Previously, we only added the new directory and not the contents. The new AssetDataGatherer has this assumption now though:
// Note that we AddDiscovered but do not scan the directory
// Any files and paths under it will be added by their own event from the directory watcher, so a scan is unnecessary.
// The directory may also be scanned in the future because a parent directory is still yet pending to scan,
// we do not try to prevent that wasteful rescan because this is a rare event and it does not cause a behavior problem
When we iterate the contents of a new directory we now add them to the FileChanges array to match the above.
[at]Brandon.Schaefer, [at]Will.Damon
#jira UE-131552
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 17907948 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818)
[CL 17907958 by michael sartain in ue5-release-engine-test branch]
We still have some duplicate inotify watches, but this first pass will spew a lot more information when we hit inotify limits.
Adds a "DumpINotifyStats" command in non-release builds
Spews global inotify & UE stats, along with physical count of directories, etc.
Canonicalize directory path in FDirectoryWatcherLinux::RegisterDirectoryChangedCallback_Handle
Shootergame was adding 141 duplicate watches for Samples/Games/ShooterGame/Content w/o this. Was 1136, is now 995.
Change PathsToWatchDescriptors tmap to PathNameHashSet
Don't need to store full paths for each watch directory twice
Fix bugs in TestPAL in addition to adding DumpStats() command, which looks ~ like this:
LogDirectoryWatcher: Warning: inotify limits
LogDirectoryWatcher: Warning: max_queued_events: 16384
LogDirectoryWatcher: Warning: max_user_instances: 128
LogDirectoryWatcher: Warning: max_user_watches: 65536
LogDirectoryWatcher: Warning: inotify per-process stats
LogDirectoryWatcher: Warning: systemd (pid 2239) watches:23 instances:3
...
LogDirectoryWatcher: Warning: plugin_host-3.3 (pid 395041) watches:62 instances:1
LogDirectoryWatcher: Warning: plugin_host-3.8 (pid 395044) watches:62 instances:1
LogDirectoryWatcher: Warning: TestPAL (pid 396852) watches:2 instances:1
LogDirectoryWatcher: Warning: Total inotify Watches:392 Instances:28
LogDirectoryWatcher: Warning: Current watch requests
LogDirectoryWatcher: Warning: /var/tmp/DirectoryWatcherTest396852: 2 watches
LogDirectoryWatcher: Warning: Total count:2
The above is also dumped (once) when we fail to init or add a inotify watch.
Need to create better documentation and add a pointer to it, similar to what VSCode does: (hat tip Brandon)
https://code.visualstudio.com/docs/setup/linux#_visual-studio-code-is-unable-to-watch-for-file-changes-in-this-large-workspace-error-enospc
Related bugs:
; FPS BP Cooking Content - errno = 28, Out of inotify watches
https://jira.it.epicgames.com/browse/UE-125210
; inotify Warnings when Cooking Content for Linux
https://jira.it.epicgames.com/browse/UE-119696
; Time Niagara Sequencer failed to play | Error: Couldn't find file for package
https://jira.it.epicgames.com/browse/UE-89750
; inotify warnings from Linux command line builds
https://jira.it.epicgames.com/browse/UE-76562
[at]Brandon.Schaefer, [at]James.Singer
#jira UE-76562, UE-89750, UE-119696, UE-125210
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 17498916 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17498920 by michael sartain in ue5-release-engine-test branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
- Improves performance in SlateFileDialogs when browsing folders like Perforce workspace.
- A new test is included, old method has been deprecated.
- Mac version is not implemented (JIRA pending).
#codereview Ben.Marsh, Michael.Trepka, Andrew.Rodham
[CL 2601659 by Dmitry Rekman in Main branch]
- DW now returns correct paths for changes in subdirectory (UE-11861)
- DW will now automatically watch for changes in the whole tree, updating mapping when directories are added/deleted.
- DW now honors bIncludeDirectoryChanges option.
- Code has been hardened (should handle overflow and other failures).
- This change Incorporates parts from PR #1139 by 3dluvr (UE-15443) .
- Passes TestPAL and automation tests.
[CL 2549034 by Dmitry Rekman in Main branch]
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.
#codereview robert.manuszewski
[CL 2400883 by Steve Robb in Main branch]