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Horde: Tweaks to handling of empty directories when extracting data from bundles.
- Output progress stats at the end of the extraction process, and not after the first update. - Fix windowing for partitioning into multiple threads when bundles contains empty files/directories. #jira [CL 30070428 by ben marsh in ue5-main branch]
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@@ -63,7 +63,7 @@ namespace EpicGames.Horde.Storage.Nodes
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{
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Count += count;
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Size += size;
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if (_timer.Elapsed > TimeSpan.FromSeconds(10.0) || Count == count)
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if (_timer.Elapsed > TimeSpan.FromSeconds(10.0))
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{
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Rate = (Size - _lastTotalSize) / _timer.Elapsed.TotalSeconds;
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_lastTotalSize = Size;
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@@ -808,6 +808,7 @@ namespace EpicGames.Horde.Storage.Nodes
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finally
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{
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await Task.WhenAll(tasks);
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copyStats?.Flush();
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}
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}
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@@ -829,8 +830,8 @@ namespace EpicGames.Horde.Storage.Nodes
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foreach (DirectoryEntry directoryEntry in _nameToDirectoryEntry.Values)
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{
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// Traverse into any directory that overlaps with the window (window starts before end of the directory, and window ends at or beyond the start of the directory)
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if (windowOffset < directoryEntry.Length && windowOffset + windowLength >= 0)
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// Traverse into any directory that overlaps with the window (window starts before this directory, and window ends after the start of the directory)
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if (windowOffset <= 0 && windowOffset + windowLength > 0)
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{
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DirectoryInfo subDirectoryInfo = directoryInfo.CreateSubdirectory(directoryEntry.Name.ToString());
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DirectoryNode subDirectoryNode = await directoryEntry.ExpandAsync(cancellationToken);
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