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]
This commit is contained in:
Ben Marsh
2022-10-09 13:43:20 -04:00
parent 1dc509fe8e
commit df8dc1598f

View File

@@ -25,7 +25,6 @@ namespace UnrealGameSync
class PerforceMonitor : IDisposable, IArchiveInfoSource
{
class PerforceChangeSorter : IComparer<ChangesRecord>
{
public int Compare(ChangesRecord? summaryA, ChangesRecord? summaryB)
@@ -304,6 +303,8 @@ namespace UnrealGameSync
newestChangeNumber = Math.Min(newestChangeNumber, newChanges.First().Number);
}
// 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.
#if false
// 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
// syncable in the workspace view if there have been a large number of content changes since the last code change.
int minZippedChangeNumber = -1;
@@ -323,6 +324,7 @@ namespace UnrealGameSync
List<ChangesRecord> zipChanges = await perforce.GetChangesAsync(ChangesOptions.None, -1, ChangeStatus.Submitted, filteredPaths, cancellationToken);
newChanges.AddRange(zipChanges);
}
#endif
// Fixup any ROBOMERGE authors
const string roboMergePrefix = "#ROBOMERGE-AUTHOR:";