Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationFileBackend.h
aurel cordonnier a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00

64 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IVirtualizationBackend.h"
namespace UE::Virtualization
{
/**
* A basic backend based on the file system. This can be used to access/store virtualization
* data either on a local disk or a network share. It is intended to be used as a caching system
* to speed up operations (running a local cache or a shared cache for a site) rather than as the
* proper backend solution.
*
* Ini file setup:
* 'Name'=(Type=FileSystem, Path="XXX", RetryCount=X, RetryWaitTime=X)
*
* Required Values:
* 'Name': The backend name in the hierarchy.
* 'Type': The backend will be of type 'FFileSystemBackend'.
* 'Path': The root directory where the files are stored.
*
* Optional Values:
* RetryCount: How many times we should try to open a payload file for read before giving up with
* an error. Useful when many threads/processes can be pushing/pulling from the same
* path/ [Default=10]
* RetryWaitTime: The length of time the process should wait between each read attempt in milliseconds.
* Remember that the max length of time that the process can stall attempting to read
* a payload file is RetryCount * RetryWaitTime; [Default=100ms]
*/
class FFileSystemBackend : public IVirtualizationBackend
{
public:
FFileSystemBackend(FStringView ConfigName);
virtual ~FFileSystemBackend() = default;
protected:
virtual bool Initialize(const FString& ConfigEntry) override;
virtual EPushResult PushData(const FPayloadId& Id, const FCompressedBuffer& Payload) override;
virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
virtual FString GetDebugString() const override;
bool DoesExist(const FPayloadId& Id);
void CreateFilePath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath);
TUniquePtr<FArchive> OpenFileForReading(const TCHAR* FilePath);
/** Debug name used to identify the backend. */
FString DebugName;
/** The root directory where the payload files should be located. */
FString RootDirectory;
/** The number of times to retry opening a payload file for read */
int32 RetryCount = 10;
/** The length of time (in milliseconds) to wait after each attempt before retrying. */
int32 RetryWaitTimeMS = 100;
};
} // namespace UE::Virtualization