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UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/MemoryCacheStore.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
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
#include "MemoryCacheStore.h"
#include "Algo/Accumulate.h"
#include "Algo/AllOf.h"
#include "Algo/BinarySearch.h"
#include "Algo/NoneOf.h"
#include "DerivedDataBackendInterface.h"
#include "DerivedDataCachePrivate.h"
#include "DerivedDataCacheRecord.h"
#include "DerivedDataCacheUsageStats.h"
#include "DerivedDataValue.h"
#include "HAL/FileManager.h"
#include "Misc/ScopeExit.h"
#include "Misc/ScopeLock.h"
#include "Misc/ScopeRWLock.h"
#include "ProfilingDebugging/CookStats.h"
#include "Serialization/CompactBinary.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Templates/UniquePtr.h"
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
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
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namespace UE::DerivedData
{
/**
* A simple thread safe, memory based backend. This is used for Async puts and the boot cache.
*/
class FMemoryCacheStore final : public IMemoryCacheStore
{
public:
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
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explicit FMemoryCacheStore(const TCHAR* InName, int64 InMaxCacheSize = -1, bool bCanBeDisabled = false);
~FMemoryCacheStore() final;
// ICacheStore Interface
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
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void Put(
TConstArrayView<FCachePutRequest> Requests,
IRequestOwner& Owner,
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FOnCachePutComplete&& OnComplete) final;
void Get(
TConstArrayView<FCacheGetRequest> Requests,
IRequestOwner& Owner,
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FOnCacheGetComplete&& OnComplete) final;
void PutValue(
TConstArrayView<FCachePutValueRequest> Requests,
IRequestOwner& Owner,
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FOnCachePutValueComplete&& OnComplete) final;
void GetValue(
TConstArrayView<FCacheGetValueRequest> Requests,
IRequestOwner& Owner,
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FOnCacheGetValueComplete&& OnComplete) final;
void GetChunks(
TConstArrayView<FCacheGetChunkRequest> Requests,
IRequestOwner& Owner,
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FOnCacheGetChunkComplete&& OnComplete) final;
// ILegacyCacheStore Interface
void LegacyPut(
TConstArrayView<FLegacyCachePutRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCachePutComplete&& OnComplete) final;
void LegacyGet(
TConstArrayView<FLegacyCacheGetRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCacheGetComplete&& OnComplete) final;
void LegacyDelete(
TConstArrayView<FLegacyCacheDeleteRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCacheDeleteComplete&& OnComplete) final;
void LegacyStats(FDerivedDataCacheStatsNode& OutNode) final;
bool LegacyDebugOptions(FBackendDebugOptions& Options) final;
// IMemoryCacheStore Interface
void Delete(const FCacheKey& Key) final;
void DeleteValue(const FCacheKey& Key) final;
void LegacyDelete(const FLegacyCacheKey& Key) final;
void Disable() final;
private:
FDerivedDataCacheUsageStats UsageStats;
struct FCacheRecordComponents
{
FCbObject Meta;
TArray<FValueWithId> Values;
};
/** Name of this cache (used for debugging) */
FString Name;
/** Set of legacy values in this cache. */
TMap<FCacheKey, FLegacyCacheValue> LegacyCacheValues;
/** Set of records in this cache. */
TMap<FCacheKey, FCacheRecordComponents> CacheRecords;
/** Set of values in this cache. */
TMap<FCacheKey, FValue> CacheValues;
/** Maximum size the cached items can grow up to (in bytes) */
uint64 MaxCacheSize;
/** When set to true, this cache is disabled...ignore all requests. */
std::atomic<bool> bDisabled;
/** Object used for synchronization via a scoped lock */
mutable FRWLock SynchronizationObject;
/** Current estimated cache size in bytes */
uint64 CurrentCacheSize;
/** Indicates that the cache max size has been exceeded. This is used to avoid
warning spam after the size has reached the limit. */
bool bMaxSizeExceeded;
/**
* When a memory cache can be disabled, it won't return true for CachedDataProbablyExists calls.
* This is to avoid having the Boot DDC tells it has some resources that will suddenly disappear after the boot.
* Get() requests will still get fulfilled and other cache level will be properly back-filled
* offering the speed benefit of the boot cache while maintaining coherency at all cache levels.
*
* The problem is that most asset types (audio/staticmesh/texture) will always verify if their different LODS/Chunks can be found in the cache using CachedDataProbablyExists.
* If any of the LOD/MIP can't be found, a build of the asset is triggered, otherwise they skip asset compilation altogether.
* However, we should not skip the compilation based on the CachedDataProbablyExists result of the boot cache because it is a lie and will disappear at some point.
* When the boot cache disappears and the streamer tries to fetch a LOD that it has been told was cached, it will fail and will then have no choice but to rebuild the asset synchronously.
* This obviously causes heavy game-thread stutters.
* However, if the bootcache returns false during CachedDataProbablyExists. The async compilation will be triggered and data will be put in the both the boot.ddc and the local cache.
* This way, no more heavy game-thread stutters during streaming...
* This can be reproed when you clear the local cache but do not clear the boot.ddc file, but even if it's a corner case, I stumbled upon it enough times that I though it was worth to fix so the caches are coherent.
*/
bool bCanBeDisabled = false;
bool bShuttingDown = false;
protected:
bool ShouldSimulateMiss(const FCacheKey& InKey);
/** Debug Options */
FBackendDebugOptions DebugOptions;
/** Keys we ignored due to miss rate settings */
FCriticalSection MissedKeysCS;
TSet<FName> DebugMissedKeys;
TSet<FCacheKey> DebugMissedCacheKeys;
};
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FMemoryCacheStore::FMemoryCacheStore(const TCHAR* InName, int64 InMaxCacheSize, bool bInCanBeDisabled)
: Name(InName)
, MaxCacheSize(InMaxCacheSize < 0 ? 0 : uint64(InMaxCacheSize))
, bDisabled(false)
, CurrentCacheSize(0)
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
, bMaxSizeExceeded(false)
, bCanBeDisabled(bInCanBeDisabled)
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
{
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FMemoryCacheStore::~FMemoryCacheStore()
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
{
bShuttingDown = true;
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
Disable();
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::Disable()
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
{
check(bCanBeDisabled || bShuttingDown);
FWriteScopeLock ScopeLock(SynchronizationObject);
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
bDisabled = true;
CacheRecords.Empty();
CacheValues.Empty();
LegacyCacheValues.Empty();
CurrentCacheSize = 0;
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
}
void FMemoryCacheStore::LegacyStats(FDerivedDataCacheStatsNode& OutNode)
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
{
OutNode = {!bCanBeDisabled ? TEXT("Memory") : TEXT("Boot"), TEXT(""), /*bIsLocal*/ true};
OutNode.Stats.Add(TEXT(""), UsageStats);
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
}
bool FMemoryCacheStore::LegacyDebugOptions(FBackendDebugOptions& InOptions)
{
DebugOptions = InOptions;
return true;
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
bool FMemoryCacheStore::ShouldSimulateMiss(const FCacheKey& Key)
{
if (!bCanBeDisabled || (DebugOptions.RandomMissRate == 0 && DebugOptions.SimulateMissTypes.IsEmpty()))
{
return false;
}
const uint32 Hash = GetTypeHash(Key);
if (FScopeLock Lock(&MissedKeysCS); DebugMissedCacheKeys.ContainsByHash(Hash, Key))
{
return true;
}
if (DebugOptions.ShouldSimulateMiss(Key))
{
FScopeLock Lock(&MissedKeysCS);
DebugMissedCacheKeys.AddByHash(Hash, Key);
return true;
}
return false;
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::Put(
const TConstArrayView<FCachePutRequest> Requests,
IRequestOwner& Owner,
FOnCachePutComplete&& OnComplete)
{
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FCachePutRequest& Request : Requests)
{
EStatus Status = EStatus::Error;
ON_SCOPE_EXIT
{
OnComplete(Request.MakeResponse(Status));
};
const FCacheRecord& Record = Request.Record;
const FCacheKey& Key = Record.GetKey();
const TConstArrayView<FValueWithId> Values = Record.GetValues();
if (Algo::NoneOf(Values, &FValue::HasData))
{
continue;
}
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for put of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
continue;
}
COOK_STAT(auto Timer = UsageStats.TimePut());
const bool bReplaceExisting = !EnumHasAnyFlags(Request.Policy.GetRecordPolicy(), ECachePolicy::QueryLocal);
FWriteScopeLock ScopeLock(SynchronizationObject);
FCacheRecordComponents& Components = CacheRecords.FindOrAdd(Key);
const bool bHasExisting = !Components.Values.IsEmpty();
Status = EStatus::Ok;
if (bHasExisting && !bReplaceExisting && Algo::AllOf(Components.Values, &FValue::HasData))
{
continue;
}
int64 RequiredSize = 0;
if (bHasExisting && !bReplaceExisting)
{
if (!Components.Meta && Record.GetMeta())
{
RequiredSize += Record.GetMeta().GetSize();
}
for (const FValueWithId& Value : Components.Values)
{
if (!Value.HasData())
{
if (const FValueWithId& NewValue = Record.GetValue(Value.GetId());
NewValue &&
NewValue.HasData() &&
NewValue.GetRawHash() == Value.GetRawHash())
{
RequiredSize += NewValue.GetData().GetCompressedSize();
}
else if (!EnumHasAnyFlags(Request.Policy.GetRecordPolicy(), ECachePolicy::PartialRecord) &&
EnumHasAnyFlags(Request.Policy.GetValuePolicy(Value.GetId()), ECachePolicy::StoreLocal))
{
Status = EStatus::Error;
}
}
}
}
else
{
RequiredSize = Record.GetMeta().GetSize() - Components.Meta.GetSize();
RequiredSize -= Algo::TransformAccumulate(Components.Values, [](const FValue& Value) { return Value.GetData().GetCompressedSize(); }, uint64(0));
for (const FValueWithId& NewValue : Record.GetValues())
{
if (NewValue.HasData())
{
RequiredSize += NewValue.GetData().GetCompressedSize();
}
else if (const int32 ValueIndex = Algo::BinarySearchBy(Components.Values, NewValue.GetId(), &FValueWithId::GetId);
ValueIndex != INDEX_NONE &&
Components.Values[ValueIndex].HasData() &&
Components.Values[ValueIndex].GetRawHash() == NewValue.GetRawHash())
{
RequiredSize += Components.Values[ValueIndex].GetData().GetCompressedSize();
}
else if (!EnumHasAnyFlags(Request.Policy.GetRecordPolicy(), ECachePolicy::PartialRecord) &&
EnumHasAnyFlags(Request.Policy.GetValuePolicy(NewValue.GetId()), ECachePolicy::StoreLocal))
{
Status = EStatus::Error;
}
}
}
if (Status == EStatus::Error)
{
continue;
}
if (MaxCacheSize > 0 && (CurrentCacheSize + RequiredSize) > MaxCacheSize)
{
UE_CLOG(!bMaxSizeExceeded, LogDerivedDataCache, Display,
TEXT("Failed to cache data. Maximum cache size reached. ")
TEXT("CurrentSize %" UINT64_FMT " KiB / MaxSize: %" UINT64_FMT " KiB"),
CurrentCacheSize / 1024, MaxCacheSize / 1024);
bMaxSizeExceeded = true;
Status = EStatus::Ok;
continue;
}
Status = EStatus::Ok;
CurrentCacheSize += RequiredSize;
if (!bHasExisting)
{
Components.Meta = Record.GetMeta();
Components.Values = Record.GetValues();
}
else if (!bReplaceExisting)
{
if (!Components.Meta)
{
Components.Meta = Record.GetMeta();
}
for (FValueWithId& Value : Components.Values)
{
if (!Value.HasData())
{
if (const FValueWithId& NewValue = Record.GetValue(Value.GetId()); NewValue && NewValue.GetRawHash() == Value.GetRawHash())
{
Value = NewValue;
}
}
}
}
else
{
FCacheRecordComponents ExistingComponents = MoveTemp(Components);
Components.Meta = Record.GetMeta();
Components.Values = Record.GetValues();
for (FValueWithId& Value : Components.Values)
{
if (!Value.HasData())
{
if (const int32 ExistingValueIndex = Algo::BinarySearchBy(ExistingComponents.Values, Value.GetId(), &FValueWithId::GetId);
ExistingValueIndex != INDEX_NONE &&
ExistingComponents.Values[ExistingValueIndex].HasData() &&
ExistingComponents.Values[ExistingValueIndex].GetRawHash() == Value.GetRawHash())
{
Value = ExistingComponents.Values[ExistingValueIndex];
}
}
}
}
COOK_STAT(Timer.AddHit(RequiredSize));
}
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::Get(
const TConstArrayView<FCacheGetRequest> Requests,
IRequestOwner& Owner,
FOnCacheGetComplete&& OnComplete)
{
if (bDisabled)
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FCacheGetRequest& Request : Requests)
{
const FCacheKey& Key = Request.Key;
const FCacheRecordPolicy& Policy = Request.Policy;
COOK_STAT(auto Timer = EnumHasAnyFlags(Policy.GetRecordPolicy(), ECachePolicy::SkipData) ? UsageStats.TimeProbablyExists() : UsageStats.TimeGet());
FCacheRecordComponents Components;
EStatus Status = EStatus::Error;
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for get of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
}
else if (FReadScopeLock ScopeLock(SynchronizationObject); const FCacheRecordComponents* FoundComponents = CacheRecords.Find(Key))
{
if (!FoundComponents->Values.IsEmpty())
{
Status = EStatus::Ok;
Components = *FoundComponents;
}
}
FCacheRecordBuilder Builder(Request.Key);
if (Status == EStatus::Ok)
{
const ECachePolicy RecordPolicy = Policy.GetRecordPolicy();
if (!EnumHasAnyFlags(RecordPolicy, ECachePolicy::SkipMeta))
{
Builder.SetMeta(CopyTemp(Components.Meta));
}
for (const FValueWithId& Value : Components.Values)
{
const ECachePolicy ValuePolicy = Policy.GetValuePolicy(Value.GetId());
if (!EnumHasAnyFlags(ValuePolicy, ECachePolicy::QueryLocal))
{
Builder.AddValue(Value.RemoveData());
continue;
}
if (!Value.HasData())
{
Status = EStatus::Error;
if (!EnumHasAnyFlags(RecordPolicy, ECachePolicy::PartialRecord))
{
Builder = FCacheRecordBuilder(Request.Key);
break;
}
}
const bool bExistsOnly = EnumHasAnyFlags(ValuePolicy, ECachePolicy::SkipData);
Builder.AddValue(bExistsOnly ? Value.RemoveData() : Value);
}
}
FCacheRecord Record = Builder.Build();
COOK_STAT(Timer.AddHitOrMiss(
Status == EStatus::Ok ? FCookStats::CallStats::EHitOrMiss::Hit : FCookStats::CallStats::EHitOrMiss::Miss,
Private::GetCacheRecordCompressedSize(Record)));
OnComplete({Request.Name, MoveTemp(Record), Request.UserData, Status});
}
}
void FMemoryCacheStore::Delete(const FCacheKey& Key)
{
FWriteScopeLock ScopeLock(SynchronizationObject);
FCacheRecordComponents Components;
if (CacheRecords.RemoveAndCopyValue(Key, Components))
{
CurrentCacheSize -= Components.Meta.GetSize() +
Algo::TransformAccumulate(Components.Values, [](const FValue& Value) { return Value.GetData().GetCompressedSize(); }, uint64(0));
bMaxSizeExceeded = false;
}
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::PutValue(
const TConstArrayView<FCachePutValueRequest> Requests,
IRequestOwner& Owner,
FOnCachePutValueComplete&& OnComplete)
{
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FCachePutValueRequest& Request : Requests)
{
EStatus Status = EStatus::Error;
ON_SCOPE_EXIT
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
OnComplete(Request.MakeResponse(Status));
};
const FCacheKey& Key = Request.Key;
const FValue& Value = Request.Value;
if (!Value.HasData())
{
continue;
}
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for put of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
continue;
}
COOK_STAT(auto Timer = UsageStats.TimePut());
const int64 ValueSize = Value.GetData().GetCompressedSize();
const bool bReplaceExisting = !EnumHasAnyFlags(Request.Policy, ECachePolicy::QueryLocal);
FWriteScopeLock ScopeLock(SynchronizationObject);
FValue* const ExistingValue = CacheValues.Find(Key);
if (ExistingValue && !bReplaceExisting)
{
Status = EStatus::Ok;
continue;
}
const int64 ExistingValueSize = ExistingValue ? ExistingValue->GetData().GetCompressedSize() : 0;
const int64 RequiredSize = ValueSize - ExistingValueSize;
if (MaxCacheSize > 0 && (CurrentCacheSize + RequiredSize) > MaxCacheSize)
{
UE_CLOG(!bMaxSizeExceeded, LogDerivedDataCache, Display,
TEXT("Failed to cache data. Maximum cache size reached. ")
TEXT("CurrentSize %" UINT64_FMT " KiB / MaxSize: %" UINT64_FMT " KiB"),
CurrentCacheSize / 1024, MaxCacheSize / 1024);
bMaxSizeExceeded = true;
continue;
}
CurrentCacheSize += RequiredSize;
if (ExistingValue)
{
*ExistingValue = Value;
}
else
{
CacheValues.Add(Key, Value);
}
COOK_STAT(Timer.AddHit(ValueSize));
Status = EStatus::Ok;
}
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::GetValue(
const TConstArrayView<FCacheGetValueRequest> Requests,
IRequestOwner& Owner,
FOnCacheGetValueComplete&& OnComplete)
{
if (bDisabled)
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FCacheGetValueRequest& Request : Requests)
{
const FCacheKey& Key = Request.Key;
const bool bExistsOnly = EnumHasAllFlags(Request.Policy, ECachePolicy::SkipData);
COOK_STAT(auto Timer = bExistsOnly ? UsageStats.TimeProbablyExists() : UsageStats.TimeGet());
FValue Value;
EStatus Status = EStatus::Error;
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for get of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
}
else if (bExistsOnly && bCanBeDisabled)
{
}
else if (FReadScopeLock ScopeLock(SynchronizationObject); const FValue* CacheValue = CacheValues.Find(Key))
{
Status = EStatus::Ok;
Value = !bExistsOnly ? *CacheValue : CacheValue->RemoveData();
COOK_STAT(Timer.AddHit(Value.GetData().GetCompressedSize()));
}
OnComplete({Request.Name, Request.Key, MoveTemp(Value), Request.UserData, Status});
}
}
void FMemoryCacheStore::DeleteValue(const FCacheKey& Key)
{
FWriteScopeLock ScopeLock(SynchronizationObject);
FValue Value;
if (CacheValues.RemoveAndCopyValue(Key, Value))
{
CurrentCacheSize -= Value.GetData().GetCompressedSize();
bMaxSizeExceeded = false;
}
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
void FMemoryCacheStore::GetChunks(
const TConstArrayView<FCacheGetChunkRequest> Requests,
IRequestOwner& Owner,
FOnCacheGetChunkComplete&& OnComplete)
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
bool bHasValue = false;
FValue Value;
FValueId ValueId;
FCacheKey ValueKey;
FCompressedBufferReader Reader;
for (const FCacheGetChunkRequest& Request : Requests)
{
bool bProcessHit = false;
const bool bExistsOnly = EnumHasAnyFlags(Request.Policy, ECachePolicy::SkipData);
COOK_STAT(auto Timer = bExistsOnly ? UsageStats.TimeProbablyExists() : UsageStats.TimeGet());
if (ShouldSimulateMiss(Request.Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for get of %s from '%s'"),
*Name, *WriteToString<96>(Request.Key, '/', Request.Id), *Request.Name);
}
else if (bHasValue && (ValueKey == Request.Key) && (ValueId == Request.Id) && (bExistsOnly || Reader.HasSource()))
{
// Value matches the request.
bProcessHit = true;
}
else
{
FReadScopeLock ScopeLock(SynchronizationObject);
if (Request.Id.IsValid())
{
if (const FCacheRecordComponents* Components = CacheRecords.Find(Request.Key))
{
if (const int32 ValueIndex = Algo::BinarySearchBy(Components->Values, Request.Id, &FValueWithId::GetId); ValueIndex != INDEX_NONE)
{
const FValueWithId& ValueWithId = Components->Values[ValueIndex];
bHasValue = ValueWithId.IsValid();
Reader.ResetSource();
Value.Reset();
Value = ValueWithId;
ValueId = Request.Id;
ValueKey = Request.Key;
Reader.SetSource(Value.GetData());
bProcessHit = true;
}
}
}
else
{
if (const FValue* ExistingValue = CacheValues.Find(Request.Key))
{
bHasValue = true;
Reader.ResetSource();
Value.Reset();
Value = *ExistingValue;
ValueId.Reset();
ValueKey = Request.Key;
Reader.SetSource(Value.GetData());
bProcessHit = true;
}
}
}
if (bProcessHit && Request.RawOffset <= Value.GetRawSize())
{
const uint64 RawSize = FMath::Min(Value.GetRawSize() - Request.RawOffset, Request.RawSize);
DDC: Reworked ICacheStore to allow partial records, filtering of payloads, and loading parts of payloads - ICacheStore::Put() has updated documentation to reflect the requirements of partial records. - ICacheStore::Get() now takes a FCacheRecordPolicy, which is implicitly constructible from ECachePolicy, and allows setting the policy by payload. - ICacheStore::GetPayload() is replaced by ICacheStore::GetChunks(), which allows loading parts of payloads. - ICacheStore::CancelAll() is moved to ICache::CancelAll() because the cache can track requests at the top level and cancel them without exposing cancellation on individual cache stores. - ECachePolicy::SkipLocalCopy has been removed because it is difficult to reason about. - ECachePolicy::SkipData flags now have a documented meaning for put requests, to hint that record existence implies payload existence. - The filesystem and memory cache stores have been updated to support partial records, filtering of payloads, and loading parts of payloads. - Requesting part of a payload will decompress the entire payload for now, until compressed buffers expose a way to decompress only part. - Fixed a bug in FTexturePlatformData::AreDerivedMipsAvailable() that caused it to return false for structured cache keys. #rb Zousar.Shaker #rnx #preflight 615e03241ed62f0001b95454 #ROBOMERGE-OWNER: Devin.Doucette #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 17748550 in //UE5/Release-5.0/... via CL 17748555 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v879-17706426) #ROBOMERGE-CONFLICT from-shelf #ROBOMERGE[STARSHIP]: UE5-Main [CL 17748602 by Devin Doucette in ue5-release-engine-test branch]
2021-10-07 09:11:32 -04:00
COOK_STAT(Timer.AddHit(RawSize));
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
FSharedBuffer Buffer;
if (Value.HasData() && !bExistsOnly)
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
Buffer = Reader.Decompress(Request.RawOffset, RawSize);
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
const EStatus Status = bExistsOnly || Buffer ? EStatus::Ok : EStatus::Error;
OnComplete({Request.Name, Request.Key, Request.Id, Request.RawOffset,
RawSize, Value.GetRawHash(), MoveTemp(Buffer), Request.UserData, Status});
}
else
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
OnComplete(Request.MakeResponse(EStatus::Error));
}
}
}
void FMemoryCacheStore::LegacyPut(
const TConstArrayView<FLegacyCachePutRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCachePutComplete&& OnComplete)
{
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FLegacyCachePutRequest& Request : Requests)
{
EStatus Status = EStatus::Error;
ON_SCOPE_EXIT
{
OnComplete(Request.MakeResponse(Status));
};
const FCacheKey& Key = Request.Key.GetKey();
const FLegacyCacheValue& Value = Request.Value;
if (!Value.HasData())
{
continue;
}
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for put of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
continue;
}
COOK_STAT(auto Timer = UsageStats.TimePut());
const int64 ValueSize = Value.GetRawSize();
const bool bReplaceExisting = !EnumHasAnyFlags(Request.Policy, ECachePolicy::QueryLocal);
FWriteScopeLock ScopeLock(SynchronizationObject);
FLegacyCacheValue* const ExistingValue = LegacyCacheValues.Find(Key);
if (ExistingValue && !bReplaceExisting)
{
Status = EStatus::Ok;
continue;
}
const int64 ExistingValueSize = ExistingValue ? ExistingValue->GetRawSize() : 0;
const int64 RequiredSize = ValueSize - ExistingValueSize;
if (MaxCacheSize > 0 && (CurrentCacheSize + RequiredSize) > MaxCacheSize)
{
UE_CLOG(!bMaxSizeExceeded, LogDerivedDataCache, Display,
TEXT("Failed to cache data. Maximum cache size reached. ")
TEXT("CurrentSize %" UINT64_FMT " KiB / MaxSize: %" UINT64_FMT " KiB"),
CurrentCacheSize / 1024, MaxCacheSize / 1024);
bMaxSizeExceeded = true;
continue;
}
CurrentCacheSize += RequiredSize;
if (ExistingValue)
{
*ExistingValue = Value;
}
else
{
LegacyCacheValues.Add(Key, Value);
}
COOK_STAT(Timer.AddHit(ValueSize));
Status = EStatus::Ok;
}
}
void FMemoryCacheStore::LegacyGet(
const TConstArrayView<FLegacyCacheGetRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCacheGetComplete&& OnComplete)
{
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FLegacyCacheGetRequest& Request : Requests)
{
const FCacheKey& Key = Request.Key.GetKey();
const bool bExistsOnly = EnumHasAllFlags(Request.Policy, ECachePolicy::SkipData);
COOK_STAT(auto Timer = bExistsOnly ? UsageStats.TimeProbablyExists() : UsageStats.TimeGet());
FLegacyCacheValue Value;
EStatus Status = EStatus::Error;
if (ShouldSimulateMiss(Key))
{
UE_LOG(LogDerivedDataCache, Verbose, TEXT("%s: Simulated miss for get of %s from '%s'"),
*Name, *WriteToString<96>(Key), *Request.Name);
}
else if (bExistsOnly && bCanBeDisabled)
{
}
else if (FReadScopeLock ScopeLock(SynchronizationObject); const FLegacyCacheValue* CacheValue = LegacyCacheValues.Find(Key))
{
Status = EStatus::Ok;
if (!bExistsOnly)
{
Value = *CacheValue;
}
COOK_STAT(Timer.AddHit(Value.GetRawSize()));
}
OnComplete({Request.Name, Request.Key, MoveTemp(Value), Request.UserData, Status});
}
}
void FMemoryCacheStore::LegacyDelete(const FLegacyCacheKey& Key)
{
FWriteScopeLock ScopeLock(SynchronizationObject);
FLegacyCacheValue Value;
if (LegacyCacheValues.RemoveAndCopyValue(Key.GetKey(), Value))
{
CurrentCacheSize -= Value.GetRawSize();
bMaxSizeExceeded = false;
}
}
void FMemoryCacheStore::LegacyDelete(
const TConstArrayView<FLegacyCacheDeleteRequest> Requests,
IRequestOwner& Owner,
FOnLegacyCacheDeleteComplete&& OnComplete)
{
if (bDisabled)
{
return CompleteWithStatus(Requests, OnComplete, EStatus::Error);
}
for (const FLegacyCacheDeleteRequest& Request : Requests)
{
LegacyDelete(Request.Key);
}
CompleteWithStatus(Requests, OnComplete, EStatus::Ok);
}
IMemoryCacheStore* CreateMemoryCacheStore(const TCHAR* Name, int64 MaxCacheSize, bool bCanBeDisabled)
{
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
return new FMemoryCacheStore(Name, MaxCacheSize, bCanBeDisabled);
}
DDC: Enabled compression of legacy cache data - FileSystem, Http, Pak, S3 use the ValueWithLegacyFallback mode by default, which cause them to fall back to searching for uncompressed data if compressed data is not found. - FileSystem has been fixed to store up to 1 MiB of compressed data inline with the value package rather than separately in content-addressable storage. - Pak has been optimized to have GetChunks only load the required region of the requested value, rather than the whole value. - Pak has been changed to stop storing data inline in the record package, since it will end up in the same file anyway when stored separately. - Pak will upgrade the compressor and compression level when a compressed pak file is requested. Default cache compression uses Oodle Mermaid VeryFast and will upgrade to Oodle Kraken Optimal2. - Zen does not have compression enabled by default, pending deployment of a new version that stores compressed values to Horde Storage. - Added a missing request barrier when saving uncompressed data as compressed. Example reduction in file system cache size when cooking for Windows: - CitySample dropped from 66.5 GiB to 21.8 GiB. - Lyra dropped from 2.54 GiB to 672 MiB. - ShooterGame dropped from 1.21 GiB to 380 MiB. Example reduction in compressed pak file cache size when cooking for Windows: - CitySample dropped from 22.3 GiB to 18.5 GiB. - Lyra dropped from 691 MiB to 543 MiB. - ShooterGame dropped from 387 MiB to 313 MiB. #jira UE-134381 #preflight 620a703f583261b0a658e043, 620a6fb2803d9066e6805310, 620a733117632e948459b6af #lockdown Aurel.Cordonnier #rb Zousar.Shaker #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18983671 in //UE5/Release-5.0/... via CL 18983890 via CL 18984096 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18984126 by devin doucette in ue5-main branch]
2022-02-14 14:43:39 -05:00
} // UE::DerivedData