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#rb Sebastian.Nordgren #jira UE-164748 #rnx #preflight 632c54367b582f58ab34cc7f [CL 22147082 by paul chipchase in ue5-main branch]
423 lines
15 KiB
C++
423 lines
15 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PackageVirtualizationProcess.h"
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#include "Containers/UnrealString.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformFileManager.h"
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#include "HAL/PlatformTime.h"
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#include "Internationalization/Internationalization.h"
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#include "Misc/PackageName.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopedSlowTask.h"
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#include "PackageUtils.h"
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#include "Serialization/EditorBulkData.h"
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#include "UObject/Linker.h"
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#include "UObject/Package.h"
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#include "UObject/PackageResourceManager.h"
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#include "UObject/PackageTrailer.h"
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#include "UObject/UObjectGlobals.h"
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#include "Virtualization/VirtualizationSystem.h"
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#include "VirtualizationManager.h"
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#define LOCTEXT_NAMESPACE "Virtualization"
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namespace UE::Virtualization
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{
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/**
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* Implementation of the IPayloadProvider interface so that payloads can be requested on demand
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* when they are being virtualized.
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*
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* This implementation is not optimized. If a package holds many payloads that are all virtualized
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* we will end up loading the same trailer over and over, as well as opening the same package file
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* for read many times.
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*
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* So far this has shown to be a rounding error compared to the actual cost of virtualization
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* and so implementing any level of caching has been left as a future task.
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*
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* TODO: Implement a MRU cache for payloads to prevent loading the same payload off disk many
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* times for different backends if it will not cause a huge memory spike.
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*/
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class FWorkspaceDomainPayloadProvider final : public IPayloadProvider
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{
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public:
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FWorkspaceDomainPayloadProvider() = default;
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virtual ~FWorkspaceDomainPayloadProvider() = default;
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/** Register the payload with it's trailer and package name so that we can access it later as needed */
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void RegisterPayload(const FIoHash& PayloadId, uint64 SizeOnDisk, const FString& PackageName)
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{
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if (!PayloadId.IsZero())
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{
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PayloadLookupTable.Emplace(PayloadId, FPayloadData(SizeOnDisk, PackageName));
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}
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}
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private:
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virtual FCompressedBuffer RequestPayload(const FIoHash& Identifier) override
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{
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if (Identifier.IsZero())
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{
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return FCompressedBuffer();
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}
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const FPayloadData* Data = PayloadLookupTable.Find(Identifier);
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if (Data == nullptr)
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider was unable to find a payload with the identifier '%s'"),
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*LexToString(Identifier));
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return FCompressedBuffer();
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}
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TUniquePtr<FArchive> PackageAr = IPackageResourceManager::Get().OpenReadExternalResource(EPackageExternalResource::WorkspaceDomainFile, *Data->PackageName);
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if (!PackageAr.IsValid())
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider was unable to open the package '%s' for reading"),
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*Data->PackageName);
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return FCompressedBuffer();
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}
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PackageAr->Seek(PackageAr->TotalSize());
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FPackageTrailer Trailer;
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if (!Trailer.TryLoadBackwards(*PackageAr))
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider failed to load the package trailer from the package '%s'"),
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*Data->PackageName);
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return FCompressedBuffer();
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}
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FCompressedBuffer Payload = Trailer.LoadLocalPayload(Identifier, *PackageAr);
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if (!Payload)
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider was uanble to load the payload '%s' from the package '%s'"),
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*LexToString(Identifier),
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*Data->PackageName);
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return FCompressedBuffer();
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}
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if (Identifier != FIoHash(Payload.GetRawHash()))
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider loaded an incorrect payload from the package '%s'. Expected '%s' Loaded '%s'"),
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*Data->PackageName,
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*LexToString(Identifier),
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*LexToString(Payload.GetRawHash()));
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return FCompressedBuffer();
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}
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return Payload;
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}
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virtual uint64 GetPayloadSize(const FIoHash& Identifier) override
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{
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if (Identifier.IsZero())
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{
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return 0;
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}
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const FPayloadData* Data = PayloadLookupTable.Find(Identifier);
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if (Data != nullptr)
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{
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return Data->SizeOnDisk;
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}
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else
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{
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UE_LOG(LogVirtualization, Error, TEXT("FWorkspaceDomainPayloadProvider was unable to find a payload with the identifier '%s'"),
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*LexToString(Identifier));
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return 0;
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}
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}
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/* This structure holds additional info about the payload that we might need later */
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struct FPayloadData
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{
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FPayloadData(uint64 InSizeOnDisk, const FString& InPackageName)
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: SizeOnDisk(InSizeOnDisk)
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, PackageName(InPackageName)
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{
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}
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uint64 SizeOnDisk;
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FString PackageName;
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};
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TMap<FIoHash, FPayloadData> PayloadLookupTable;
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};
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void VirtualizePackages(const TArray<FString>& FilesToSubmit, TArray<FText>& OutErrors)
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UE::Virtualization::VirtualizePackages);
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IVirtualizationSystem& System = IVirtualizationSystem::Get();
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const double StartTime = FPlatformTime::Seconds();
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FScopedSlowTask Progress(5.0f, LOCTEXT("Virtualization_Task", "Virtualizing Assets..."));
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Progress.MakeDialog();
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// Other systems may have added errors to this array, we need to check so later we can determine if this function added any additional errors.
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const int32 NumErrors = OutErrors.Num();
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struct FPackageInfo
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{
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FPackagePath Path;
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FPackageTrailer Trailer;
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TArray<FIoHash> LocalPayloads;
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/** Index where the FPushRequest for this package can be found */
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int32 PayloadIndex = INDEX_NONE;
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bool bWasTrailerUpdated = false;
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};
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UE_LOG(LogVirtualization, Display, TEXT("Considering %d file(s) for virtualization"), FilesToSubmit.Num());
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TArray<FPackageInfo> Packages;
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Packages.Reserve(FilesToSubmit.Num());
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Progress.EnterProgressFrame(1.0f);
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// From the list of files to submit we need to find all of the valid packages that contain
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// local payloads that need to be virtualized.
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int64 TotalPackagesFound = 0;
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int64 TotalPackageTrailersFound = 0;
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int64 TotalPayloadsToVirtualize = 0;
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for (const FString& AbsoluteFilePath : FilesToSubmit)
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{
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FPackagePath PackagePath = FPackagePath::FromLocalPath(AbsoluteFilePath);
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// TODO: How to handle text packages?
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if (FPackageName::IsPackageExtension(PackagePath.GetHeaderExtension()) || FPackageName::IsTextPackageExtension(PackagePath.GetHeaderExtension()))
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{
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TotalPackagesFound++;
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FPackageTrailer Trailer;
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if (FPackageTrailer::TryLoadFromPackage(PackagePath, Trailer))
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{
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TotalPackageTrailersFound++;
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// The following is not expected to ever happen, currently we give a user facing error but it generally means that the asset is broken somehow.
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ensureMsgf(Trailer.GetNumPayloads(EPayloadStorageType::Referenced) == 0, TEXT("Trying to virtualize a package that already contains payload references which the workspace file should not ever contain!"));
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if (Trailer.GetNumPayloads(EPayloadStorageType::Referenced) > 0)
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{
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FText Message = FText::Format(LOCTEXT("Virtualization_PkgHasReferences", "Cannot virtualize the package '{1}' as it has referenced payloads in the trailer"),
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FText::FromString(PackagePath.GetDebugName()));
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OutErrors.Add(Message);
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return;
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}
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FPackageInfo PkgInfo;
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PkgInfo.Path = MoveTemp(PackagePath);
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PkgInfo.Trailer = MoveTemp(Trailer);
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PkgInfo.LocalPayloads = PkgInfo.Trailer.GetPayloads(EPayloadFilter::CanVirtualize);
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if (!PkgInfo.LocalPayloads.IsEmpty())
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{
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TotalPayloadsToVirtualize += PkgInfo.LocalPayloads.Num();
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Packages.Emplace(MoveTemp(PkgInfo));
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}
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}
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}
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}
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UE_LOG(LogVirtualization, Display, TEXT("Found %" INT64_FMT " package(s), %" INT64_FMT " of which had payload trailers"), TotalPackagesFound, TotalPackageTrailersFound);
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// TODO: Currently not all of the filtering is done as package save time, so some of the local payloads may not get virtualized.
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// When/if we move all filtering to package save we can change this log message to state that the local payloads *will* be virtualized.
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UE_LOG(LogVirtualization, Display, TEXT("Found %" INT64_FMT " locally stored payload(s) in %d package(s) that maybe need to be virtualized"), TotalPayloadsToVirtualize, Packages.Num());
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Progress.EnterProgressFrame(1.0f);
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// TODO Optimization: We might want to check for duplicate payloads and remove them at this point
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// Build up the info in the payload provider and the final array of payload push requests
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FWorkspaceDomainPayloadProvider PayloadProvider;
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TArray<Virtualization::FPushRequest> PayloadsToSubmit;
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PayloadsToSubmit.Reserve(TotalPayloadsToVirtualize);
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for (FPackageInfo& PackageInfo : Packages)
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{
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check(!PackageInfo.LocalPayloads.IsEmpty());
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PackageInfo.PayloadIndex = PayloadsToSubmit.Num();
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for (const FIoHash& PayloadId : PackageInfo.LocalPayloads)
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{
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const uint64 SizeOnDisk = PackageInfo.Trailer.FindPayloadSizeOnDisk(PayloadId);
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PayloadProvider.RegisterPayload(PayloadId, SizeOnDisk, PackageInfo.Path.GetPackageName());
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PayloadsToSubmit.Emplace(PayloadId, PayloadProvider, PackageInfo.Path.GetPackageName());
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}
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}
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// TODO: We should be able to do both Cache and Persistent pushes in the same call
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// Push payloads to cache storage
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{
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Progress.EnterProgressFrame(1.0f);
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if (!System.PushData(PayloadsToSubmit, EStorageType::Cache))
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{
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// Caching is not critical to the process so we only warn if it fails
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UE_LOG(LogVirtualization, Warning, TEXT("Failed to push to EStorageType::Cache storage"));
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}
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int64 TotalPayloadsCached = 0;
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for (Virtualization::FPushRequest& Request : PayloadsToSubmit)
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{
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TotalPayloadsCached += Request.GetStatus() == FPushRequest::EStatus::Success ? 1 : 0;
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// TODO: This really shouldn't be required, fix when we allow both pushes to be done in the same call
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// Reset the status for the persistent storage push
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Request.SetStatus(Virtualization::FPushRequest::EStatus::Failed);
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}
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UE_LOG(LogVirtualization, Display, TEXT("Pushed %" INT64_FMT " payload(s) to cached storage"), TotalPayloadsCached);
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}
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// Push payloads to persistent storage
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{
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Progress.EnterProgressFrame(1.0f);
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if (!System.PushData(PayloadsToSubmit, EStorageType::Persistent))
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{
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FText Message = LOCTEXT("Virtualization_PushFailure", "Failed to push payloads");
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OutErrors.Add(Message);
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return;
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}
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int64 TotalPayloadsVirtualized = 0;
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for (const Virtualization::FPushRequest& Request : PayloadsToSubmit)
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{
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TotalPayloadsVirtualized += Request.GetStatus() == FPushRequest::EStatus::Success ? 1 : 0;
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}
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UE_LOG(LogVirtualization, Display, TEXT("Pushed %" INT64_FMT " payload(s) to EStorageType::Persistent storage"), TotalPayloadsVirtualized);
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}
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// Update the package info for the submitted payloads
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for (FPackageInfo& PackageInfo : Packages)
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{
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for (int32 Index = 0; Index < PackageInfo.LocalPayloads.Num(); ++Index)
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{
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const Virtualization::FPushRequest& Request = PayloadsToSubmit[PackageInfo.PayloadIndex + Index];
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check(Request.GetIdentifier() == PackageInfo.LocalPayloads[Index]);
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if (Request.GetStatus() == Virtualization::FPushRequest::EStatus::Success)
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{
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if (PackageInfo.Trailer.UpdatePayloadAsVirtualized(Request.GetIdentifier()))
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{
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PackageInfo.bWasTrailerUpdated = true;
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}
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else
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{
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FText Message = FText::Format( LOCTEXT("Virtualization_UpdateStatusFailed", "Unable to update the status for the payload '{0}' in the package '{1}'"),
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FText::FromString(LexToString(Request.GetIdentifier())),
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FText::FromString(PackageInfo.Path.GetDebugName()));
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OutErrors.Add(Message);
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return;
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}
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}
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}
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}
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Progress.EnterProgressFrame(1.0f);
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TArray<TPair<FPackagePath, FString>> PackagesToReplace;
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// Any package with an updated trailer needs to be copied and an updated trailer appended
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for (FPackageInfo& PackageInfo : Packages)
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{
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if (!PackageInfo.bWasTrailerUpdated)
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{
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continue;
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}
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const FPackagePath& PackagePath = PackageInfo.Path; // No need to validate path, we checked this earlier
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FString NewPackagePath = DuplicatePackageWithUpdatedTrailer(PackagePath.GetLocalFullPath(), PackageInfo.Trailer, OutErrors);
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if (!NewPackagePath.IsEmpty())
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{
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// Now that we have successfully created a new version of the package with an updated trailer
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// we need to mark that it should replace the original package.
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PackagesToReplace.Emplace(PackagePath, MoveTemp(NewPackagePath));
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}
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else
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{
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return;
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}
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}
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UE_LOG(LogVirtualization, Display, TEXT("%d package(s) had their trailer container modified and need to be updated"), PackagesToReplace.Num());
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if (NumErrors == OutErrors.Num())
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{
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// TODO: Consider using the SavePackage model (move the original, then replace, so we can restore all of the original packages if needed)
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// having said that, once a package is in PackagesToReplace it should still be safe to submit so maybe we don't need this level of protection?
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// We need to reset the loader of any package that we want to re-save over
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for (int32 Index = 0; Index < PackagesToReplace.Num(); ++Index)
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{
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const TPair<FPackagePath, FString>& Pair = PackagesToReplace[Index];
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UPackage* Package = FindObjectFast<UPackage>(nullptr, Pair.Key.GetPackageFName());
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if (Package != nullptr)
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{
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UE_LOG(LogVirtualization, Verbose, TEXT("Detaching '%s' from disk so that it can be virtualized"), *Pair.Key.GetDebugName());
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ResetLoadersForSave(Package, *Pair.Key.GetLocalFullPath());
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}
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if (!CanWriteToFile(Pair.Key.GetLocalFullPath()))
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{
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// Technically the package could have local payloads that won't be virtualized due to filtering or min payload sizes and so the
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// following warning is misleading. This will be solved if we move that evaluation to the point of saving a package.
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// If not then we probably need to extend QueryPayloadStatuses to test filtering etc as well, then check for potential package
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// modification after that.
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// Long term, the stand alone tool should be able to request the UnrealEditor relinquish the lock on the package file so this becomes
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// less of a problem.
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FText Message = FText::Format(LOCTEXT("Virtualization_PkgLocked", "The package file '{0}' has local payloads but is locked for modification and cannot be virtualized, this package will be skipped!"),
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FText::FromString(Pair.Key.GetDebugName()));
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UE_LOG(LogVirtualization, Warning, TEXT("%s"), *Message.ToString());
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PackagesToReplace.RemoveAt(Index--);
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}
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}
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// Since we had no errors we can now replace all of the packages that were virtualized data with the virtualized replacement file.
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for(const TPair<FPackagePath,FString>& Iterator : PackagesToReplace)
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{
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const FString OriginalPackagePath = Iterator.Key.GetLocalFullPath();
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const FString& NewPackagePath = Iterator.Value;
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if (!IFileManager::Get().Move(*OriginalPackagePath, *NewPackagePath))
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{
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FText Message = FText::Format( LOCTEXT("Virtualization_MoveFailed", "Unable to replace the package '{0}' with the virtualized version"),
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FText::FromString(Iterator.Key.GetDebugName()));
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OutErrors.Add(Message);
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continue;
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}
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}
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}
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const double TimeInSeconds = FPlatformTime::Seconds() - StartTime;
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UE_LOG(LogVirtualization, Verbose, TEXT("Virtualization pre submit check took %.3f(s)"), TimeInSeconds);
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}
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} // namespace UE::Virtualization
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#undef LOCTEXT_NAMESPACE
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