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This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
209 lines
9.8 KiB
C++
209 lines
9.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Compression/CompressedBuffer.h"
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#include "HAL/CriticalSection.h"
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#include "Logging/LogMacros.h"
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#include "Templates/UniquePtr.h"
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#include "Virtualization/PayloadId.h"
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#include "Virtualization/VirtualizationSystem.h"
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/**
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* Configuring the backend hierarchy
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*
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* The [Core.ContentVirtualization] section can contain a string 'BackendGraph' which will set with the name of
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* the backend graph, if not set then the default 'ContentVirtualizationBackendGraph_None' will be used instead.
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* This value can also be overridden from the command line by using 'BackendGraph=FooBar' where FooBar is the
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* name of the graph.
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*
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* The first entry in the graph to be parsed will be the 'Hierarchy' which describes which backends should be
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* mounted and in which order. For example 'Hierarchy=(Entry=Foo, Entry=Bar)' which should mount two backends
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* 'Foo' and 'Bar' in that order.
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*
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* Each referenced backend in the hierarchy will then require it's own entry in the graph where the key will be
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* it's name in the hierarchy and the value a string describing how to set it up.
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* The value must contain 'Type=X' where X is the name used to find the correct IVirtualizationBackendFactory
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* to create the backend with.
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* Once the backend is created then reset of the string will be passed to it, so that additional customization
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* can be extracted. Depending on the backend implementation these values may or may not be required.
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*
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* Example graph:
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* [ContentVirtualizationBackendGraph_Example]
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* Hierarchy=(Entry=MemoryCache, Entry=NetworkShare)
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* MemoryCache=(Type=InMemory)
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* NetworkShare=(Type=FileSystem, Path="\\path\to\somewhere")
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*
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* The graph is named 'ContentVirtualizationBackendGraph_Example'.
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* The hierarchy contains two entries 'InMemory' and 'NetworkShare' to be mounted in that order
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* MemoryCache creates a backend of type 'InMemory' and has no additional customization
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* NetworkShare creates a backend of type 'FileSystem' and provides an additional path, the filesystem backend would
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* fatal error without this value.
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*/
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/**
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* Filtering
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*
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* When pushing a payload it can be filtered based on the path of the package it belongs to. The filtering options
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* are set up via the config files.
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* Note that this only affects pushing a payload, if the filtering for a project is changed to exclude a package that
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* is already virtualized it will still be able to pull it's payloads as needed but will store them locally in the
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* package the next time that it is saved.
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* @see ShouldVirtualizePackage for implementation details.
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*
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* Basic Setup:
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*
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* [Core.ContentVirtualization]
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* FilterEngineContent=True/False When true any payload from a package under Engine/Content/.. will be excluded from virtualization
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* FilterEnginePluginContent=True/False When true any payload from a package under Engine/Plugins/../Content/.. will be excluded from virtualization
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*
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* PackagePath Setup:
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*
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* The path given can either be to a directory or a specific package. It can be added to the config files for
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* a GameFeature (commonly used to exclude all content in that game feature from being virtualized) in addition
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* to the project's config files.
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* Note that these paths will be stored in the ini files under the Saved directory. To remove a path make sure to
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* use the - syntax to remove the entry from the array, rather than removing the line itself. Otherwise it will
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* persist until the saved config file has been reset.
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*
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* [/Script/Virtualization.VirtualizationFilterSettings]
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* +ExcludePackagePaths="/MountPoint/PathToExclude/" Excludes any package found under '/MountPoint/PathToExclude/'
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* +ExcludePackagePaths="/MountPoint/PathTo/ThePackageToExclude" Excludes the specific package '/MountPoint/PathTo/ThePackageToExclude'
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*/
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namespace UE::Virtualization
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{
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class IVirtualizationBackend;
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class IVirtualizationBackendFactory;
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/** This is used as a wrapper around the various potential back end implementations.
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The calling code shouldn't need to care about which back ends are actually in use. */
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class FVirtualizationManager : public IVirtualizationSystem
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{
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public:
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using FRegistedFactories = TMap<FName, IVirtualizationBackendFactory*>;
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using FBackendArray = TArray<IVirtualizationBackend*>;
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FVirtualizationManager();
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virtual ~FVirtualizationManager();
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/** Poll to see if content virtualization is enabled or not. */
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virtual bool IsEnabled() const override;
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/**
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* Push a payload to the virtualization backends.
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*
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* @param Id The identifier of the payload being pushed.
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* @param Payload The payload itself in FCompressedBuffer form, it is
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* assumed that if the buffer is to be compressed that
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* it will have been done by the caller.
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* @param StorageType The type of storage to push the payload to, see EStorageType
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* for details.
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* @param PackageContext Name of the owning package, this will be used for filtering and
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* to provide better logging messages. @see ShouldVirtualizePackage
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* @return True if at least one backend now contains the payload, otherwise false.
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*/
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virtual bool PushData(const FPayloadId& Id, const FCompressedBuffer& Payload, EStorageType StorageType, const FPackagePath& PackageContext) override;
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/**
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* Pull a payload from the virtualization backends.
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*
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* @param Id The identifier of the payload being pulled.
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* @return The payload in the form of a FCompressedBuffer. No decompression will
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* be applied to the payload, it is up to the caller if they want to
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* retain the payload in compressed or uncompressed format.
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* If no backend contained the payload then an empty invalid FCompressedBuffer
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* will be returned.
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*/
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virtual FCompressedBuffer PullData(const FPayloadId& Id) override;
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/** Access profiling info relating to payload activity. Stats will only be collected if ENABLE_COOK_STATS is enabled.*/
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virtual FPayloadActivityInfo GetPayloadActivityInfo() const override;
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private:
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void ApplySettingsFromConfigFiles(const FConfigFile& PlatformEngineIni);
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void ApplySettingsFromCmdline();
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void ApplyDebugSettingsFromConfigFiles(const FConfigFile& PlatformEngineIni);
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void MountBackends();
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void ParseHierarchy(const TCHAR* GraphName, const TCHAR* HierarchyKey, const FRegistedFactories& FactoryLookupTable, FBackendArray& PushArray);
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bool CreateBackend(const TCHAR* GraphName, const FString& ConfigEntryName, const FRegistedFactories& FactoryLookupTable, FBackendArray& PushArray);
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void AddBackend(TUniquePtr<IVirtualizationBackend> Backend, FBackendArray& PushArray);
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void CachePayload(const FPayloadId& Id, const FCompressedBuffer& Payload, const IVirtualizationBackend* BackendSource);
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bool TryCacheDataToBackend(IVirtualizationBackend& Backend, const FPayloadId& Id, const FCompressedBuffer& Payload);
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bool TryPushDataToBackend(IVirtualizationBackend& Backend, const FPayloadId& Id, const FCompressedBuffer& Payload);
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FCompressedBuffer PullDataFromBackend(IVirtualizationBackend& Backend, const FPayloadId& Id);
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/**
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* Determines if a package should be virtualized or not based on it's package path and the current
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* filtering set up for the project.
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*
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* @param PackagePath The path of the package to check. This can be empty which would indicate that
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* a payload is not owned by a specific package.
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* @return True if the package should be virtualized and false if the package path is
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* excluded by the projects current filter set up.
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*/
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bool ShouldVirtualizePackage(const FPackagePath& PackagePath) const;
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/** Are payloads allowed to be virtualized. Defaults to true. */
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bool bEnablePayloadPushing;
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/** Should payloads be cached locally after being pulled from persistent storage? Defaults to true. */
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bool bEnableCacheAfterPull;
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/** The minimum length for a payload to be considered for virtualization. Defaults to 0 bytes. */
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int64 MinPayloadLength;
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/** The name of the backend graph to load from the config ini file that will describe the backend hierarchy */
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FString BackendGraphName;
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/** Should payloads in engine content packages before filtered out and never virtualized */
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bool bFilterEngineContent;
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/** Should payloads in engine plugin content packages before filtered out and never virtualized */
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bool bFilterEnginePluginContent;
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/** Debugging option: When enabled all public operations will be performed as single threaded. This is intended to aid debugging and not for production use.*/
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bool bForceSingleThreaded;
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/**
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* Debugging option: When enabled all pull operations will fail so we can see which systems cannot survive ::PullData failing to find the virtualization
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* data at all. If ::PullData failures become fatal errors at some point then this option will cease to be useful.
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* This is intended to aid debugging and not for production use.
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*/
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bool bFailPayloadPullOperations;
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/**
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* Debugging option: When enabled we will immediately 'pull' each payload after it has been 'pushed' and compare it to the original payload source to make
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* sure that it can be pulled correctly.
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* This is intended to aid debugging and not for production use.
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*/
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bool bValidateAfterPushOperation;
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/** The critical section used to force single threaded access if bForceSingleThreaded is true */
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FCriticalSection ForceSingleThreadedCS;
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/** All of the backends that were mounted during graph creation */
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TArray<TUniquePtr<IVirtualizationBackend>> AllBackends;
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/** Backends used for caching operations (must support push operations). */
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FBackendArray LocalCachableBackends;
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/** Backends used for persistent storage operations (must support push operations). */
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FBackendArray PersistentStorageBackends;
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/**
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* The hierarchy of backends to pull from, this is assumed to be ordered from fastest to slowest
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* and can contain a mixture of local cacheable and persistent backends
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*/
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FBackendArray PullEnabledBackends;
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};
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} // namespace UE::Virtualization
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