Commit Graph

34 Commits

Author SHA1 Message Date
paul chipchase
8d77e84166 Refactor the VA pushing API so that we only need to implement a single path
#rb Per.Larsson
#jira UE-163103
#rnx
#preflight 6318989c2b7fe03eb664e9f0

### VirtualizationSystem/VirtualizationManager
- Added an overload of ::Push taking just one FPUshRequest so that people don't have to keep adding MakeArrayView boiler plate when pushing a single request
- Change the order of the last two parameters for the raw ::Push call as this will group all of the payload specific parameters together and leave the target storage type at the end. It is unlikely that anyone is calling the older version but it has been deprecated for safety.

### IVirtualizationBackend
- The none FPushRequest overload of ::PushData is no longer virtual, it just converts the parameters to FPushRequest and calls that overload instead. In this way we now only have one pushing code path in our backends. We could probably look into removing this overload at this point (since the higher level IVirtualizationSystem will now convert all push requests into a FPushRequest form) but it is not considered worth it at the moment when the simple overload covers our needs.
- Removed EPushResult in favour of just returning true/false for the overall operation.If the caller needs a more detailed breakdown then they will have to use an overload that takes an FPushRequest over raw parameters.
-- At the moment FPushRequest does not contain a full breakdown of what happened, so with this submit we are effectively losing the ability to find out if the payload was already in the backends or not, however the batch version of push was already not returning this info so it is not a big loss. Fixing FPushRequest to return a better break down of what happened will be done in UE-160942
- Removed the none batch Push paths from the source control and ddc backends as they already supported batch pushing.
- File backend needed to be converted to supporting batch pushing, which is pretty much the same code as before except we need to iterate over the container of FPushRequests.
-- The backend does not early out on error as it tends to be quite fast. We might want to consider an official policy for the VA system, if we should early out of errors or not.

[CL 21907558 by paul chipchase in ue5-main branch]
2022-09-08 19:35:36 -04:00
paul chipchase
fc827406e2 Add a number of ways for the VA system to be changed to lazy initialize on first use.
#rb Per.Larsson
#jira UE-161296
#rnx
#preflight 62fe3ce73d3fb466b229bcc0

- There are some usecases that require the VA system to initialize the first time it is accessed (usually the first time we attempt to pull a virtualized payload) rather than be initialized in the program start up. This change provides three different methods to achieve this:
-- Setting the define 'UE_VIRTUALIZATION_SYSTEM_LAZY_INIT' to 1 in a programs .target.cs
-- Setting [Core.ContentVirtualization]LazyInit=true in the Engine ini file
-- Running with the commandline option -VA-LazyInit

- If we detect that the source control backend is being initialized on a background thread we do not try to run the FConnect operation. The backend will still work but this does reduce the potential error checking on initialization. This is done because the FConnect operation currently only works on the main thread and to change this would be a bigger work item than we can schedule at the moment.
- UE::Virtualization::Initialize functions now take a EInitializationFlags enum as a parameter. This enum allows the call to ignore all lazy init settings and force the initialization immediately. This is useful for programs like the Virtualization standalone tool which just needs to start the system when needed.
-- The call to ::Initialize in LaunchEngineLoop passes in None and does not ignore lazy initialization.
-- Calls to ::Initialize in the UnrealVirtualizationTool however all use EInitializationFlags::ForceInitialize and ignore lazy initialization settings.
- Fixed an odd bug in UE::Virtualization::Initialize where the error path (if the config file cannot be found) was using a different start up code path.
- Add asserts when assigning to GVirtualizationSystem to make sure that it is null. This is not 100% safe but should catch some potential threading issues, if any.
- Add an assert after lazy initialization (IVirtualizationSystem::Get) to make sure that GVirtualizationSystem was assigned a valid object.
- Improve how we check for legacy values in [Core.ContentVirtualization]. We now support multiple allowed values.
- Added a way to poll if a VA system has been initialize yet or not, this allows us to avoid initializing a VA system if one has not yet been created and we try to:
-- Dump VA profiling stats after cooking
-- Send VA stats to studio analytics
- Note that currently using lazy init loading will probably cause the VA statistics panel not to work, this will be fixed in future work where we will allow the panel to register for a callback when the system is initialized.

[CL 21467510 by paul chipchase in ue5-main branch]
2022-08-19 19:15:42 -04:00
paul chipchase
8e736177e4 Virtualizing payloads when submitting via the editor will now correctly push the payloads to cache storage backends as well as persistent backends
#rb Per.Larsson
#jira UE-160943, UE-151671
#rnx
#preflight 62fa3334153b17e7462954b3

### Problem
- The virtualization process first checks to see if any of the local payloads are already stored in persistent storage and only try to submit those which aren't, which would mean if we are submitting a package with a local payload that is already in the persistent storage system but not in cached storage we have no way to cache it.
- This logic also introduced problems where filtered out payloads were being virtualized which was fixed with the addition of ENABLE_FILTERING_HACK which was not a robust long term solution.
- Checking if the payloads need to be pushed or not complicated the logic of the virtualization process and makes it harder to understand and make fixes too.

### Fix
- Removed code for ENABLE_FILTERING_HACK and UE_PRECHECK_PAYLOAD_STATUS from the virtualization process
- Removed some code loops from the virtualization process but we still end up with one loop finding all of the package trailers and a second loop setting up the FWorkspaceDomainPayloadProvider
-- This second loop will be removed in a future work item to avoid trying to push duplicate payloads (unless I end up doing that work at the virtualization manager level instead)
- We make one push for cached storage and another for persistent
-- Cached storage push failure will only result in a warning, failing the persistent push will error out as before
-- We need to reset the request states after the cache push. In a future work item we will likely allow a single push to specific both storage solutions, so I am leaving this code using the same set of requests for both pushes.

#robomerge FNMain

[CL 21386503 by paul chipchase in ue5-main branch]
2022-08-15 10:17:46 -04:00
paul chipchase
158dcbe0cc Change the VA graph name LocalStorageHierarchy to 'CacheStorageHierarchy' which better describes it.
#rb Per.Larsson
#jira UE-156189
#rnx
#preflight 62f4c098e60c9215b9bcde08

- The orignal name implied tha the payloads would only be stored locally on the users machine, but the intent is to describe a number of backends that are a) faster than the persistent storage backends b) no guarantee that the payload will be found.
- The new name better describes this functionality.
- We still accept 'LocalStorageHierarchy' but will log a warning informing the user to update their graph but this backwards compatibility code will most likely be removed before 5.1 ships.
-- EStorageType::Local will follow the usual deprecation rules.
- Not strictly related to this change but I also cleaned up and added additional loggng during the initialization of the virtualization manager.

[CL 21333601 by paul chipchase in ue5-main branch]
2022-08-11 05:51:29 -04:00
paul chipchase
07ddbfa4f5 Add a config file option to allow payloads stored in .umap and associated "_builddata.uasset" files to be filtered from the virtualization process. This option defaults to true.
#rb Per.Larsson
#jira UE-156750
#rnx
#preflight 62f212e13b773d04161ee7dd

### Problem
- The payloads stored in map files tend to change more than other assets and would cause a lot more churn in the VA system.
- Some other systems like the landscape component are not able to sensibly continue if their payloads cannot be accessed (heightmaps for exmaple) and would prefer not to allow virtualization.
- As a short term fix we need an option to disable the virtualization on all payloads in map files. Future improvements to the filtering system will allow systems to more easily opt their payloads out of virtualization. When this is functional we might want to change the default from true to false.

### Feature
- The config optionf for this filtering is "[Core.VirtualizationModule]FilterMapContent=True"
- Testing if the owning UObject for a payload is in a umap can get tricky, because we not only need to check the umap but we also need to check if it is in a "_builddata.uasset" file, which is an additional file we store next to a umap containing things like lightmaps etc.
- At the moment we check for this by finding the outermost object for the given owner and check to see if it is a ULevel, UWorld or UMapBuildDataRegistry. This is a bit of a kludge but the types we need to check against are not accessible by this module and making them accessible will pull in a lot of dependencies that we'd prefer not to add.
-- One improvement might be to tag the FLinkerSave with the info we need and passing that into the serialization process rather than trying to work it out ourselves but I am wary of making that change until we are 100% sure that we want to keep this feature.

### Refactor
- Removed IVirtualizationSystem::IsDisabledForObject and replaced it with ::FilterPayload which can return multiple reasons for preventing a payload from virtualizing. (the method was added during 5.1 development so it should be fine to just replace it without deprecation)
-- The original behaviour for FVirtualizationManager::IsDisabledForObject has been moved to FVirtualizationManager::ShouldVirtualizeAsset
- Added a new header to declare enums/types used by the various parts of the virtualization system and started by moving EPayloadFilterReason there from the package trailer header. This allows both the core API and PackageTrailer to use EPayloadFilterReason without creating overburdened header dependencies.
-- EPayloadFilterReason has moved from the UE namespace to UE::Virtualization so the package trailer code needed updating accordingly.
- EditorBulkData will ask the virtualization system for the base filter reason, then add it's own reasons if UE_ENABLE_VIRTUALIZATION_TOGGLE is enabled. This bit of code will be removed for 5.1

[CL 21283179 by paul chipchase in ue5-main branch]
2022-08-09 07:51:55 -04:00
paul chipchase
135e304463 Add an ini file option which when set to true allows package submissions to source control to go ahead even if the virtualization process failed.
#rb none
#jira UE-159596
#rnx
#preflight 62d94160110da0f944afdd32

### Problem
- When rolling our virtualization to projects we have run into a number of set up problems which has caused users to fail to submit packages from the editor as when the virtualization failed we prevented the overall submit from going through.
- Although we will eventually work through all of these problems and add better fault tolerance for now it is annoying for the content team so we need an easy way for a project to allow package submits to be completed even if the virtualization process part of the submit failed.
- Worth noting that the virtualization process failing should never affect the state of the package files, the only downside is that the packages may not be virtualized.

### Fix
- The virtualization/rehydration of packages now return an enum instead of a bool although at the moment we are only returning Success and Failed, but it will allow us to expand in the future
- Combined the code calling the virtualization process from both the source control window and the source control changelist window into a single utility function.
-- Now the two windows only diverge on how they report failure to the user.

- This new utility function now checks to see if the virtualization manager suggests if failing the virtualization process should block any package submission to source control or not.
- I am not happy with this solution, but I haven't come up with anything that feels right, this solution will at least work.

[CL 21199597 by paul chipchase in ue5-main branch]
2022-07-21 08:31:47 -04:00
Bryan sefcik
b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00
bryan sefcik
9905eb52bb Pass 2 on running IWYU on Core.
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#preflight 62c703bbd13fac04f11da948

[CL 20985655 by bryan sefcik in ue5-main branch]
2022-07-07 12:30:11 -04:00
paul chipchase
0fd3ca3da4 Add a rehydration command to the stand alone virtualization tool, making it easier to reverse the effects of asset virtualization. Unlike previous processes, this one does not require that we load the package and will just manipulate the data storaged in the package trailer.
#rb Sebastian.Nordgren
#rnx
#jira UE-156436
#preflight 62c287f9a3568e30664eb94f

### VA Standalone Tool
- We now plan to add much more functionality to the tool than just virtualizing and submitting changelists, so to make this easier I am moving the tool towards a design where it should be fairly easy to add new functionality.
- Added FCommand, which is a base class for adding new functionality, simple derive from FCommand and hook it up at the appropriate locations.
-- In the future it should be possible for new command types to automatically register themselves to be initiated from the command line. There should be no need to edit UnrealVirtualizationToolApp to add a new command but this will be done as an additional work item.
-- At the moment FCommand comes with a number of utility methods to call that cover some common source control commands.
-- The original functionality has not yet been moved to the command system and so the code is a little bit weird at the moment. Updating older code to the new system will be done as an additional work item.
- FProject/FPlugin have been moved to their own code files.

### Rehydrate Command
- The rehydrate command will take a number of packages, check them out of source control and then attempt to virtualize them.
- At the moment the chekout logic is fairly basic, we just check out every package supplied, we don't check if the package is virtualized or not yet. This can be improved in additional work items. Ideally by the end of command the only packages that we have checked out should also be rehydrated.
- At the moment the command can either take a path of a specific package, a path of a directory to find packages in, or a changelist containing packages that should be rehydrated.
- A cleint spec (workspace) can optionally be provided, but if not supplied we will attempt to find a client spec for which to check out the packages.
- Currently we will check out the packages to the default change list.

### Rehydrate process
- Added the rehydration process in it's own code files in the virtualization module. Like the virtualization process this is exposed in a public header file and no via the Core interface which means it is very specific to our module/implementation.
- The process expects that the caller will have checked out any required packages from source control. It will treat being unable to update a package file as an error.
- Added PackageUtils.h/.cpp and moved some of the generic code from the virtualization process code there so that it can be shared by the rehydration process.

### Misc
Moving away from the using things like FPackagePath as that requires that the correct mount points have been registered for a project and at the moment (with the flakiness of FConfig*) it seems that the best idea would be to prefer absolute file paths where possible.

[CL 20982284 by paul chipchase in ue5-main branch]
2022-07-07 06:54:33 -04:00
bryan sefcik
62489fe2b3 Ran a pass of IWYU on Core.
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.

#rb Devin Doucette and Marc Audy
#preflight 62c62086756222ced497ff95
#preflight 62c626d12f2d04691814d331
#preflight 62c630107e606620fdd64e31
#preflight 62c635c6756222ced49a13cf

[CL 20979027 by bryan sefcik in ue5-main branch]
2022-07-06 21:44:18 -04:00
paul chipchase
d5ab533c7f The virtualization system stats are now only printed to the log when the cook commandlet has finished, rather than every time an editor process exits.
#rb Per.Larsson
#rnx
#preflight 62ab3b4a634e82e5d145f5a3

- Dumping of stats to the log file is now something that can be invoked via the IVirtualizationSystem api, so anything can call it, if desired.
- Removed the OnExit callback from the virtualization manager, we no longer print the stats to the log file on exit, but instead print them on demand.
- Add a call at the end of the cooking commandlet to dump the virtualization stats so that they appear around the same part of the log file as the cooking stats.
- Changed the verbosity from 'log' to 'display' so that we can see the stats more easily in horde.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20699898 via CL 20699907 via CL 20699911
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)

[CL 20700183 by paul chipchase in ue5-main branch]
2022-06-17 04:02:32 -04:00
paul chipchase
ccaea76256 Rename FPayloadStatus to EPayloadStatus to comply with the coding standards.
#rb Per.Larsson
#rnx
#preflight 62a9bff813004691f9830b8d

- I think when I was first adding it, the type was originally a struct but was changed to an enum before it was submitted, however I failed to update the name.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20668490 via CL 20668521 via CL 20668532
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20669764 by paul chipchase in ue5-main branch]
2022-06-15 10:37:52 -04:00
paul chipchase
f85fad88ff It is now possible to disable virtualization for all payloads owned by a specific asset type by adding the name of the asset to [Core.ContentVirtualization]DisabledAsset string array in the engine ini file.
#rb Per.Larsson
#rnx
#jira UE-151377
#preflight 628364050039ea57a52d6989

### Virtualization
- [Core.ContentVirtualization] in the engine ini file now supports an array called 'DisabledAsset' which can be used to name asset types that should not virtualize their payloads.
-- By default (in BaseEngine.ini) we have disabled the StaticMesh asset as we know it will crash if a payload is missing and the SoundWave asset as it still is pending testing.
- This new way to disable virtualization is data driven. The older hard coded method has not been removed but will likely be reworked in a future submit.
- Now when an editor bulkdata is adding it's payload to the package trailer builder during package save it will poll the virtualization system with a call to the new method ::IsDisabledForObject by passing in it's owner.
-- If the owner is valid and was present in the 'DisabledAsset' array then the method will return true and the EPayloadFlags::DisableVirtualization flag will be applied.

### Package Trailer
- The pre-existing functionality of enum EPayloadFilter has been moved to a new enum EPayloadStorageType as will only filter payloads based on their storage type.
- EPayloadFilter has been modified to filter payloads based on functionality although at the moment the only thing it can filter for is to return payloads that can be virtualized, it is left for future expansion.
- EPayloadFlags has been reduced to a uint16 with the remaining 2bytes being turned into a new member EPayloadFilterReason.
- This new member allows us to record the exact reason why a payload is excluded from virtualization. If it is zero then the payload can virtualize, otherwise it will contain one or more reasons as to why it is being excluded. For this reason the enum is a bitfield.
- Added overloads of ::GetPayloads and ::GetNumPayloads that take EPayloadFilter rather than a EPayloadStorageType
- Added wrappers around all AccessMode types for FLookupTableEntry.
- FPackageTrailerBuilder has been extended to take a EPayloadFilterReason so that the caller can already provide a reason why the payload cannot be virtualized.
-- As a future peace of work this will probably be changed and we will ask the caller to pass in the owner UObject pointer instead and then we will process the filtering when building the package trailer to a) keep all of the filtering code in one place b) keep the filtering consistent

### PackageSubmissionChecks
- The virtualization process in  will now request the payloads that can be virtualized from the package trailer, which respects the new payload flag, rather than requesting all locally stored payloads.

### UObjects
- There is no need for the SoundWave or MeshDescription classes to opt out of virtualization on construction. This will be done when the package is saved and is now data driven rather than being hardcoded.

### DumpPackagePayloadInfo
- The command has been updated to also display the filter reasons applied to each payload

[CL 20240971 by paul chipchase in ue5-main branch]
2022-05-17 07:54:28 -04:00
paul chipchase
2e03df01a5 When virtualizing payloads we now load the payloads from disk on demand rather than all at once. This allows us to avoid memory spikes when virtualizing large amounts of data.
#rb Per.Larsson
#rnx
#jira UE-151000
#preflight 627271c83b2ed6f85363f53a

- In the old code when submitting packages for virtualization we would load all local payloads into memory then pass them to the virtualization system to be pushed to persistent storage. This works fine for an average users submits but when resaving large projects we can have submits with thousands of packages containing gigabytes of payloads.
- FPushRequest has been changed to accept either a payload directly (in the form of FCompressedBuffer) or accept a reference to a IPayloadProvider which will return the payload when asked.
- Most of the existing backends make no use of the batched pushing feature and only push one payload at a time. The default implementation of this will be to ask each request one at a time for the payload and then pass it to the backend for a single push. If the IPayloadProvider is being used we will therefor only ever have one payload loaded at a time avoiding memory spikes.
- The source control backend currently does implement the batched pushing feature. This backend writes each payload to disk before submitting them to perforce, so all we have to do is make sure that request one payload, write it to disk, then discard the payload to avoid memory spikes.
- This change required that FPushRequest make it's members private and provide accessors to them, as the caller shouldn't need to care if the payload is loaded or comes via the provider.
- NOTE that this implementation is less efficient if we have packages containing many different payloads as we will end up opening the package, parsing the trailer then load a payload many times over, where as the original code would load all payloads from the file in one go. In practice, given the overhead of the source control backend this didn't make a huge difference and is probably not worth the effort to optimize at this point.

[CL 20040609 by paul chipchase in ue5-main branch]
2022-05-04 08:58:50 -04:00
paul chipchase
97fbde0880 Expose the package submission checks we run when submitting changelists from within the editor so that other systems can specifically invoke it in addition to running it when ever a source control module callback is invoked.
#rb PJ.Kack
#rnx
#preflight 623ae40e7b69b01ec15da75c
#robomerge FNNC

- We need to expose the code that checks a set of packages for non virtualized payloads and virtualizes them so that the stand alone submission tool can access it.
- Currently I am adding this to the IVirtualizationSystem interface to avoid adding additional interface, but we might want to consider moving this some day as it is not a great fit with the rest of the interface.

[CL 19479757 by paul chipchase in ue5-main branch]
2022-03-23 11:14:47 -04:00
paul chipchase
52d01bd36f The virtualization system may now take the project name as a parameter when it is initialized rather than trying to find it itself.
#rb PJ.Kack
#rnx
#preflight 62276138671c913c0515c3b4

- To make it easier to extend the number of parameters when initializing the virtualization system, the function has been changed to accept a single struct, FInitParams, which will contains all potential parameters.
- Calling the version of UE::Virtualization::Initialize without any parameters will fallback to using the default values.
- The virtualization manager now passes the provided project name onto each backend that it creates.
- The source control backend now stored the provided project name and uses that when creating the submit description for new payloads rather than polling FApp for the current project name.
-- This is required for the stand alone virtualization application which will not have a specific project set.

[CL 19303638 by paul chipchase in ue5-main branch]
2022-03-08 11:22:45 -05:00
paul chipchase
2c0558bb51 Allow a specific config file to be passed to the virtualization system when it is being created to parse settings from.
#rb PJ.Kack
#rnx
#preflight 6225cf4cb57e715222ca15aa

- IVirtualizationSystem now has a new ::Initialize method which is called after it is first created. This allows the system to return a proper error when setting up which was not possible when the set up code ran in the constructor.
- The method also takes a FConfigFile reference which should be used when parsing settings from the config file system.
-- The config file being passed to this method, is either the optional config file provided when calling UE::Virtualization::Initialize, or (if that was not set) we find the GEngineIni config file from the global cache to use.
- This should ensure that the entire virtualization system is now loading the settings from the same set of config files where as before the code was a bit inconsistent (loading it in place, using the GConfig global, or trying to find the file from the global cache)
- If the system fails to create we now log if the problem was that we could not find a valid factory for the given system (meaning the module the system lives in was not yet loaded) or if the initialization phase failed.
- FVirtualizationManager now passes a single FConfigFile into all of it's methods that are parsing settings from it.

[CL 19283763 by paul chipchase in ue5-main branch]
2022-03-07 05:42:57 -05:00
paul chipchase
f3acc2c6b7 Add a method to the virtualization system to allow it to be shutdown manually.
#rb trivial
#rnx
#preflight 6225cab4e543538b3e23bfca

[CL 19283578 by paul chipchase in ue5-main branch]
2022-03-07 04:21:55 -05:00
paul chipchase
20aae9774f Reworked IVirtualizationSystem::DoPayloadsExist to be clearer about how it works.
#rb Per.Larsson
#rnx
#preflight 61fabeb8ad2ae6c3b763a2b9

- Renamed to ::QueryPayloadStatuses since the output data is in the form of an array of FPayloadStatus
- The method now returns EQueryResult rather than bool, which has 'Success' as value 0, all other values indicate an error.
-- This can be expanded in the future if we start to provide more info from backends as to what actually failed.
- FPayloadStatus has been cleaned up so that 'Partial' is not 'FoundPartial' to give a better indication that the payload was found in at least one storage backend, but not all of them.

[CL 18861036 by paul chipchase in ue5-main branch]
2022-02-04 02:41:37 -05:00
paul chipchase
05d81ee7f3 EditorBulkData and the virtualization system now use FIoHash directly and FPayloadId is removed
#rb Per.Larsson, Devin.Doucette
#jira UE-133497
#rnx
#preflight 61f835491c5ac5523462810a

- A lot of files have been touched but most of this is changing FPayload::IsValid to !FIoHash::IsZero, the main changes are in EditorBulkData/EditorBulkDataTests
- The only difference between FPayloadId and FIoHash is that the former considered the hash of an invalid or empty buffer to be 'invalid' too where as FIoHash would return a valid hash
-- To keep behaviour the same, we only hash payloads in EditorBulkData using a utility method ::HashBuffer which will not hash empty or invalid payloads and return a default FIoHash instead.
-- Unit tests have been extended to prove that the behaviour has not changed.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18806362 in //UE5/Release-5.0/... via CL 18808527 via CL 18821790
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18822154 by paul chipchase in ue5-main branch]
2022-02-02 02:21:24 -05:00
paul chipchase
899b9fb9c9 Restore asset virtualization filtering by package path options.
#rb PJ.Kack
#rnx
#jira UE-136758
#preflight 61f3e3626b5aea38e5b4cab7

- Package filtering was disabled when the api was changed to take batches of payloads to push to the backend as the context per payload had to be changed to a raw FString rather than FPackagePath.
- We now convert each context to a FPackagePath and if it is valid test against filtering, if it is not valid we assume that the payload did not come from a package.
- Still tempted to move filtering out of virtualization manager entirely and move it to PackageSubmissionChecks, but that can always be done at a later date.
- Retested the filtering system, plus the ability to add filters to the config files for GameFeature plugins.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18776038 in //UE5/Release-5.0/... via CL 18777356 via CL 18777639
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18777650 by paul chipchase in ue5-main branch]
2022-01-28 15:29:01 -05:00
paul chipchase
eef8bafac9 Fix the virtualization config option 'EnablePushToBackend' to no longer produce submission errors when disabled.
#rb PJ.Kack
#rnx
#jira UE-140366
#preflight 61f2a6f752396dbfeeede332

- Add a way to poll the virtualization system to see if pushing to a backend storage type is possible or not.
- If we cannot push to persistent backend storage when submitting packages to source control we just log in verbose mode and return rather than giving an error. Submitting a non-virtualized package is no longer the problem it once was.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18769119 in //UE5/Release-5.0/... via CL 18769125 via CL 18769151
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18769154 by paul chipchase in ue5-main branch]
2022-01-28 03:48:55 -05:00
paul chipchase
684f2ed5b4 Re-enable FPayloadId tests and change the filter to EAutomationTestFlags::EngineFilter to prevent them running on every start up.
#rb trivial
#rnx
#preflight

- When FPayloadId::ToString was switched to LexToString we changed from outputting an empty string for invalid ids to an id that is all zeros. However the stringbuilder path was not updated to do the same and so the tests failed.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18752188 in //UE5/Release-5.0/... via CL 18752212 via CL 18752288
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18752291 by paul chipchase in ue5-main branch]
2022-01-27 07:09:25 -05:00
paul chipchase
0d4d469bbd Add LexToString to FPayloadId and change existing use of ToString to use it.
#rb Per.Larsson
#rnx
#jira UE-133497
#preflight 61f259a3706ac5ea0cf2ee3e

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18751491 in //UE5/Release-5.0/... via CL 18751500 via CL 18751554
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751559 by paul chipchase in ue5-main branch]
2022-01-27 04:20:46 -05:00
paul chipchase
21530c814b Packages submitted from the editor together will now virtualize their payloads in a single batch rather than one at a time.
#rb PJ.Kack
#jira UE-136126
#rnx
#preflight

### VirtualizationSystem
- Added a new overload for Push to VirtualizationSystem that takes an array of FPushRequest, which is a new structure representing a single payload request.
- Filtering by package name is currently disabled, this is because the API has been forced into changing and passing the package name in via a FString rather than FPackagePath which means we would need to be more careful. This will be done in a future submit.
- The backend interface has been extended to also have a batch version of PushData, by default this will attempt to submit each request one at a time so payloads don't have to try and implement a batched version if there is no need.
- The context being passed with a payload when being pushed has been changed from FPackagePath to FString due to include order issues, as the FPackagePath lives in CoreUObject and the API for virtualization lives in Core. Additionally in the future the payloads might not be owned by a package (there is nothing specifically enforcing this) so the context being a string makes more sense.
- NOTE: Due to the context change we currently no longer support the filtering feature, which allows for payloads belonging to packages under specific directories to be excluded from virtualization. This is something that will be solved in a future submit.

### SourceControlBackend

- Now that we can submit multiple payloads in the same submit, the CL description has been changed slightly. We will now print a list of payload identifiers -> the package trying to submit that payload. This will only tell the users which package originally caused the payload to submit. If a user submits a new package at a later date that contains the same payload we will not be updating the description.

### PackageSubmissionChecks
- Converted the submission process to use the new batch push operation in VirtualizationSystem.
-- This means that we do a single push and then have to update the package trailers to convert the now pushed payloads from local to virtualized.
- Added new define UE_PRECHECK_PAYLOAD_STATUS that makes it easy to toggle off the checks to see which payloads need to be submitted to the persistent backend.  This is useful to test if it actually helps speed up the overall operations or if it is faster to just perform the batch push operations on all payloads and check the return values.
-- The hope is that over time the submission processes will become fast enough that we can remove the precheck.
- Fixed up logging to not always assume more than one package or payload.

### General Notes
- Errors and logging is now a bit more vague as we often not just report that X payloads failed etc rather than specific payload identifiers. This probably doesn't affect the user too much since those identifiers as fairly meaningless to them anyway.
- The source control submission could be further optimized by first checking the status of the files in thge depot and only then creating/switching workspace etc.
- As currently written, we need to load all of the payloads into memory, then the backends will do what they need (in the case of source control this results in the payloads being written to disk then submitted) which could create quite a large memory spike when submitting a large number of packages.
-- One solution would be to change the batch push API to take a "payload provider" interface and have the payloads requested as needed rather than passing in the FCompressedBuffer directly. This would let us immediately write the payload to disk for submission then discard it from memory, preventing larger spikes. Although it could cause overhead if there are multiple backends being submitted to. Internally we are unlikely to have more than one backend per storage solution so maybe we should just make it a config option?

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18403735 in //UE5/Release-5.0/... via CL 18403737
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18403738 by paul chipchase in ue5-release-engine-test branch]
2021-12-08 02:19:42 -05:00