Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBackendAsyncPutWrapper.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

195 lines
6.6 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBackendAsyncPutWrapper.h"
#include "MemoryDerivedDataBackend.h"
/**
* Async task to handle the fire and forget async put
*/
class FCachePutAsyncWorker
{
public:
/** Cache Key for the put to InnerBackend **/
FString CacheKey;
/** Data for the put to InnerBackend **/
TArray<uint8> Data;
/** Backend to use for storage, my responsibilities are about async puts **/
FDerivedDataBackendInterface* InnerBackend;
/** Memory based cache to clear once the put is finished **/
FDerivedDataBackendInterface* InflightCache;
/** We remember outstanding puts so that we don't do them redundantly **/
FThreadSet* FilesInFlight;
/**If true, then do not attempt skip the put even if CachedDataProbablyExists returns true **/
bool bPutEvenIfExists;
/** Usage stats to track thread times. */
FDerivedDataCacheUsageStats& UsageStats;
/** Constructor
*/
FCachePutAsyncWorker(const TCHAR* InCacheKey, const TArray<uint8>* InData, FDerivedDataBackendInterface* InInnerBackend, bool InbPutEvenIfExists, FDerivedDataBackendInterface* InInflightCache, FThreadSet* InInFilesInFlight, FDerivedDataCacheUsageStats& InUsageStats)
: CacheKey(InCacheKey)
, Data(*InData)
, InnerBackend(InInnerBackend)
, InflightCache(InInflightCache)
, FilesInFlight(InInFilesInFlight)
, bPutEvenIfExists(InbPutEvenIfExists)
, UsageStats(InUsageStats)
{
check(InnerBackend);
}
/** Call the inner backend and when that completes, remove the memory cache */
void DoWork()
{
COOK_STAT(auto Timer = UsageStats.TimePut());
bool bOk = true;
const bool bAlreadyExists = InnerBackend->CachedDataProbablyExists(*CacheKey);
if (!bAlreadyExists || bPutEvenIfExists)
{
InnerBackend->PutCachedData(*CacheKey, Data, bPutEvenIfExists);
COOK_STAT(Timer.AddHit(Data.Num()));
}
// if it already existed, don't bother checking if we need to retry. We don't.
if (InflightCache && !bAlreadyExists && !InnerBackend->CachedDataProbablyExists(*CacheKey))
{
// retry
InnerBackend->PutCachedData(*CacheKey, Data, false);
if (!InnerBackend->CachedDataProbablyExists(*CacheKey))
{
UE_LOG(LogDerivedDataCache, Warning, TEXT("FDerivedDataBackendAsyncPutWrapper: Put failed, keeping in memory copy %s."),*CacheKey);
bOk = false;
}
}
if (bOk && InflightCache)
{
InflightCache->RemoveCachedData(*CacheKey, /*bTransient=*/ false); // we can remove this from the temp cache, since the real cache will hit now
}
FilesInFlight->Remove(CacheKey);
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(-1);
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FCachePutAsyncWorker, STATGROUP_ThreadPoolAsyncTasks);
}
/** Indicates to the thread pool that this task is abandonable */
bool CanAbandon()
{
return true;
}
/** Abandon routine, we need to remove the item from the in flight cache because something might be waiting for that */
void Abandon()
{
if (InflightCache)
{
InflightCache->RemoveCachedData(*CacheKey, /*bTransient=*/ false); // we can remove this from the temp cache, since the real cache will hit now
}
FilesInFlight->Remove(CacheKey);
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(-1);
}
};
FDerivedDataBackendAsyncPutWrapper::FDerivedDataBackendAsyncPutWrapper(FDerivedDataBackendInterface* InInnerBackend, bool bCacheInFlightPuts)
: InnerBackend(InInnerBackend)
, InflightCache(bCacheInFlightPuts ? (new FMemoryDerivedDataBackend) : NULL)
{
check(InnerBackend);
}
/** return true if this cache is writable **/
bool FDerivedDataBackendAsyncPutWrapper::IsWritable()
{
return InnerBackend->IsWritable();
}
/**
* Synchronous test for the existence of a cache item
*
* @param CacheKey Alphanumeric+underscore key of this cache item
* @return true if the data probably will be found, this can't be guaranteed because of concurrency in the backends, corruption, etc
*/
bool FDerivedDataBackendAsyncPutWrapper::CachedDataProbablyExists(const TCHAR* CacheKey)
{
COOK_STAT(auto Timer = UsageStats.TimeProbablyExists());
bool Result = (InflightCache && InflightCache->CachedDataProbablyExists(CacheKey)) || InnerBackend->CachedDataProbablyExists(CacheKey);
COOK_STAT(if (Result) { Timer.AddHit(0); });
return Result;
}
bool FDerivedDataBackendAsyncPutWrapper::GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData)
{
COOK_STAT(auto Timer = UsageStats.TimeGet());
if (InflightCache && InflightCache->GetCachedData(CacheKey, OutData))
{
COOK_STAT(Timer.AddHit(OutData.Num()));
return true;
}
bool bSuccess = InnerBackend->GetCachedData(CacheKey, OutData);
if (bSuccess)
{
COOK_STAT(Timer.AddHit(OutData.Num()));
}
return bSuccess;
}
void FDerivedDataBackendAsyncPutWrapper::PutCachedData(const TCHAR* CacheKey, TArray<uint8>& InData, bool bPutEvenIfExists)
{
COOK_STAT(auto Timer = PutSyncUsageStats.TimePut());
if (!InnerBackend->IsWritable())
{
return; // no point in continuing down the chain
}
const bool bAdded = FilesInFlight.AddIfNotExists(CacheKey);
if (!bAdded)
{
return; // if it is already on its way, we don't need to send it again
}
if (InflightCache)
{
if (InflightCache->CachedDataProbablyExists(CacheKey))
{
return; // if it is already on its way, we don't need to send it again
}
InflightCache->PutCachedData(CacheKey, InData, true); // temp copy stored in memory while the async task waits to complete
COOK_STAT(Timer.AddHit(InData.Num()));
}
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(1);
(new FAutoDeleteAsyncTask<FCachePutAsyncWorker>(CacheKey, &InData, InnerBackend, bPutEvenIfExists, InflightCache.Get(), &FilesInFlight, UsageStats))->StartBackgroundTask();
}
void FDerivedDataBackendAsyncPutWrapper::RemoveCachedData(const TCHAR* CacheKey, bool bTransient)
{
if (!InnerBackend->IsWritable())
{
return; // no point in continuing down the chain
}
while (FilesInFlight.Exists(CacheKey))
{
FPlatformProcess::Sleep(0.0f); // this is an exception condition (corruption), spin and wait for it to clear
}
if (InflightCache)
{
InflightCache->RemoveCachedData(CacheKey, bTransient);
}
InnerBackend->RemoveCachedData(CacheKey, bTransient);
}
void FDerivedDataBackendAsyncPutWrapper::GatherUsageStats(TMap<FString, FDerivedDataCacheUsageStats>& UsageStatsMap, FString&& GraphPath)
{
COOK_STAT(
{
UsageStatsMap.Add(GraphPath + TEXT(": AsyncPut"), UsageStats);
UsageStatsMap.Add(GraphPath + TEXT(": AsyncPutSync"), PutSyncUsageStats);
if (InnerBackend)
{
InnerBackend->GatherUsageStats(UsageStatsMap, GraphPath + TEXT(". 0"));
}
if (InflightCache)
{
InflightCache->GatherUsageStats(UsageStatsMap, GraphPath + TEXT(". 1"));
}
});
}