Companion PR in zen: https://github.com/EpicGames/zen/pull/184
#rb stefan.boberg
#preflight 6368ce57d0174259cc1e7b7a
[CL 23009037 by dan engelbrecht in ue5-main branch]
See https://github.com/EpicGames/zen/pull/180 for Zen side change.
#rb stefan.boberg zousar.shaker
#preflight 6347c2568a0a7b2adcbe4d71
[CL 22505182 by dan engelbrecht in ue5-main branch]
This will allow UE to talk to both old and new zen servers as we move to use the new package wire format in Zen responses.
#rb devin.doucette
#preflight 6334bf81691c0168b71bc0a9
[CL 22233160 by dan engelbrecht in ue5-main branch]
- FHttpSharedData is now IHttpConnectionPool. It is a connection pool of configurable size.
- FHttpRequestPool is now IHttpClient. It is a request pool of configurable size and the point at which most behaviors are configured.
- FHttpRequest is now split into IHttpRequest and IHttpResponse. This separation allows requests to be released back to the client for reuse while the response is still being processed.
- FScopedHttpPoolRequestPtr is now THttpUniquePtr. It is used uniformly with the pool, client, request, and response.
- The response body is now handled by IHttpReceiver, with a basic FHttpByteArrayReceiver provided to capture the whole body into an array.
- The response now includes stats about how much time was spent on various parts of the request, as well as how much data was sent and received and at what rate.
- The response supports cancellation at any point before it is complete, and IHttpResponseMonitor is provided to support thread-safe cancellation and waiting without requiring locks around the unique owner of the response.
- The response will be canceled automatically when destroyed through its THttpUniquePtr.
- The client does not directly support blocking on request creation. Blocking creation of requests is now provided by FHttpRequestQueue.
- The HTTP thread now relies on curl_multi_poll, available in newer libcurl versions, to allow immediate waking when a handle needs to be added or removed.
#preflight 62d580dd2e3e5993c3b678dd
#rb Zousar.Shaker
[CL 21149626 by Devin Doucette in ue5-main branch]
This change requires a fix (in progress) to EditorDomain to avoid a deadlock.
#rb devin.doucette
#fyi stefan.boberg
#preflight 62a3619670680d6143dc5425
[CL 20598472 by Zousar Shaker in ue5-main branch]
Switch Zen cache store to use the HTTP request codepath in the Jupiter cache store while taking some of the improvements that had been made when that code was branched off to make the Zen HTTP codepath. This is a precursor for getting Zen cache store using non-blocking operations like Jupiter cache store - this has started to be stubbed in with the EnqueueAsyncRpc methods that are stubbed in but not used from the Zen cache store. Eventually I'd like this HTTP code to move out of the DerivedDataCache module and be usable elsewhere and supplant the HTTP code currently in the Zen module, but this will require some decisions about whether IRequestOwner should move out of the DerivedDataCache module or not.
Tested Zen operation using ShooterGame editor.
Tested Jupiter operation using CitySample editor (empty local cache).
#rb devin.doucette
#fyi stefan.boberg
#preflight 62953e65401169f78c57c298
#preflight 629642a1be0ae0b33a46d012
[CL 20438549 by Zousar Shaker in ue5-main branch]
Added Zen Server Stats to Analytics
#rb zousar.shaker, devin.doucette
#jira none
#preflight 6295d84bd57da28cc8ee9eab
[CL 20434901 by mark lintott in ue5-main branch]
#fyi Zousar.Shaker
Original CL Desc
-----------------------------------------------------------------
Switch Zen cache store to use the HTTP request codepath in the Jupiter cache store while taking some of the improvements that had been made when that code was branched off to make the Zen HTTP codepath. This is a precursor for getting Zen cache store using non-blocking operations like Jupiter cache store - this has started to be stubbed in with the EnqueueAsyncRpc methods that are stubbed in but not used from the Zen cache store. Eventually I'd like this HTTP code to move out of the DerivedDataCache module and be usable elsewhere and supplant the HTTP code currently in the Zen module, but this will require some decisions about whether IRequestOwner should move out of the DerivedDataCache module or not.
Tested Zen operation using ShooterGame editor.
Tested Jupiter operation using CitySample editor (empty local cache).
#rb devin.doucette
#fyi stefan.boberg
#preflight 62953e65401169f78c57c298
[CL 20433363 by Zousar Shaker in ue5-main branch]
Tested Zen operation using ShooterGame editor.
Tested Jupiter operation using CitySample editor (empty local cache).
#rb devin.doucette
#fyi stefan.boberg
#preflight 62953e65401169f78c57c298
[CL 20433163 by Zousar Shaker in ue5-main branch]
Current Zen server implementations ignore this field so no functional change until new Zen server with namespace support are deploy/integrated into p4
#preflight 628674f79016c6dd898a6616
[CL 20287017 by dan engelbrecht in ue5-main branch]
In the examples below, <Node> is the name of a node in the cache store graph, or All to apply to every node.
-DDC-<Node>-MissTypes=StaticMesh+Texture will simulate a miss on every access to to static mesh and texture keys.
-DDC-<Node>-MissTypes=StaticMesh@12.5+Texture will simulate misses on 12.5% of accesses to static mesh keys and every access to texture keys.
-DDC-<Node>-MissRate=5 -DDC-<Node>-MissTypes=Texture will simulate misses on every access to texture keys and 5% of other keys.
-DDC-<Node>-MissRate=5 will simulate misses on 5% of keys.
-DDC-<Node>-MissSalt=PositiveInt32 will set the salt used to match keys to simulate misses on. A key always has the same simulated miss behavior with the same salt.
#preflight 6244d102b33098a72dc136df
#rb Zousar.Shaker
[CL 19572200 by Devin Doucette in ue5-main branch]
- Validate and shorten legacy keys lazily.
- Change to ValueOnly mode for PakFile and Zen.
#preflight 623235998a6037989395baf2
#rb Zousar.Shaker
#rnx
[CL 19410386 by Devin Doucette in ue5-main branch]