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