FPakPlatformFile::ForeachPackageInIostoreWhile: Update usage of IterateDirectoryIndex, and use overload of TryConvertFilenameToLongPackageName using string views and builders to avoid allocations
#rb elias.lozadabenavent
#rb anton.dunchev
[CL 28282945 by nick edwards in ue5-main branch]
- Can be disabled with CVarAllowForceMonolithicShaderLibrary.
- FGameFeaturePreMountingContext can disable shader library loading in cases where we may want to control it externally.
- Install bundle manager now tracks if a bundle contains chunks
- GetPakchunkIndexFromPakFile now uses string views and string builders instead of temporary strings
- GetPakchunkIndexFromPakFile is no longer duplicated in IPlatformFilePak
- FPakPlatformFile::HandleMountPakDelegate no longer does a linear search to find the just mounted pak file
[REVIEW] [at]Dave.Belanger [at]Thomas.Ross [at]Bob.Tellez
[CL 28049947 by justin marcus in ue5-main branch]
Acquire list of pak files and then release pak-list lock.
Only release if we can acquire the reader lock without waiting.
#rb none
[CL 26864080 by robert millar in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
Adding some Pak initialization and deinitialization logging to track down a horde only ensure.
#rb: trivial
[CL 25795014 by eric knapik in ue5-main branch]
I've reviewed all code using async requests and we had multiple places incorrectly handling the stat: some placed failed to decrease the counter, while others would decrease it when they shouldn't. The main cause was the fact that when we create an async request and pass nullptr as the target memory, the request allocates the memory itself and increases the STAT_AsyncFileMemory. However, when we call GetReadResults() on such requests, the responsibility is on the caller to balance the calls and decrease the stat, which is not very obvious and leads to the mentioned bugs. On top of that, when we call GetReadResults() we may not have the knowledge as to whether the returned memory was allocated by the request or not (which may affect whether we should touch the stat at all).
Resolved by adding IAsyncReadRequest::ReleaseMemoryOwnershipImpl member, which may be used by request implementations to do the proper clean up (balance the stat). This way requests take the full responsibility for their changes and users of the requests don't need to know their implementation details.
#preflight none
#rb Patrick.Laflamme
#jira UE-185064
[CL 25664733 by Wojciech Krywult in ue5-main branch]
First reset the GIoDispatcher pointer.
Then stop the IoDispatcher thread and wait for all pending requests to finish.
Then shutdown the backends.
Then destroy the IoDispatcher itself.
#rb per.larsson
#rnx
#preflight 644bbbe91c2846595c308b2a
[CL 25298458 by pj kack in ue5-main branch]