// Copyright Epic Games, Inc. All Rights Reserved. #include "DerivedDataBuildJob.h" #include "Algo/Find.h" #include "Compression/CompressedBuffer.h" #include "DerivedDataBuild.h" #include "DerivedDataBuildAction.h" #include "DerivedDataBuildDefinition.h" #include "DerivedDataBuildFunction.h" #include "DerivedDataBuildFunctionRegistry.h" #include "DerivedDataBuildInputResolver.h" #include "DerivedDataBuildInputs.h" #include "DerivedDataBuildJobContext.h" #include "DerivedDataBuildKey.h" #include "DerivedDataBuildOutput.h" #include "DerivedDataBuildPolicy.h" #include "DerivedDataBuildPrivate.h" #include "DerivedDataBuildScheduler.h" #include "DerivedDataBuildWorker.h" #include "DerivedDataBuildWorkerRegistry.h" #include "DerivedDataCache.h" #include "DerivedDataCacheRecord.h" #include "DerivedDataPayload.h" #include "HAL/CriticalSection.h" #include "HAL/Event.h" #include "HAL/FileManager.h" #include "HAL/PlatformProcess.h" #include "HAL/PlatformMath.h" #include "Misc/CommandLine.h" #include "Misc/Guid.h" #include "Misc/Parse.h" #include "Misc/Paths.h" #include "Misc/PathViews.h" #include "Misc/ScopeExit.h" #include "Misc/ScopeRWLock.h" #include "Misc/StringBuilder.h" #include "ProfilingDebugging/CpuProfilerTrace.h" #include "Serialization/CompactBinary.h" #include "Serialization/CompactBinaryWriter.h" #include "String/ParseTokens.h" #include "Templates/Function.h" #include "Templates/RefCounting.h" #include namespace UE::DerivedData::Private { /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** A build job proceeds through these states in order and may skip states. */ enum class EBuildJobState : uint32 { /** A new job that has not been scheduled. */ NotStarted, /** Resolve the key to a definition. */ ResolveKey, /** Wait for the input resolver to resolve the key. */ ResolveKeyWait, /** Resolve each input to its raw hash and raw size. */ ResolveInputMeta, /** Wait for the input resolver to resolve the metadata. */ ResolveInputMetaWait, /** Query the cache for the action. */ CacheQuery, /** Wait for the cache query to finish. */ CacheQueryWait, /** Try to execute remotely without loading additional inputs. */ ExecuteRemote, /** Wait for the remote execution request to finish. */ ExecuteRemoteWait, /** Resolve each input that was missing from remote execution. */ ResolveRemoteInputData, /** Wait for the input resolver to resolve the data. */ ResolveRemoteInputDataWait, /** Try to execute remotely after resolving missing inputs. */ ExecuteRemoteRetry, /** Wait for the remote execution request to finish. */ ExecuteRemoteRetryWait, /** Resolve each input that is not yet resolved. */ ResolveInputData, /** Wait for the input resolver to resolve the data. */ ResolveInputDataWait, /** Execute the function locally to build the output. */ ExecuteLocal, /** Wait for the async function to finish executing locally. */ ExecuteLocalWait, /** Store the output in the cache. */ CacheStore, /** Wait for the cache store to finish. */ CacheStoreWait, /** Complete. */ Complete, }; class FBuildJob final : public IBuildJob { public: /** Resolve the key to a definition, then build like the definition constructor. */ FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildKey& Key); /** Resolve the definition to an action, then build like the action constructor. */ FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildDefinition& Definition); /** Query the cache, attempt remote execution, resolve inputs, fall back to local execution, store to the cache. */ FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildAction& Action, const FOptionalBuildInputs& Inputs); /** Destroy the job, which must be complete or not started. */ ~FBuildJob(); // IBuildJob Interface inline FStringView GetName() const final { return Name; } inline FStringView GetFunction() const final { return FunctionName; } inline EBuildPolicy GetPolicy() const final { return BuildPolicy; } inline EPriority GetPriority() const final { return Priority; } inline ICache& GetCache() const final { return Cache; } inline IBuild& GetBuild() const final { return BuildSystem; } void Start(IBuildScheduler& Scheduler, EBuildPolicy Policy, EPriority Priority, FOnBuildJobComplete&& OnComplete) final; void Schedule() final; // IRequest Interface void SetPriority(EPriority Priority) final; void Cancel() final; void Wait() final; bool Poll() final; void AddRef() const final; void Release() const final; private: void BeginJob(); void EndJob(); void CreateContext(); void EnterCacheQuery(); void EnterCacheStore(); void EnterResolveKey(); void EnterResolveInputMeta(); void EnterResolveInputData(); void EnterExecuteRemote(); void EnterExecuteLocal(); void BeginCacheQuery(); void BeginCacheStore(); void BeginResolveKey(); void BeginResolveInputMeta(); void BeginResolveInputData(); void BeginExecuteRemote(); void BeginExecuteLocal(); void EndCacheQuery(FCacheGetCompleteParams&& Params); void EndCacheStore(FCachePutCompleteParams&& Params); void EndResolveKey(FBuildKeyResolvedParams&& Params); void EndResolveInputMeta(FBuildInputMetaResolvedParams&& Params); void EndResolveInputData(FBuildInputDataResolvedParams&& Params); void EndExecuteRemote(FBuildWorkerActionCompleteParams&& Params); void EndExecuteLocal(); void SkipExecuteRemote() final; void CreateAction(TConstArrayView InputMeta); void SetDefinition(FBuildDefinition&& Definition); void SetAction(FBuildAction&& Action); void SetInputs(FBuildInputs&& Inputs); void SetOutput(const FBuildOutput& Output) final; void SetOutputNoCheck(FBuildOutput&& Output); /** Terminate the job and send the error to the output complete callback. */ void CompleteWithError(FStringView Error); /** Start execution of an async operation that is managed by a request. */ void ExecuteAsync(TFunctionRef Operation); /** Advance to the new state, dispatching to the scheduler and invoking callbacks as appropriate. */ void AdvanceToState(EBuildJobState NewState); /** Execute a transition from the old state to the new state. */ void ExecuteTransition(EBuildJobState OldState, EBuildJobState NewState); /** Execute the new state. */ void ExecuteState(EBuildJobState NewState); /** Exports the action and inputs for this build to disk. */ void ExportBuild() const; /** Determine whether the action and inputs for this build should be exported to disk. */ bool ShouldExportBuild() const; /** Parse the types to export from the command line. Sorted by FNameFastLess. */ static TArray ParseExportBuildTypes(bool& bOutExportAll); private: FString Name; FString FunctionName{TEXT("Unknown")}; /** Active state for the job. Always moves through states in order. */ EBuildJobState State{EBuildJobState::NotStarted}; /** Next state for the job. Used to handle re-entrant calls to AdvanceToState. */ EBuildJobState NextState{EBuildJobState::NotStarted}; EBuildPolicy BuildPolicy{}; EPriority Priority{}; /** True if the build was canceled before it was complete. */ bool bIsCanceled{}; /** True if the build was retrieved from or stored to the cache. */ bool bIsCached{}; /** True if AdvanceToState is executing. */ bool bInAdvanceToState{}; /** True if remote execution was attempted, whether or not it failed. */ bool bTriedRemoteExecution{}; /** True if the build action and inputs are being exported. */ bool bIsExportingBuild{}; mutable std::atomic ReferenceCount{0}; /** Available in [ResolveKey, Complete] for jobs created from a key or definition. */ FBuildKey DefinitionKey; /** Available in [ResolveAction, ExecuteLocal) for jobs created from a key or definition. */ FOptionalBuildDefinition Definition; /** Available in [CacheQuery, CacheStore). */ FOptionalBuildAction Action; /** Available in [ExecuteLocal, CacheStore) for jobs with non-constant inputs. */ FOptionalBuildInputs Inputs; /** Available in [CacheStore, Complete). */ FOptionalBuildOutput Output; /** Available in [NotStarted, CacheStore). */ FBuildOutputBuilder OutputBuilder; /** Available in [CacheQuery, CacheStoreWait). Context used by IBuildFunction. */ TRefCountPtr Context; FBuildSchedulerParams SchedulerParams; /** Lock to synchronize writes to State, NextState, bIsCanceled, Event, WaitRequest, Scheduler. */ FRWLock Lock; /** Event used by and created by Wait(). Null until Wait() has been called on an incomplete job. */ FEvent* Event{}; /** Request that the job is waiting on in its wait states. Null outside of states that use it. */ FRequest WaitRequest; /** Scheduler that the job is scheduled on. Null before Schedule() and after completion. */ IBuildScheduler* Scheduler{}; /** Resolver for definitions and inputs. May be null for a job with nothing to resolve. */ IBuildInputResolver* InputResolver{}; /** Worker to use for remote execution. Available in [ExecuteRemote, ExecuteRemoteRetryWait]. */ FBuildWorker* Worker{}; /** Worker executor to use for remote execution. Available in [ExecuteRemote, ExecuteRemoteRetryWait]. */ IBuildWorkerExecutor* WorkerExecutor{}; /** Invoked exactly once when the output is complete or when the job fails. */ FOnBuildJobComplete OnComplete; /** Keys for missing inputs. */ TArray MissingInputs; ICache& Cache; IBuild& BuildSystem; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// const TCHAR* LexToString(EBuildJobState State) { switch (State) { case EBuildJobState::NotStarted: return TEXT("NotStarted"); case EBuildJobState::ResolveKey: return TEXT("ResolveKey"); case EBuildJobState::ResolveKeyWait: return TEXT("ResolveKeyWait"); case EBuildJobState::ResolveInputMeta: return TEXT("ResolveInputMeta"); case EBuildJobState::ResolveInputMetaWait: return TEXT("ResolveInputMetaWait"); case EBuildJobState::CacheQuery: return TEXT("CacheQuery"); case EBuildJobState::CacheQueryWait: return TEXT("CacheQueryWait"); case EBuildJobState::ExecuteRemote: return TEXT("ExecuteRemote"); case EBuildJobState::ExecuteRemoteWait: return TEXT("ExecuteRemoteWait"); case EBuildJobState::ResolveRemoteInputData: return TEXT("ResolveRemoteInputData"); case EBuildJobState::ResolveRemoteInputDataWait: return TEXT("ResolveRemoteInputDataWait"); case EBuildJobState::ExecuteRemoteRetry: return TEXT("ExecuteRemoteRetry"); case EBuildJobState::ExecuteRemoteRetryWait: return TEXT("ExecuteRemoteRetryWait"); case EBuildJobState::ResolveInputData: return TEXT("ResolveInputData"); case EBuildJobState::ResolveInputDataWait: return TEXT("ResolveInputDataWait"); case EBuildJobState::ExecuteLocal: return TEXT("ExecuteLocal"); case EBuildJobState::ExecuteLocalWait: return TEXT("ExecuteLocalWait"); case EBuildJobState::CacheStore: return TEXT("CacheStore"); case EBuildJobState::CacheStoreWait: return TEXT("CacheStoreWait"); case EBuildJobState::Complete: return TEXT("Complete"); default: checkNoEntry(); return TEXT("Unknown"); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// FBuildJob::FBuildJob( ICache& InCache, IBuild& InBuildSystem, IBuildInputResolver* InInputResolver, const FBuildKey& InKey) : Name(WriteToString<64>(TEXT("Resolve: "_SV), InKey)) , DefinitionKey(InKey) , OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName)) , InputResolver(InInputResolver) , Cache(InCache) , BuildSystem(InBuildSystem) { } FBuildJob::FBuildJob( ICache& InCache, IBuild& InBuildSystem, IBuildInputResolver* InInputResolver, const FBuildDefinition& InDefinition) : Name(InDefinition.GetName()) , FunctionName(InDefinition.GetFunction()) , DefinitionKey(InDefinition.GetKey()) , Definition(InDefinition) , OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName)) , InputResolver(InInputResolver) , Cache(InCache) , BuildSystem(InBuildSystem) { } FBuildJob::FBuildJob( ICache& InCache, IBuild& InBuildSystem, IBuildInputResolver* InInputResolver, const FBuildAction& InAction, const FOptionalBuildInputs& InInputs) : Name(InAction.GetName()) , FunctionName(InAction.GetFunction()) , Action(InAction) , Inputs(InInputs) , OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName)) , InputResolver(InInputResolver) , Cache(InCache) , BuildSystem(InBuildSystem) { } FBuildJob::~FBuildJob() { checkf(State == EBuildJobState::NotStarted || State == EBuildJobState::Complete, TEXT("Job in state %s must complete before being destroyed for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); checkf(!OnComplete, TEXT("Job in state %s must invoke its completion callback before being destroyed for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); FPlatformProcess::ReturnSynchEventToPool(Event); } void FBuildJob::Start( IBuildScheduler& InScheduler, EBuildPolicy InPolicy, EPriority InPriority, FOnBuildJobComplete&& InOnComplete) { checkf(State == EBuildJobState::NotStarted, TEXT("Job in state %s was previously scheduled for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); Scheduler = &InScheduler; BuildPolicy = InPolicy; Priority = InPriority; OnComplete = MoveTemp(InOnComplete); return AdvanceToState(EBuildJobState::ResolveKey); } void FBuildJob::Schedule() { switch (State) { case EBuildJobState::ResolveKey: return AdvanceToState(EBuildJobState::ResolveKeyWait); case EBuildJobState::ResolveInputMeta: return AdvanceToState(EBuildJobState::ResolveInputMetaWait); case EBuildJobState::CacheQuery: return AdvanceToState(EBuildJobState::CacheQueryWait); case EBuildJobState::ExecuteRemote: return AdvanceToState(EBuildJobState::ExecuteRemoteWait); case EBuildJobState::ResolveRemoteInputData: return AdvanceToState(EBuildJobState::ResolveRemoteInputDataWait); case EBuildJobState::ExecuteRemoteRetry: return AdvanceToState(EBuildJobState::ExecuteRemoteRetryWait); case EBuildJobState::ResolveInputData: return AdvanceToState(EBuildJobState::ResolveInputDataWait); case EBuildJobState::ExecuteLocal: return AdvanceToState(EBuildJobState::ExecuteLocalWait); case EBuildJobState::CacheStore: return AdvanceToState(EBuildJobState::CacheStoreWait); default: checkf(false, TEXT("Job in state %s is not valid to be scheduled for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::SetPriority(EPriority InPriority) { IBuildScheduler* LocalScheduler; { FWriteScopeLock WriteLock(Lock); Priority = InPriority; LocalScheduler = Scheduler; WaitRequest.SetPriority(InPriority); } if (LocalScheduler) { LocalScheduler->UpdateJobPriority(this); } } void FBuildJob::Cancel() { FRequest LocalRequest; IBuildScheduler* LocalScheduler; TRefCountPtr LocalContext; if (FReadScopeLock ReadLock(Lock); State == EBuildJobState::Complete) { return; } else { bIsCanceled = true; LocalRequest = WaitRequest; LocalScheduler = Scheduler; if (State == EBuildJobState::ExecuteLocalWait) { LocalContext = Context; } } // Cancel the job on the scheduler, which invokes Schedule if the job was queued. if (LocalScheduler) { LocalScheduler->CancelJob(this); } // Cancel the request, which invokes End[State] if the request is not complete. if (LocalRequest) { LocalRequest.Cancel(); } // Cancel the async build, which invokes EndExecuteLocal if the build is not complete. if (LocalContext) { LocalContext->GetFunction().CancelAsyncBuild(*LocalContext); } // Most jobs will be complete at this point, but it is possible for a job to reach this point // because of a race with the scheduler. A job can be removed from every scheduler queue, and // missed by CancelJob, but not yet have called back into the job. Wait(); } void FBuildJob::Wait() { FEvent* LocalEvent; if (FReadScopeLock ReadLock(Lock); State == EBuildJobState::Complete) { return; } else { LocalEvent = Event; } SetPriority(EPriority::Blocking); if (!LocalEvent) { if (FWriteScopeLock WriteLock(Lock); State == EBuildJobState::Complete) { return; } else if (Event) { LocalEvent = Event; } else { LocalEvent = Event = FPlatformProcess::GetSynchEventFromPool(/*bIsManualReset*/ true); } } TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::Wait); LocalEvent->Wait(); } bool FBuildJob::Poll() { FReadScopeLock ReadLock(Lock); return State == EBuildJobState::Complete; } void FBuildJob::AddRef() const { ReferenceCount.fetch_add(1, std::memory_order_relaxed); } void FBuildJob::Release() const { if (ReferenceCount.fetch_sub(1, std::memory_order_acq_rel) == 1) { delete this; } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::BeginJob() { AddRef(); Scheduler->BeginJob(this); } void FBuildJob::EndJob() { ON_SCOPE_EXIT { Release(); }; if (Event) { Event->Trigger(); } Scheduler->EndJob(this); FWriteScopeLock WriteLock(Lock); Scheduler = nullptr; InputResolver = nullptr; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::CreateContext() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CreateContext); const IBuildFunction* Function = BuildSystem.GetFunctionRegistry().FindFunction(FunctionName); if (BuildSystem.GetVersion() != Action.Get().GetBuildSystemVersion()) { return CompleteWithError(WriteToString<192>(TEXT("Failed because the build system is version "_SV), BuildSystem.GetVersion(), TEXT(" when version "_SV), Action.Get().GetBuildSystemVersion(), TEXT(" is expected."_SV))); } else if (!Function) { return CompleteWithError(WriteToString<128>(TEXT("Failed because the function "_SV), FunctionName, TEXT(" was not found."_SV))); } else if (!Function->GetVersion().IsValid()) { return CompleteWithError(WriteToString<128>(TEXT("Failed because the function "_SV), FunctionName, TEXT(" has a version of zero."_SV))); } else if (Function->GetVersion() != Action.Get().GetFunctionVersion()) { return CompleteWithError(WriteToString<192>(TEXT("Failed because the function "_SV), FunctionName, TEXT(" is version "_SV), Function->GetVersion(), TEXT(" when version "_SV), Action.Get().GetFunctionVersion(), TEXT(" is expected."_SV))); } else { const FCacheKey CacheKey{Cache.CreateBucket(FunctionName), Action.Get().GetKey().Hash}; Context = new FBuildJobContext(*this, CacheKey, *Function, OutputBuilder, BuildPolicy, [this] { EndExecuteLocal(); }); Function->Configure(*Context); BuildPolicy = Context->GetBuildPolicy(); bIsExportingBuild = ShouldExportBuild(); } // Populate the scheduler params with the information that is available now. SchedulerParams.Key = Action.Get().GetKey(); Action.Get().IterateConstants([this](FStringView Key, FCbObject&& Value) { const uint64 ValueSize = Value.GetSize(); SchedulerParams.TotalInputsSize += ValueSize; SchedulerParams.ResolvedInputsSize += ValueSize; }); Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize) { SchedulerParams.TotalInputsSize += RawSize; }); if (Inputs) { Inputs.Get().IterateInputs([this](FStringView Key, const FCompressedBuffer& Buffer) { SchedulerParams.ResolvedInputsSize += Buffer.GetRawSize(); }); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterCacheQuery() { ECachePolicy CachePolicy = Context ? Context->GetCachePolicy() : ECachePolicy::None; if (!EnumHasAnyFlags(CachePolicy, ECachePolicy::Query) || EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipCacheGet)) { return AdvanceToState(EBuildJobState::ExecuteRemote); } } void FBuildJob::BeginCacheQuery() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CacheQuery); return ExecuteAsync([this] { ECachePolicy CachePolicy = Context->GetCachePolicy(); if (EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipData)) { CachePolicy |= ECachePolicy::SkipAttachments; } return Cache.Get({Context->GetCacheKey()}, Name, CachePolicy, Priority, [this](FCacheGetCompleteParams&& Params) { EndCacheQuery(MoveTemp(Params)); }); }); } void FBuildJob::EndCacheQuery(FCacheGetCompleteParams&& Params) { if (Params.Status == EStatus::Ok) { if (FOptionalBuildOutput CacheOutput = BuildSystem.LoadOutput(Name, FunctionName, Params.Record)) { bIsCached = true; return SetOutputNoCheck(MoveTemp(CacheOutput).Get()); } } return AdvanceToState(EBuildJobState::ExecuteRemote); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterCacheStore() { ECachePolicy CachePolicy = Context ? Context->GetCachePolicy() : ECachePolicy::None; if (bIsCached || !EnumHasAnyFlags(CachePolicy, ECachePolicy::Store) || EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipCachePut) || Output.Get().HasError()) { return AdvanceToState(EBuildJobState::Complete); } } void FBuildJob::BeginCacheStore() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CacheStore); return ExecuteAsync([this] { FCacheRecordBuilder RecordBuilder = Cache.CreateRecord(Context->GetCacheKey()); Output.Get().Save(RecordBuilder); return Cache.Put({RecordBuilder.Build()}, Name, Context->GetCachePolicy(), FMath::Min(Priority, EPriority::Highest), [this](FCachePutCompleteParams&& Params) { EndCacheStore(MoveTemp(Params)); }); }); } void FBuildJob::EndCacheStore(FCachePutCompleteParams&& Params) { bIsCached = Params.Status == EStatus::Ok; return AdvanceToState(EBuildJobState::Complete); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterResolveKey() { if (Action) { return AdvanceToState(EBuildJobState::CacheQuery); } if (Definition) { return AdvanceToState(EBuildJobState::ResolveInputMeta); } if (DefinitionKey != FBuildKey::Empty) { return CompleteWithError(TEXT("Failed to resolve null key."_SV)); } if (!InputResolver) { return CompleteWithError(TEXT("Failed to resolve key due to null input resolver."_SV)); } } void FBuildJob::BeginResolveKey() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveKey); return ExecuteAsync([this] { return InputResolver->ResolveKey(DefinitionKey, [this](FBuildKeyResolvedParams&& Params) { EndResolveKey(MoveTemp(Params)); }); }); } void FBuildJob::EndResolveKey(FBuildKeyResolvedParams&& Params) { if (Params.Status == EStatus::Ok && Params.Definition) { return SetDefinition(MoveTemp(Params.Definition).Get()); } else { return CompleteWithError(WriteToString<128>(TEXT("Failed to resolve key "_SV), Params.Key, TEXT("."_SV))); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterResolveInputMeta() { if (!Definition.Get().HasInputs()) { return CreateAction({}); } if (!InputResolver) { return CompleteWithError(TEXT("Failed to resolve input metadata due to null input resolver."_SV)); } } void FBuildJob::BeginResolveInputMeta() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveInputMeta); return ExecuteAsync([this] { return InputResolver->ResolveInputMeta(Definition.Get(), Priority, [this](FBuildInputMetaResolvedParams&& Params) { EndResolveInputMeta(MoveTemp(Params)); }); }); } void FBuildJob::EndResolveInputMeta(FBuildInputMetaResolvedParams&& Params) { if (Params.Status == EStatus::Ok) { return CreateAction(Params.Inputs); } else { return CompleteWithError(TEXT("Failed to resolve input metadata."_SV)); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterResolveInputData() { SchedulerParams.MissingLocalInputsSize = 0; SchedulerParams.MissingRemoteInputsSize = 0; if (State == EBuildJobState::ResolveInputData) { MissingInputs.Reset(); Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize) { if (!Inputs || Inputs.Get().FindInput(Key).IsNull()) { MissingInputs.Emplace(Key); SchedulerParams.MissingLocalInputsSize += RawSize; } }); if (MissingInputs.IsEmpty()) { return AdvanceToState(EBuildJobState::ExecuteLocal); } } else { Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize) { if (MissingInputs.FindByKey(Key)) { SchedulerParams.MissingRemoteInputsSize += RawSize; } }); } checkf(!MissingInputs.IsEmpty(), TEXT("Job is not expected to be in state %s without missing inputs for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); if (!InputResolver) { return CompleteWithError(TEXT("Failed to resolve input data due to null input resolver."_SV)); } } void FBuildJob::BeginResolveInputData() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveInputData); return ExecuteAsync([this] { if (Definition) { return InputResolver->ResolveInputData(Definition.Get(), Priority, [this](FBuildInputDataResolvedParams&& Params) { EndResolveInputData(MoveTemp(Params)); }, [this](FStringView Key) { return !!Algo::Find(MissingInputs, Key); }); } else { return InputResolver->ResolveInputData(Action.Get(), Priority, [this](FBuildInputDataResolvedParams&& Params) { EndResolveInputData(MoveTemp(Params)); }, [this](FStringView Key) { return !!Algo::Find(MissingInputs, Key); }); } }); } void FBuildJob::EndResolveInputData(FBuildInputDataResolvedParams&& Params) { if (Params.Status == EStatus::Ok) { FBuildInputsBuilder Builder = BuildSystem.CreateInputs(Name); for (const FBuildInputDataByKey& Input : Params.Inputs) { Builder.AddInput(Input.Key, Input.Data); SchedulerParams.ResolvedInputsSize += Input.Data.GetRawSize(); } if (Inputs) { Inputs.Get().IterateInputs([&Builder](FStringView Key, const FCompressedBuffer& Buffer) { Builder.AddInput(Key, Buffer); }); } return SetInputs(Builder.Build()); } else { return CompleteWithError(TEXT("Failed to resolve input data."_SV)); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterExecuteRemote() { if (EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipBuild)) { return CompleteWithError(TEXT("Failed because build policy skipped building."_SV)); } if (!EnumHasAnyFlags(BuildPolicy, EBuildPolicy::Remote) || bIsExportingBuild) { return AdvanceToState(EBuildJobState::ResolveInputData); } if (!Worker || !WorkerExecutor) { Worker = BuildSystem.GetWorkerRegistry().FindWorker( Action.Get().GetFunction(), Action.Get().GetFunctionVersion(), Action.Get().GetBuildSystemVersion(), WorkerExecutor); } if (!Worker || !WorkerExecutor) { return AdvanceToState(EBuildJobState::ResolveInputData); } } void FBuildJob::BeginExecuteRemote() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ExecuteRemote); checkf(Worker && WorkerExecutor, TEXT("Job requires a worker in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); bTriedRemoteExecution = true; return ExecuteAsync([this] { return WorkerExecutor->BuildAction(Action.Get(), Inputs, *Worker, BuildPolicy, Priority, [this](FBuildWorkerActionCompleteParams&& Params) { EndExecuteRemote(MoveTemp(Params)); }); }); } void FBuildJob::EndExecuteRemote(FBuildWorkerActionCompleteParams&& Params) { if (Params.Output) { return SetOutputNoCheck(MoveTemp(Params.Output).Get()); } else { switch (State) { case EBuildJobState::ExecuteRemote: case EBuildJobState::ExecuteRemoteWait: MissingInputs.Reset(Params.MissingInputs.Num()); for (const FStringView& Key : Params.MissingInputs) { MissingInputs.Emplace(Key); } if (!MissingInputs.IsEmpty()) { MissingInputs.Sort(); return AdvanceToState(EBuildJobState::ResolveRemoteInputData); } [[fallthrough]]; case EBuildJobState::ExecuteRemoteRetry: case EBuildJobState::ExecuteRemoteRetryWait: default: return AdvanceToState(EBuildJobState::ResolveInputData); } } } void FBuildJob::SkipExecuteRemote() { checkf(State == EBuildJobState::ResolveRemoteInputData || State == EBuildJobState::ExecuteRemote || State == EBuildJobState::ExecuteRemoteRetry, TEXT("Job is not expecting SkipExecuteRemote to be called in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); return AdvanceToState(EBuildJobState::ResolveInputData); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::EnterExecuteLocal() { if (bIsExportingBuild) { ExportBuild(); } if (!EnumHasAnyFlags(BuildPolicy, EBuildPolicy::Local)) { if (bTriedRemoteExecution) { return CompleteWithError(TEXT("Failed because build policy does not allow local execution, ") TEXT("and remote execution failed to build."_SV)); } else { return CompleteWithError(TEXT("Failed because build policy does not allow local execution, ") TEXT("and remote execution was not available."_SV)); } } Action.Get().IterateConstants([this](FStringView Key, FCbObject&& Value) { Context->AddConstant(Key, MoveTemp(Value)); }); Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize) { const FCompressedBuffer& Buffer = Inputs.Get().FindInput(Key); if (Buffer.GetRawHash() == RawHash && Buffer.GetRawSize() == RawSize) { Context->AddInput(Key, Buffer); } else { CompleteWithError(WriteToString<256>(TEXT("Failed because input '"_SV), Key, TEXT("' with hash "_SV), RawHash, TEXT(" ("_SV), RawSize, TEXT(" bytes) was resolved with hash "_SV), Buffer.GetRawHash(), TEXT(" ("_SV), Buffer.GetRawSize(), TEXT(" bytes)."_SV))); } }); Action.Reset(); Inputs.Reset(); SchedulerParams.ResolvedInputsSize = 0; } void FBuildJob::BeginExecuteLocal() { TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ExecuteLocal); return ExecuteAsync([this] { Context->GetFunction().Build(*Context); if (!Context->IsAsyncBuild()) { EndExecuteLocal(); } return FRequest(); }); } void FBuildJob::EndExecuteLocal() { return SetOutputNoCheck(OutputBuilder.Build()); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::CreateAction(TConstArrayView InputMeta) { const FBuildDefinition& LocalDefinition = Definition.Get(); FBuildActionBuilder Builder = BuildSystem.CreateAction(Name, FunctionName); LocalDefinition.IterateConstants([this, &Builder](FStringView Key, FCbObject&& Value) { Builder.AddConstant(Key, Value); }); for (const FBuildInputMetaByKey& Input : InputMeta) { Builder.AddInput(Input.Key, Input.RawHash, Input.RawSize); } return SetAction(Builder.Build()); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::SetDefinition(FBuildDefinition&& InDefinition) { Name = InDefinition.GetName(); FunctionName = InDefinition.GetFunction(); checkf(Definition.IsNull(), TEXT("Job already has a definition for build of '%s' by %s."), *Name, *FunctionName); checkf(State == EBuildJobState::ResolveKey || State == EBuildJobState::ResolveKeyWait, TEXT("Job is not expecting a definition in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); OutputBuilder = BuildSystem.CreateOutput(Name, FunctionName); Definition = MoveTemp(InDefinition); return AdvanceToState(EBuildJobState::ResolveInputMeta); } void FBuildJob::SetAction(FBuildAction&& InAction) { checkf(Action.IsNull(), TEXT("Job already has an action for build of '%s' by %s."), *Name, *FunctionName); checkf(State == EBuildJobState::ResolveKey || State == EBuildJobState::ResolveInputMeta || State == EBuildJobState::ResolveInputMetaWait, TEXT("Job is not expecting an action in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); Action = MoveTemp(InAction); return AdvanceToState(EBuildJobState::CacheQuery); } void FBuildJob::SetInputs(FBuildInputs&& InInputs) { EBuildJobState ExecuteState; switch (State) { case EBuildJobState::ResolveRemoteInputData: case EBuildJobState::ResolveRemoteInputDataWait: ExecuteState = EBuildJobState::ExecuteRemoteRetry; break; case EBuildJobState::ResolveInputData: case EBuildJobState::ResolveInputDataWait: ExecuteState = EBuildJobState::ExecuteLocal; break; default: checkf(false, TEXT("Job is not expecting inputs in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); return; } Inputs = MoveTemp(InInputs); SchedulerParams.MissingLocalInputsSize = 0; SchedulerParams.MissingRemoteInputsSize = 0; return AdvanceToState(ExecuteState); } void FBuildJob::SetOutput(const FBuildOutput& InOutput) { checkf(State == EBuildJobState::ResolveKey || State == EBuildJobState::ResolveInputMeta || State == EBuildJobState::CacheQuery || State == EBuildJobState::ResolveInputData || State == EBuildJobState::ExecuteRemote || State == EBuildJobState::ExecuteRemoteRetry || State == EBuildJobState::ExecuteLocal, TEXT("Job is not expecting an output in state %s for build of '%s' by %s."), LexToString(State), *Name, *FunctionName); return SetOutputNoCheck(FBuildOutput(InOutput)); } void FBuildJob::SetOutputNoCheck(FBuildOutput&& InOutput) { checkf(Output.IsNull(), TEXT("Job already has an output for build of '%s' by %s."), *Name, *FunctionName); Output = MoveTemp(InOutput); if (!bIsCanceled) { Scheduler->SetJobOutput(this, SchedulerParams, Output.Get()); } if (OnComplete) { const EStatus Status = bIsCanceled ? EStatus::Canceled : Output.Get().HasError() ? EStatus::Error : EStatus::Ok; OnComplete({*this, FBuildOutput(Output.Get()), Status}); OnComplete = nullptr; } return AdvanceToState(EBuildJobState::CacheStore); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void FBuildJob::CompleteWithError(FStringView Error) { if (FWriteScopeLock WriteLock(Lock); Output || NextState == EBuildJobState::Complete) { return; } OutputBuilder.AddError(TEXT("LogDerivedDataBuild"_SV), Error); return SetOutputNoCheck(OutputBuilder.Build()); } void FBuildJob::ExecuteAsync(TFunctionRef Operation) { // An operation may complete and advance to another state before its request has been stored. // Hold a reference to allow access to this after starting the operation. const TRequest Self(this); const EBuildJobState LocalState = State; if (FRequest LocalRequest = Operation()) { if (FWriteScopeLock WriteLock(Lock); LocalState == State && !bIsCanceled) { // The state flow through the job requires any previous WaitRequest to be complete by // the time that ExecuteAsync is called because the completion of the async operation // will request the state transition that leads to another new async operation. It is // not possible to poll the previous request to validate that it is complete, because // execution likely reached this point from the completion callback, and a request is // not complete until its completion callback has returned. WaitRequest = MoveTemp(LocalRequest); } // Cancel the request if it was not moved above due to cancellation or change of state. LocalRequest.Cancel(); } } void FBuildJob::AdvanceToState(EBuildJobState NewState) { EBuildJobState OldState = EBuildJobState::Complete; if (FWriteScopeLock WriteLock(Lock); NextState < NewState) { // TODO: Improve CompleteWithError to avoid unexpected state transitions. //checkf(NextState < NewState, // TEXT("Job in state %s is requesting an invalid transition from %s to %s for build of '%s' by %s."), // LexToString(State), LexToString(NextState), LexToString(NewState), *Name, *FunctionName); if (bIsCanceled) { NewState = EBuildJobState::Complete; } NextState = NewState; if (bInAdvanceToState) { return; } else { bInAdvanceToState = true; OldState = State; State = NewState; } } while (OldState < NewState) { ExecuteTransition(OldState, NewState); if (NewState == EBuildJobState::Complete) { return; } if (FWriteScopeLock WriteLock(Lock); NewState < NextState) { OldState = NewState; NewState = NextState; State = NewState; } else { bInAdvanceToState = false; break; } } ExecuteState(NewState); } void FBuildJob::ExecuteTransition(EBuildJobState OldState, EBuildJobState NewState) { if (OldState == EBuildJobState::NotStarted) { BeginJob(); } if (OldState < EBuildJobState::CacheQuery && EBuildJobState::CacheQuery <= NewState && NewState <= EBuildJobState::CacheStoreWait) { CreateContext(); } if (OldState <= EBuildJobState::ExecuteRemoteRetryWait && EBuildJobState::ExecuteRemoteRetryWait < NewState) { Worker = nullptr; WorkerExecutor = nullptr; } if (OldState <= EBuildJobState::ResolveInputDataWait && EBuildJobState::ResolveInputDataWait < NewState) { MissingInputs.Empty(); Definition.Reset(); } if (OldState <= EBuildJobState::ExecuteLocalWait && EBuildJobState::ExecuteLocalWait < NewState) { Action.Reset(); Inputs.Reset(); if (Context) { Context->ResetInputs(); } SchedulerParams.ResolvedInputsSize = 0; } if (OldState <= EBuildJobState::ExecuteLocalWait && EBuildJobState::ExecuteLocalWait < NewState && !Output) { SetOutputNoCheck(OutputBuilder.Build()); } if (NewState == EBuildJobState::Complete) { Output.Reset(); Context = nullptr; } switch (NewState) { case EBuildJobState::ResolveKey: return EnterResolveKey(); case EBuildJobState::ResolveKeyWait: return BeginResolveKey(); case EBuildJobState::ResolveInputMeta: return EnterResolveInputMeta(); case EBuildJobState::ResolveInputMetaWait: return BeginResolveInputMeta(); case EBuildJobState::CacheQuery: return EnterCacheQuery(); case EBuildJobState::CacheQueryWait: return BeginCacheQuery(); case EBuildJobState::ExecuteRemote: return EnterExecuteRemote(); case EBuildJobState::ExecuteRemoteWait: return BeginExecuteRemote(); case EBuildJobState::ResolveRemoteInputData: return EnterResolveInputData(); case EBuildJobState::ResolveRemoteInputDataWait: return BeginResolveInputData(); case EBuildJobState::ExecuteRemoteRetry: return EnterExecuteRemote(); case EBuildJobState::ExecuteRemoteRetryWait: return BeginExecuteRemote(); case EBuildJobState::ResolveInputData: return EnterResolveInputData(); case EBuildJobState::ResolveInputDataWait: return BeginResolveInputData(); case EBuildJobState::ExecuteLocal: return EnterExecuteLocal(); case EBuildJobState::ExecuteLocalWait: return BeginExecuteLocal(); case EBuildJobState::CacheStore: return EnterCacheStore(); case EBuildJobState::CacheStoreWait: return BeginCacheStore(); case EBuildJobState::Complete: return EndJob(); } } void FBuildJob::ExecuteState(EBuildJobState NewState) { switch (NewState) { case EBuildJobState::ResolveKey: return Scheduler->DispatchResolveKey(this); case EBuildJobState::ResolveInputMeta: return Scheduler->DispatchResolveInputMeta(this); case EBuildJobState::CacheQuery: return Scheduler->DispatchCacheQuery(this, SchedulerParams); case EBuildJobState::ExecuteRemote: return Scheduler->DispatchExecuteRemote(this, SchedulerParams); case EBuildJobState::ResolveRemoteInputData: return Scheduler->DispatchResolveInputData(this, SchedulerParams); case EBuildJobState::ExecuteRemoteRetry: return Scheduler->DispatchExecuteRemote(this, SchedulerParams); case EBuildJobState::ResolveInputData: return Scheduler->DispatchResolveInputData(this, SchedulerParams); case EBuildJobState::ExecuteLocal: return Scheduler->DispatchExecuteLocal(this, SchedulerParams); case EBuildJobState::CacheStore: return Scheduler->DispatchCacheStore(this, SchedulerParams); } } void FBuildJob::ExportBuild() const { // Export to /DerivedDataBuildExport/[/]/ TStringBuilder<256> ExportPath; const FCacheKey& Key = Context->GetCacheKey(); FPathViews::Append(ExportPath, FPaths::ProjectSavedDir(), TEXT("DerivedDataBuildExport"), Key.Bucket); if (FunctionName != Key.Bucket.ToString()) { FPathViews::Append(ExportPath, FunctionName); } FPathViews::Append(ExportPath, Key.Hash); int32 ExportRootLen = ExportPath.Len(); TAnsiStringBuilder<512> Meta; Meta << "Name: " << FTCHARToUTF8(Name) << LINE_TERMINATOR_ANSI; Meta << "Cache: " << Key << LINE_TERMINATOR_ANSI; Meta << "Function: " << FTCHARToUTF8(FunctionName) << LINE_TERMINATOR_ANSI; Meta << "FunctionVersion: " << Action.Get().GetFunctionVersion() << LINE_TERMINATOR_ANSI; Meta << "BuildSystemVersion: " << Action.Get().GetBuildSystemVersion() << LINE_TERMINATOR_ANSI; if (Action.Get().HasConstants()) { Meta << "Constants:" << LINE_TERMINATOR_ANSI; Action.Get().IterateConstants([&Meta](FStringView Key, FCbObject&& Value) { Meta << " " << FTCHARToUTF8(Key) << ":" LINE_TERMINATOR_ANSI; Meta << " RawHash: " << FIoHash(Value.GetHash()) << LINE_TERMINATOR_ANSI; Meta << " RawSize: " << Value.GetSize() << LINE_TERMINATOR_ANSI; }); } if (Action.Get().HasInputs()) { Meta << "Inputs:" << LINE_TERMINATOR_ANSI; Action.Get().IterateInputs([&Meta](FStringView Key, const FIoHash& RawHash, uint64 RawSize) { Meta << " " << FTCHARToUTF8(Key) << ":" LINE_TERMINATOR_ANSI; Meta << " RawHash: " << RawHash << LINE_TERMINATOR_ANSI; Meta << " RawSize: " << RawSize << LINE_TERMINATOR_ANSI; }); } FPathViews::Append(ExportPath, TEXT("Meta.yaml")); if (TUniquePtr Ar{IFileManager::Get().CreateFileWriter(*ExportPath)}) { Ar->Serialize(Meta.GetData(), Meta.Len()); } ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen); FPathViews::Append(ExportPath, TEXT("Build.action")); if (TUniquePtr Ar{IFileManager::Get().CreateFileWriter(*ExportPath)}) { FCbWriter Writer; Action.Get().Save(Writer); Writer.Save(*Ar); } ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen); if (Inputs) { Meta << "Inputs:" << LINE_TERMINATOR_ANSI; FPathViews::Append(ExportPath, TEXT("Inputs")); ExportRootLen = ExportPath.Len(); Inputs.Get().IterateInputs([&ExportPath, ExportRootLen](FStringView Key, const FCompressedBuffer& Buffer) { FPathViews::Append(ExportPath, FIoHash(Buffer.GetRawHash())); if (TUniquePtr Ar{IFileManager::Get().CreateFileWriter(*ExportPath)}) { *Ar << const_cast(Buffer); } ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen); }); } } bool FBuildJob::ShouldExportBuild() const { static bool bExportAll; static TArray ExportTypes = ParseExportBuildTypes(bExportAll); return bExportAll || Algo::BinarySearch(ExportTypes, FName(FunctionName), FNameFastLess()) != INDEX_NONE || Algo::BinarySearch(ExportTypes, FName(Context->GetCacheKey().Bucket.ToString()), FNameFastLess()) != INDEX_NONE; } TArray FBuildJob::ParseExportBuildTypes(bool& bOutExportAll) { TArray ExportTypes; if (FString ExportTypesArg; FParse::Value(FCommandLine::Get(), TEXT("-ExportBuilds="), ExportTypesArg)) { String::ParseTokens(ExportTypesArg, TEXT('+'), [&ExportTypes](FStringView Type) { ExportTypes.Emplace(Type); }); ExportTypes.Sort(FNameFastLess()); bOutExportAll = false; } else { bOutExportAll = FParse::Param(FCommandLine::Get(), TEXT("ExportBuilds")); } return ExportTypes; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// TRequest CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildKey& Key) { return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Key)); } TRequest CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildDefinition& Definition) { return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Definition)); } TRequest CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildAction& Action, const FOptionalBuildInputs& Inputs) { return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Action, Inputs)); } } // UE::DerivedData::Private