Files
UnrealEngineUWP/Engine/Source/Editor/VirtualizationEditor/Private/CommandletUtils.cpp
paul chipchase 5b0faa30ca Speed up package discovery for VA commandlets.
#rb Per.Larsson
#jira UE-167454
#rnx
#preflight 63f5e5b9ac06ce789f047431

- Replace use of ::NormalizePackageNames with the asset registry for finding packages.
- We can use the async version of SearchAllAssets so that we don't have to wait on the asset registry cache being saved to disk.
- ::FindAllPackages now returns all paths in our standard form (relative to Engine\Binaries\<Platform>) where as NormalizePackageNames would return a mix of formats depending on the mount point location.

[CL 24359197 by paul chipchase in ue5-main branch]
2023-02-22 07:39:51 -05:00

118 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CommandletUtils.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Async/ParallelFor.h"
#include "Containers/Set.h"
#include "Misc/PackageName.h"
#include "Misc/Paths.h"
#include "UObject/PackageTrailer.h"
namespace UE::Virtualization
{
TArray<FString> FindAllPackages()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FindAllPackages);
TArray<FString> PackagePaths;
FAssetRegistryModule& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// Do an async search even though we immediately block on it. This will result in the asset registry cache
// being saved to disk on a background thread which is an operation we don't need to wait on. This can
// save a fair amount of time on larger projects.
const bool bSynchronousSearch = false;
AssetRegistry.Get().SearchAllAssets(bSynchronousSearch);
AssetRegistry.Get().WaitForCompletion();
const FString EnginePath = FPaths::EngineDir();
AssetRegistry.Get().EnumerateAllPackages([&PackagePaths, EnginePath](FName PackageName, const FAssetPackageData& PackageData)
{
FString RelFileName;
if (PackageData.Extension != EPackageExtension::Unspecified && PackageData.Extension != EPackageExtension::Custom)
{
const FString Extension = LexToString(PackageData.Extension);
if (FPackageName::TryConvertLongPackageNameToFilename(PackageName.ToString(), RelFileName, Extension))
{
FString StdFileName = FPaths::CreateStandardFilename(RelFileName);
// Now we have the absolute file path we can filter out engine packages
if (!StdFileName.StartsWith(EnginePath))
{
PackagePaths.Emplace(MoveTemp(StdFileName));
}
}
}
});
return PackagePaths;
}
TArray<FString> FindPackagesInDirectory(const FString& DirectoryToSearch)
{
TArray<FString> FilesInPackageFolder;
FPackageName::FindPackagesInDirectory(FilesInPackageFolder, DirectoryToSearch);
TArray<FString> PackageNames;
PackageNames.Reserve(FilesInPackageFolder.Num());
for (const FString& BasePath : FilesInPackageFolder)
{
PackageNames.Add(FPaths::CreateStandardFilename(BasePath));
}
return PackageNames;
}
TArray<FString> DiscoverPackages(const FString& CmdlineParams)
{
TRACE_CPUPROFILER_EVENT_SCOPE(DiscoverPackages);
FString PackageDir;
if (FParse::Value(*CmdlineParams, TEXT("PackageDir="), PackageDir) || FParse::Value(*CmdlineParams, TEXT("PackageFolder="), PackageDir))
{
return FindPackagesInDirectory(PackageDir);
}
else
{
return FindAllPackages();
}
}
TArray<FIoHash> FindVirtualizedPayloads(const TArray<FString>& PackagePaths)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FindVirtualizedPayloads);
// Each task will write out to its own TSet so we don't have to lock anything, we
// will combine the sets at the end.
TArray<TSet<FIoHash>> PayloadsPerTask;
ParallelForWithTaskContext(PayloadsPerTask, PackagePaths.Num(),
[&PackagePaths](TSet<FIoHash>& Context, int32 Index)
{
const FString& PackageName = PackagePaths[Index];
UE::FPackageTrailer Trailer;
if (UE::FPackageTrailer::TryLoadFromFile(PackageName, Trailer))
{
TArray<FIoHash> VirtualizedPayloads = Trailer.GetPayloads(UE::EPayloadStorageType::Virtualized);
Context.Append(VirtualizedPayloads);
}
});
// Combine the results into a final set
TSet<FIoHash> AllPayloads;
for (const TSet<FIoHash>& Payloads : PayloadsPerTask)
{
AllPayloads.Append(Payloads);
}
return AllPayloads.Array();
}
} //namespace UE::Virtualization