Commit Graph

2 Commits

Author SHA1 Message Date
paul chipchase
5c51f3f814 Improve error handling and logging in the file and jupiter Mirage backends.
#rb Per.Larsson
#rnx
#preflight 60f9212d1f926d0001d41223

* VirtualizationJupiterBackend
- When pulling a payload we should assume that a 400 error response when trying to GET the payload header means that the payload is not in Jupiter.
-- Not being able to find the payload should not log an error, instead we can make a note of it in the verbose log (similar to the file system backend)

* VirtualizationFileBackend
- Moved the formatting of system errors to it's own function.
- Log the system error when failing to write a payload during a push as well as a pull.
- We now check that the FileArchive wrote correctly to disk and delete the output file and fail the push if it did not.
-- A future piece of work will change the logic to write to a tmp file at the root of the file store and them move the file to the final location to cut down on the potential of leaving corrupted files around (similar to the process when we save packages)

* Perforce
- The FDownloadFile command now takes an optional parameter EVerbosity that can allow the caller to choose the level of logging output that the command will generate.
- The source control backend for Mirage now opts to supress the logging of the full perforce command when we are pulling payloads as we can generate many hundreds or thousands of requests and the info is not useful to users.
-- We continue to log the command when validating the depot as this is the most likely command to fail so having the info in the log may prove useful.

#ROBOMERGE-SOURCE: CL 16921815 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16921818 by paul chipchase in ue5-release-engine-test branch]
2021-07-22 05:45:28 -04:00
paul chipchase
b587f92b64 Add support for downloading a file from source control directly without actually checking it out (ie p4 print) and add additional support so that the command can be called from a background thread.
- Only implemented for perforce source control at the moment.
- The source control operation FDownload file can be used just like any other command via ::Execute BUT it will also work with the new method ::TryToDownloadFileFromBackgroundThread which unlike ::Execute can be called from a background thread.

#rb Sebastien.Lussier
#rnx

* PerforceConnection
- Extend ::RunCommand to take an optional FSharedBuffer reference which can be used to return text/binary data downloaded as part of a perforce command
-- Ideally we would replace all of the out parameters with a single struct but that level of refactor would be better suited to its own submit.
- Removed the bool parameter for FP4ClientUser and replaced it with a set of flags instead
- Added a flag to allow FP4ClientUser to store data, either in binary or text format from a perforce command. Although in general this will be the result of a p4 print command.

* PerforceSourceControlCommand
- No longer assert if the command is not on the game thread if the operation indicates that it is safe to run on a background thread.

* PerforceSourceControlModule
- Register the 'DownloadFile' worker

* PerforceSourceControlOperations
- Add FPerforceDownloadFileWorker

* PerforceSourceControlProvider
- Adding implementation for ::TryToDownloadFileFromBackgroundThread.
-- This method is thread safe compared to the normal ::Execute call due to:
-- 1) This method does not accept any callbacks as the most common use of callbacks with ::Execute is to update the UI.
-- 2) This method does not add the command to any of the internal queues nor rely on Tick to process the command.
-- 3) The worker is invoked directly from the calling thread rather than as a background task.
--4) This method does not allow commands that modify the cached states as this would be very difficult to manage without rewriting how all commands are processed to make sure that they are only run one at a time and the results processed in order. NOTE that async commands can be issued from the game thread and can in theory be run in any order on the p4 server depending on how the background task processing works out with no certainty as to the order the results will be processed in. It is unlikely that we will process results out of order but not impossible, but this is a pre-exisiting issue with the current API, extending it to be fully multithreaded will just make it worse.
-- Note that we do not explicity check if the command supports being called from a background thread, as creating the command will check that anyway.
- Calling ::OutputCommandMessages is now thread safe. When called from the game thread it will issue it's output via FMessageLog as before but when called from a background thread we will use the UE_LOG macros instead. Marshalling all output in the same way is something we will need to solve when/if we make the entire API thread safe.

* PerforceControlSettings
- Improve thread safety when calling ::GetConnectionInfo
- If the password is stored in the UI then this is not thread safe but that feature is hidden at the moment due to being unsecure. I am unsure if we want to move the password to be stored in a member variable that can be accessed from any thread and only updated via the UI or not.

* SourceControlOperations
- Add new FDownloadFile operation.
- This can either download the file(s) to FSharedBuffers which can be accessed by calling ::GetFileData OR directly to a directory on disk if the target directory is supplied as part of the constructor.

* ISourceControlOperation
- Add a new base method CanBeCalledFromBackgroundThreads (false by default) which can be overriden by derived classes and return true to indicate that the operation can be run from a background thread. This is intended for use by FDownloadFile with the perforce source control provider in lieu and making the API fully thread safe.
#preflight 60a2290322cce000014243ae

#ROBOMERGE-SOURCE: CL 16346666 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16346668 by paul chipchase in ue5-release-engine-test branch]
2021-05-17 05:07:23 -04:00