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UGS: Disable logic to query for changes up to the last PCB zip file. This can result in a lot of unnecessary traffic to the P4 server, and can cause the UI to lock up on inserting so many changes.
#preflight none [CL 22422037 by Ben Marsh in ue5-main branch]
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@@ -25,7 +25,6 @@ namespace UnrealGameSync
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class PerforceMonitor : IDisposable, IArchiveInfoSource
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{
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class PerforceChangeSorter : IComparer<ChangesRecord>
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{
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public int Compare(ChangesRecord? summaryA, ChangesRecord? summaryB)
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@@ -304,6 +303,8 @@ namespace UnrealGameSync
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newestChangeNumber = Math.Min(newestChangeNumber, newChanges.First().Number);
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}
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// The code below is correct, but can cause a lot of load on the Perforce server when we query a large number of changes because PCBs are far behind.
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#if false
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// If we are using zipped binaries, make sure we have every change since the last zip containing them. This is necessary for ensuring that content changes show as
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// syncable in the workspace view if there have been a large number of content changes since the last code change.
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int minZippedChangeNumber = -1;
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@@ -323,6 +324,7 @@ namespace UnrealGameSync
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List<ChangesRecord> zipChanges = await perforce.GetChangesAsync(ChangesOptions.None, -1, ChangeStatus.Submitted, filteredPaths, cancellationToken);
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newChanges.AddRange(zipChanges);
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}
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#endif
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// Fixup any ROBOMERGE authors
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const string roboMergePrefix = "#ROBOMERGE-AUTHOR:";
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