* Fixed so MoveFile/CopyFile works with child processes. Now parent's "writtenfiles" is read from child process upon start
* Fixed some bugs related to spawning child processes with poorly formatted paths
* Fixed hang if parent process crashes after starting child process
[CL 35982637 by henrik karlsson in ue5-main branch]
* Added HostRun command which can be used to send commands from remotes to host. command will return stdout
[CL 35946269 by henrik karlsson in ue5-main branch]
* Fixed so agent populates cas after it has started the session.. this in order to prevent timeouts after connecting if populating cas from local path takes a long time
[CL 35728234 by henrik karlsson in ue5-main branch]
* Attempt at fixing what seems like deadlock in the directory table update in session clients. Theory being that if response from server is out of order and message capacity is exactly the same as the remainding size of directory table we end up with a thread timing out.. and the code did not clean up the linked list properly on timeout so anything could go wrong after that
* Changed some asserts to errors to make sure they happen in shipping builds too
[CL 35432040 by henrik karlsson in ue5-main branch]
* Fixed some logging
* Added check for "isdone" inside lock in cancel call in case done message has already been sent
[CL 35255102 by henrik karlsson in ue5-main branch]
* Fixed naming of log files when produced by remote sessions. Now suffix is using process id instead of counter number
* Removed m_id from Session (not used)
* Added so Scheduler MaxLocalProcessors can be controlled from config files
[CL 34781250 by henrik karlsson in ue5-main branch]
* Fixed validation code in scheduler for process reuse
* Moved all code inside ServerSession::HandleMessage into one function per message to more easily be able to read callstacks
* Added more validation around missing file errors.. now server logs out lots of information too
[CL 34414815 by henrik karlsson in ue5-main branch]
* Added so path environment variable is networked over to helper. Needed when programs do their own search to find executable from name
[CL 34393859 by henrik karlsson in ue5-main branch]
* Renamed system stats to kernel stats
* Changed all stats storing to use bitfield first to say which fields that are non-zero
[CL 34058881 by henrik karlsson in ue5-main branch]
* Added StringView type and replaced a ton of string+stringLen to StringView
* Fixed bug in obj file preloader.
* Fixed so clang targets can used compressed obj files
* Fixed bug in cache client when entry count is zero
* Added magic to compressed obj file header to be able to see if an obj file is compressed or not
* Moved ParseArguments to its own file and added so it can handle both char and wchar
[CL 33933853 by henrik karlsson in ue5-main branch]
* Fixed so additional error logging for missing files is not including files that does not match name
[CL 33579258 by henrik karlsson in ue5-main branch]
* Fixed code related to process reuse. It was not resetting variables properly
* Added support for detoured SHGetKnownFolderPath
* Fixed so logs for remote child processes are networked over to server when remoteLogs are enabled
* Improved some assert messages
* Fixed some binaryreaderwriter mismatches (they where harmless, just caused asserts)
* Fixed so local system temp folder can always be found when recursing from root to system temp. This is a horrible hack because it could cause bad conflicts between host file system and helper file system.. but solves current problems
* Moved removal of \\?\ into FixPath
[CL 33517723 by henrik karlsson in ue5-main branch]
* Added retry code for when failing to decompress cas file to memory on client.. it could be that cas file is corrupt so we delete the file and re-download it.
* Made CheckCasFiles parallel
* Fixed so CheckCasFiles check all files that was created after .isRunning was created to see that their content look valid
* Added time to log when correcting/validation cas store
[CL 33390412 by henrik karlsson in ue5-main branch]
* Added more logging information when farm gets a include not found error. This is temporary and will be deleted once we have figured out why this can happen now and then.
[CL 33368684 by henrik karlsson in ue5-main branch]