Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.cpp
paul chipchase 2e03df01a5 When virtualizing payloads we now load the payloads from disk on demand rather than all at once. This allows us to avoid memory spikes when virtualizing large amounts of data.
#rb Per.Larsson
#rnx
#jira UE-151000
#preflight 627271c83b2ed6f85363f53a

- In the old code when submitting packages for virtualization we would load all local payloads into memory then pass them to the virtualization system to be pushed to persistent storage. This works fine for an average users submits but when resaving large projects we can have submits with thousands of packages containing gigabytes of payloads.
- FPushRequest has been changed to accept either a payload directly (in the form of FCompressedBuffer) or accept a reference to a IPayloadProvider which will return the payload when asked.
- Most of the existing backends make no use of the batched pushing feature and only push one payload at a time. The default implementation of this will be to ask each request one at a time for the payload and then pass it to the backend for a single push. If the IPayloadProvider is being used we will therefor only ever have one payload loaded at a time avoiding memory spikes.
- The source control backend currently does implement the batched pushing feature. This backend writes each payload to disk before submitting them to perforce, so all we have to do is make sure that request one payload, write it to disk, then discard the payload to avoid memory spikes.
- This change required that FPushRequest make it's members private and provide accessors to them, as the caller shouldn't need to care if the payload is loaded or comes via the provider.
- NOTE that this implementation is less efficient if we have packages containing many different payloads as we will end up opening the package, parsing the trailer then load a payload many times over, where as the original code would load all payloads from the file in one go. In practice, given the overhead of the source control backend this didn't make a huge difference and is probably not worth the effort to optimize at this point.

[CL 20040609 by paul chipchase in ue5-main branch]
2022-05-04 08:58:50 -04:00

825 lines
28 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VirtualizationSourceControlBackend.h"
#include "Containers/Ticker.h"
#include "HAL/FileManager.h"
#include "IO/IoHash.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Logging/MessageLog.h"
#include "Misc/FileHelper.h"
#include "Misc/Parse.h"
#include "Misc/PathViews.h"
#include "Misc/Paths.h"
#include "Misc/ScopeExit.h"
#include "SourceControlInitSettings.h"
#include "SourceControlOperations.h"
#include "VirtualizationSourceControlUtilities.h"
#include "VirtualizationUtilities.h"
// When the SourceControl module (or at least the perforce source control module) is thread safe we
// can enable this and stop using the hacky work around 'TryToDownloadFileFromBackgroundThread'
#define IS_SOURCE_CONTROL_THREAD_SAFE 0
#define LOCTEXT_NAMESPACE "Virtualization"
namespace UE::Virtualization
{
/**
* A quick and dirty, poor mans implementation of a std::counting_semaphore that we can use to
* limit the number of threads that can create a new perforce connection when pulling or
* pushing payloads.
*
* In the worst case scenario where a user needs to pull all of their payloads from the source
* control backend rather than a faster backend we need to make sure that they will not overwhelm
* their server with requests.
* In the future we can use this sort of limit to help gather requests from many threads into a
* single batch request from the server which will be much more efficient than the current 'one
* payload, one request' system. Although we might want to consider gathering multiple requests
* at a higher level so that all backends can work on the same batching principle.
*/
class FSemaphore
{
public:
UE_NONCOPYABLE(FSemaphore);
enum class EAcquireResult
{
/** The acquire was a success and the thread can continue */
Success,
/** The wait event failed, the semaphore object is no longer safe */
EventFailed
};
FSemaphore() = delete;
explicit FSemaphore(int32 InitialCount)
: WaitEvent(EEventMode::ManualReset)
, Counter(InitialCount)
, DebugCount(0)
{
}
~FSemaphore()
{
checkf(DebugCount == 0, TEXT("'%d' threads are still waiting on the UE::Virtualization::FSemaphore being destroyed"));
}
/** Will block until the calling thread can pass through the semaphore. Note that it might return an error if the WaitEvent fails */
EAcquireResult Acquire()
{
CriticalSection.Lock();
DebugCount++;
while (Counter-- <= 0)
{
Counter++;
WaitEvent->Reset();
CriticalSection.Unlock();
if (!WaitEvent->Wait())
{
--DebugCount;
return EAcquireResult::EventFailed;
}
CriticalSection.Lock();
}
CriticalSection.Unlock();
return EAcquireResult::Success;
}
void Release()
{
FScopeLock _(&CriticalSection);
Counter++;
WaitEvent->Trigger();
--DebugCount;
}
private:
FEventRef WaitEvent;
FCriticalSection CriticalSection;
std::atomic<int32> Counter;
std::atomic<int32> DebugCount;
};
/** Structure to make it easy to acquire/release a FSemaphore for a given scope */
struct FSemaphoreScopeLock
{
FSemaphoreScopeLock(FSemaphore* InSemaphore)
: Semaphore(InSemaphore)
{
if (Semaphore != nullptr)
{
Semaphore->Acquire();
}
}
~FSemaphoreScopeLock()
{
if (Semaphore != nullptr)
{
Semaphore->Release();
}
}
private:
FSemaphore* Semaphore;
};
/** Utility function to create a directory to submit payloads from. */
[[nodiscard]] static bool TryCreateSubmissionSessionDirectory(FStringView SessionDirectoryPath)
{
// Write out an ignore file to the submission directory (will create the directory if needed)
{
TStringBuilder<260> IgnoreFilePath;
// TODO: We should find if P4IGNORE is actually set and if so extract the filename to use.
// This will require extending the source control module
FPathViews::Append(IgnoreFilePath, SessionDirectoryPath, TEXT(".p4ignore.txt"));
// A very basic .p4ignore file that should make sure that we are only submitting valid .upayload files.
//
// Since the file should only exist while we are pushing payloads, it is not expected that anyone will need
// to read the file. Due to this we only include the bare essentials in terms of documentation.
TStringBuilder<512> FileContents;
FileContents << TEXT("# Ignore all files\n*\n\n");
FileContents << TEXT("# Allow.payload files as long as they are the expected 3 directories deep\n!*/*/*/*.upayload\n\n");
if (!FFileHelper::SaveStringToFile(FileContents, IgnoreFilePath.ToString()))
{
return false;
}
}
return true;
}
/** Builds a changelist description to be used when submitting a payload to source control */
static void CreateDescription(const FString& ProjectName, const TArray<const FPushRequest*>& FileRequests, TStringBuilder<512>& OutDescription)
{
// TODO: Maybe make writing out the project name an option or allow for a codename to be set via ini file?
OutDescription << TEXT("Submitted for project: ");
OutDescription << ProjectName;
bool bInitialNewline = false;
for (const FPushRequest* Request : FileRequests)
{
if (!Request->GetContext().IsEmpty())
{
if (!bInitialNewline)
{
OutDescription << TEXT("\n");
bInitialNewline = true;
}
OutDescription << TEXT("\n") << Request->GetIdentifier() << "\t: " << Request->GetContext();
}
}
}
[[nodiscard]] static ECommandResult::Type GetDepotPathStates(ISourceControlProvider& SCCProvider, const TArray<FString>& DepotPaths, TArray<FSourceControlStateRef>& OutStates)
{
TSharedRef<FUpdateStatus, ESPMode::ThreadSafe> UpdateOperation = ISourceControlOperation::Create<FUpdateStatus>();
UpdateOperation->SetRequireDirPathEndWithSeparator(true);
ECommandResult::Type Result = SCCProvider.Execute(UpdateOperation, DepotPaths);
if (Result != ECommandResult::Succeeded)
{
return Result;
}
return SCCProvider.GetState(DepotPaths, OutStates, EStateCacheUsage::Use);
}
/** Parse all error messages in a FSourceControlResultInfo and return true if the file not found error message is found */
[[nodiscard]] static bool IsDepotFileMissing(const FSourceControlResultInfo& ResultInfo)
{
// Ideally we'd parse for this sort of thing in the source control module itself and return an error enum
for (const FText& ErrorTest : ResultInfo.ErrorMessages)
{
if (ErrorTest.ToString().Find(" - no such file(s).") != INDEX_NONE)
{
return true;
}
}
return false;
}
FSourceControlBackend::FSourceControlBackend(FStringView ProjectName, FStringView ConfigName, FStringView InDebugName)
: IVirtualizationBackend(ConfigName, InDebugName, EOperations::Push | EOperations::Pull)
, ProjectName(ProjectName)
{
}
bool FSourceControlBackend::Initialize(const FString& ConfigEntry)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::Initialize);
if (!TryApplySettingsFromConfigFiles(ConfigEntry))
{
return false;
}
// We do not want the connection to have a client workspace so explicitly set it to empty
FSourceControlInitSettings SCCSettings(FSourceControlInitSettings::EBehavior::OverrideExisting);
SCCSettings.AddSetting(TEXT("P4Client"), TEXT(""));
SCCProvider = ISourceControlModule::Get().CreateProvider(FName("Perforce"), TEXT("Virtualization"), SCCSettings);
if (!SCCProvider.IsValid())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to create a perforce connection, this seems to be unsupported by the editor"), *GetDebugName());
return false;
}
SCCProvider->Init(true);
// Note that if the connect is failing then we expect it to fail here rather than in the subsequent attempts to get the meta info file
TSharedRef<FConnect, ESPMode::ThreadSafe> ConnectCommand = ISourceControlOperation::Create<FConnect>();
if (SCCProvider->Execute(ConnectCommand, FString(), EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
FTextBuilder Errors;
for (const FText& Msg : ConnectCommand->GetResultInfo().ErrorMessages)
{
Errors.AppendLine(Msg);
}
FMessageLog Log("LogVirtualization");
Log.Error( FText::Format(LOCTEXT("FailedSourceControlConnection", "Failed to connect to source control backend with the following errors:\n{0}\nThe source control backend had trouble connecting!\nTrying logging in with the 'p4 login' command or by using p4vs/UnrealGameSync."),
Errors.ToText()));
OnConnectionError();
return true;
}
// When a source control depot is set up a file named 'payload_metainfo.txt' should be submitted to it's root.
// This allows us to check for the existence of the file to confirm that the depot root is indeed valid.
const FString PayloadMetaInfoPath = FString::Printf(TEXT("%spayload_metainfo.txt"), *DepotRoot);
#if IS_SOURCE_CONTROL_THREAD_SAFE
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (SCCProvider->Execute(DownloadCommand, PayloadMetaInfoPath, EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
FMessageLog Log("LogVirtualization");
Log.Error( FText::Format(LOCTEXT("FailedMetaInfo", "Failed to find 'payload_metainfo.txt' in the depot '{0}'\nThe source control backend will be unable to pull payloads, is your source control config set up correctly?"),
FText::FromString(DepotRoot)));
OnConnectionError();
return true;
}
#else
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (!SCCProvider->TryToDownloadFileFromBackgroundThread(DownloadCommand, PayloadMetaInfoPath))
{
FMessageLog Log("LogVirtualization");
Log.Error( FText::Format(LOCTEXT("FailedMetaInfo", "Failed to find 'payload_metainfo.txt' in the depot '{0}'\nThe source control backend will be unable to pull payloads, is your source control config set up correctly?"),
FText::FromString(DepotRoot)));
OnConnectionError();
return true;
}
#endif //IS_SOURCE_CONTROL_THREAD_SAFE
FSharedBuffer MetaInfoBuffer = DownloadCommand->GetFileData(PayloadMetaInfoPath);
if (MetaInfoBuffer.IsNull())
{
FMessageLog Log("LogVirtualization");
Log.Error( FText::Format(LOCTEXT("FailedMetaInfo", "Failed to find 'payload_metainfo.txt' in the depot '{0}'\nThe source control backend will be unable to pull payloads, is your source control config set up correctly?"),
FText::FromString(DepotRoot)));
OnConnectionError();
return true;
}
// Currently we do not do anything with the payload meta info, in the future we could structure
// it's format to include more information that might be worth logging or something.
// But for now being able to pull the payload meta info path at least shows that we can use the
// depot.
return true;
}
FCompressedBuffer FSourceControlBackend::PullData(const FIoHash& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PullData);
TStringBuilder<512> DepotPath;
CreateDepotPath(Id, DepotPath);
// TODO: When multiple threads are blocked waiting on this we could gather X payloads together and make a single
// batch request on the same connection, which should be a lot faster with less overhead.
// Although ideally this backend will not get hit very often.
FSemaphoreScopeLock _(ConcurrentConnectionLimit.Get());
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Attempting to pull '%s' from source control"), *GetDebugName(), *DepotPath);
int32 Retries = 0;
while (Retries < RetryCount)
{
// Only warn if the backend is configured to retry
if (Retries != 0)
{
UE_LOG(LogVirtualization, Warning, TEXT("[%s] Failed to download '%s' retrying (%d/%d) in %dms..."), *GetDebugName(), DepotPath.ToString(), Retries, RetryCount, RetryWaitTimeMS);
FPlatformProcess::SleepNoStats(RetryWaitTimeMS * 0.001f);
}
#if IS_SOURCE_CONTROL_THREAD_SAFE
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (SCCProvider->Execute(DownloadCommand, DepotPath.ToString(), EConcurrency::Synchronous) == ECommandResult::Succeeded)
{
// The payload was created by FCompressedBuffer::Compress so we can return it as a FCompressedBuffer.
FSharedBuffer Buffer = DownloadCommand->GetFileData(DepotPath);
return FCompressedBuffer::FromCompressed(Buffer);
}
#else
TSharedRef<FDownloadFile> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (SCCProvider->TryToDownloadFileFromBackgroundThread(DownloadCommand, DepotPath.ToString()))
{
// The payload was created by FCompressedBuffer::Compress so we can return it as a FCompressedBuffer.
FSharedBuffer Buffer = DownloadCommand->GetFileData(DepotPath);
return FCompressedBuffer::FromCompressed(Buffer);
}
#endif
// If this was the first try then check to see if the error being returns is that the file does not exist
// in the depot. If it does not exist then there is no point in us retrying and we can error out at this point.
if (Retries == 0 && IsDepotFileMissing(DownloadCommand->GetResultInfo()))
{
return FCompressedBuffer();
}
Retries++;
}
return FCompressedBuffer();
}
bool FSourceControlBackend::DoesPayloadExist(const FIoHash& Id)
{
TArray<bool> Result;
if (FSourceControlBackend::DoPayloadsExist(MakeArrayView<const FIoHash>(&Id, 1), Result))
{
check(Result.Num() == 1);
return Result[0];
}
else
{
return false;
}
}
EPushResult FSourceControlBackend::PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& Context)
{
FPushRequest Request(Id, Payload, Context);
return FSourceControlBackend::PushData(MakeArrayView(&Request, 1)) ? EPushResult::Success : EPushResult::Failed;
}
bool FSourceControlBackend::PushData(TArrayView<FPushRequest> Requests)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData);
// TODO: Consider creating one workspace and one temp dir per session rather than per push.
// Although this would require more checking on start up to check for lingering workspaces
// and directories in case of editor crashes.
// We'd also need to remove each submitted file from the workspace after submission so that
// we can delete the local file
// We cannot easily submit files from within the project root due to p4 ignore rules
// so we will use the user temp directory instead. We append a guid to the root directory
// to avoid potentially conflicting with other editor processes that might be running.
const FGuid SessionGuid = FGuid::NewGuid();
UE_LOG(LogVirtualization, Display, TEXT("[%s] Started payload submission session '%s' for '%d' payload(s)"), *GetDebugName(), *LexToString(SessionGuid), Requests.Num());
TStringBuilder<260> SessionDirectory;
FPathViews::Append(SessionDirectory, SubmissionRootDir, SessionGuid);
if (!TryCreateSubmissionSessionDirectory(SessionDirectory))
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to created directory '%s' to submit payloads from"), *GetDebugName(), SessionDirectory.ToString());
return false;
}
UE_LOG(LogVirtualization, Display, TEXT("[%s] Created directory '%s' to submit payloads from"), *GetDebugName(), SessionDirectory.ToString());
ON_SCOPE_EXIT
{
// Clean up the payload file from disk and the temp directories, but we do not need to give errors if any of these operations fail.
IFileManager::Get().DeleteDirectory(SessionDirectory.ToString(), false, true);
};
TArray<FString> FilesToSubmit;
FilesToSubmit.Reserve(Requests.Num());
// Write the payloads to disk so that they can be submitted (source control module currently requires the files to
// be on disk)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::CreateFiles);
for (const FPushRequest& Request : Requests)
{
TStringBuilder<52> LocalPayloadPath;
Utils::PayloadIdToPath(Request.GetIdentifier(), LocalPayloadPath);
TStringBuilder<260> PayloadFilePath;
FPathViews::Append(PayloadFilePath, SessionDirectory, LocalPayloadPath);
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Writing payload to '%s' for submission"), *GetDebugName(), PayloadFilePath.ToString());
FCompressedBuffer Payload = Request.GetPayload();
if (Payload.IsNull())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to acquire payload '%s' contents to '%s' for writing"),
*GetDebugName(),
*LexToString(Request.GetIdentifier()),
PayloadFilePath.ToString());
return false;
}
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(PayloadFilePath.ToString()));
if (!FileAr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugName(),
*LexToString(Request.GetIdentifier()),
PayloadFilePath.ToString(),
SystemErrorMsg.ToString());
return false;
}
Payload.Save(*FileAr);
if (!FileAr->Close())
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugName(),
*LexToString(Request.GetIdentifier()),
*PayloadFilePath,
SystemErrorMsg.
ToString());
return false;
}
FilesToSubmit.Emplace(MoveTemp(PayloadFilePath));
}
}
check(Requests.Num() == FilesToSubmit.Num());
FSemaphoreScopeLock _(ConcurrentConnectionLimit.Get());
TStringBuilder<64> WorkspaceName;
WorkspaceName << TEXT("VASubmission-") << SessionGuid;
// Create a temp workspace so that we can submit the payload from
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::CreateWorkspace);
TSharedRef<FCreateWorkspace> CreateWorkspaceCommand = ISourceControlOperation::Create<FCreateWorkspace>(WorkspaceName, SessionDirectory);
TStringBuilder<512> DepotMapping;
DepotMapping << DepotRoot << TEXT("...");
TStringBuilder<128> ClientMapping;
ClientMapping << TEXT("//") << WorkspaceName << TEXT("/...");
CreateWorkspaceCommand->AddNativeClientViewMapping(DepotMapping, ClientMapping);
if (bUsePartitionedClient)
{
CreateWorkspaceCommand->SetType(FCreateWorkspace::EType::Partitioned);
}
CreateWorkspaceCommand->SetDescription(TEXT("This workspace was autogenerated when submitting virtualized payloads to source control"));
if (SCCProvider->Execute(CreateWorkspaceCommand) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to create temp workspace '%s' to submit payloads from"),
*GetDebugName(),
WorkspaceName.ToString());
return false;
}
}
ON_SCOPE_EXIT
{
// Remove the temp workspace mapping
if (SCCProvider->Execute(ISourceControlOperation::Create<FDeleteWorkspace>(WorkspaceName)) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Warning, TEXT("[%s] Failed to remove temp workspace '%s' please delete manually"), *GetDebugName(), WorkspaceName.ToString());
}
};
FString OriginalWorkspace;
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::SwitchWorkspace);
FSourceControlResultInfo SwitchToNewWorkspaceInfo;
if (SCCProvider->SwitchWorkspace(WorkspaceName, SwitchToNewWorkspaceInfo, &OriginalWorkspace) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to switch to temp workspace '%s' when trying to submit payloads"),
*GetDebugName(),
WorkspaceName.ToString());
return false;
}
}
ON_SCOPE_EXIT
{
FSourceControlResultInfo SwitchToOldWorkspaceInfo;
if (SCCProvider->SwitchWorkspace(OriginalWorkspace, SwitchToOldWorkspaceInfo, nullptr) != ECommandResult::Succeeded)
{
// Failing to restore the old workspace could result in confusing editor issues and data loss, so for now it is fatal.
// The medium term plan should be to refactor the SourceControlModule so that we could use an entirely different
// ISourceControlProvider so as not to affect the rest of the editor.
UE_LOG(LogVirtualization, Fatal, TEXT("[%s] Failed to restore the original workspace to temp workspace '%s' continuing would risk editor instability and potential data loss"),
*GetDebugName(),
*OriginalWorkspace);
}
};
TArray<FSourceControlStateRef> FileStates;
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::GetFileStates);
if (GetDepotPathStates(*SCCProvider, FilesToSubmit, FileStates) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to find the current file state for payloads"), *GetDebugName());
return false;
}
}
check(Requests.Num() == FileStates.Num());
TArray<FString> FilesToAdd;
FilesToAdd.Reserve(FilesToSubmit.Num());
TArray<const FPushRequest*> FileRequests;
FileRequests.Reserve(FilesToSubmit.Num());
for (int32 Index = 0; Index < FilesToSubmit.Num(); ++Index)
{
if (FileStates[Index]->IsSourceControlled())
{
// TODO: Maybe check if the data is the same (could be different if the compression algorithm has changed)
// TODO: Should we respect if the file is deleted as technically we can still get access to it?
Requests[Index].SetStatus(FPushRequest::EStatus::Success);
}
else if (FileStates[Index]->CanAdd())
{
FilesToAdd.Add(FilesToSubmit[Index]);
FileRequests.Add(&Requests[Index]);
}
else
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] The the payload file '%s' is not in source control but also cannot be marked for Add"), *GetDebugName(), *FilesToSubmit[Index]);
return false;
}
}
check(FileRequests.Num() == FilesToAdd.Num());
if (FilesToAdd.IsEmpty())
{
return true;
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::AddFiles);
if (SCCProvider->Execute(ISourceControlOperation::Create<FMarkForAdd>(), FilesToAdd) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to mark the payload file for Add in source control"), *GetDebugName());
return false;
}
}
// Now submit the payload
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData::SubmitFiles);
TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
TStringBuilder<512> Description;
CreateDescription(ProjectName, FileRequests, Description);
CheckInOperation->SetDescription(FText::FromString(Description.ToString()));
if (SCCProvider->Execute(CheckInOperation, FilesToAdd) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to submit the payload file(s) to source control"), *GetDebugName());
return false;
}
}
// TODO: We really should be setting a more fine grain status for each request, or not bother with the status at all
for (FPushRequest& Request : Requests)
{
Request.SetStatus(FPushRequest::EStatus::Success);
}
return true;
}
bool FSourceControlBackend::DoPayloadsExist(TArrayView<const FIoHash> PayloadIds, TArray<bool>& OutResults)
{
TArray<FString> DepotPaths;
DepotPaths.Reserve(PayloadIds.Num());
TArray<FSourceControlStateRef> PathStates;
for (const FIoHash& PayloadId : PayloadIds)
{
if (!PayloadId.IsZero())
{
TStringBuilder<52> LocalPayloadPath;
Utils::PayloadIdToPath(PayloadId, LocalPayloadPath);
DepotPaths.Emplace(WriteToString<512>(DepotRoot, LocalPayloadPath));
}
}
ECommandResult::Type Result = GetDepotPathStates(*SCCProvider, DepotPaths, PathStates);
if (Result != ECommandResult::Type::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to query the state of files in the source control depot"), *GetDebugName());
return false;
}
check(DepotPaths.Num() == PathStates.Num()); // We expect that all paths return a state
OutResults.SetNum(PayloadIds.Num());
int32 StatusIndex = 0;
for (int32 Index = 0; Index < PayloadIds.Num(); ++Index)
{
if (!PayloadIds[Index].IsZero())
{
OutResults[Index] = PathStates[StatusIndex++]->IsSourceControlled();
}
}
return true;
}
bool FSourceControlBackend::TryApplySettingsFromConfigFiles(const FString& ConfigEntry)
{
// We require that a valid depot root has been provided
if (!FParse::Value(*ConfigEntry, TEXT("DepotRoot="), DepotRoot))
{
UE_LOG(LogVirtualization, Error, TEXT("'DepotRoot=' not found in the config file"));
return false;
}
// Now parse the optional config values
// Check to see if we should use partitioned clients or not. This is a perforce specific optimization to make the workspace churn cheaper on the server
{
FParse::Bool(*ConfigEntry, TEXT("UsePartitionedClient="), bUsePartitionedClient);
UE_LOG(LogVirtualization, Log, TEXT("[%s] Using partitioned clients: '%s'"), *GetDebugName(), bUsePartitionedClient ? TEXT("true") : TEXT("false"));
}
// Allow the source control backend to retry failed pulls
{
int32 RetryCountIniFile = INDEX_NONE;
if (FParse::Value(*ConfigEntry, TEXT("RetryCount="), RetryCountIniFile))
{
RetryCount = RetryCountIniFile;
}
int32 RetryWaitTimeMSIniFile = INDEX_NONE;
if (FParse::Value(*ConfigEntry, TEXT("RetryWaitTime="), RetryWaitTimeMSIniFile))
{
RetryWaitTimeMS = RetryWaitTimeMSIniFile;
}
UE_LOG(LogVirtualization, Log, TEXT("[%s] Will retry failed downloads attempts %d time(s) with a gap of %dms betwen them"), *GetDebugName(), RetryCount, RetryWaitTimeMS);
}
// Allow the number of concurrent connections to be limited
{
int32 MaxLimit = 8; // We use the UGS max of 8 as the default
FParse::Value(*ConfigEntry, TEXT("MaxConnections="), MaxLimit);
if (MaxLimit != INDEX_NONE)
{
ConcurrentConnectionLimit = MakeUnique<FSemaphore>(MaxLimit);
UE_LOG(LogVirtualization, Log, TEXT("[%s] Limted to %d concurrent source control connections"), *GetDebugName(), MaxLimit);
}
else
{
UE_LOG(LogVirtualization, Log, TEXT("[%s] Has no limit to it's concurrent source control connections"), *GetDebugName());
}
}
if (!FindSubmissionWorkingDir(ConfigEntry))
{
return false;
}
return true;
}
void FSourceControlBackend::CreateDepotPath(const FIoHash& PayloadId, FStringBuilderBase& OutPath)
{
TStringBuilder<52> PayloadPath;
Utils::PayloadIdToPath(PayloadId, PayloadPath);
OutPath << DepotRoot << PayloadPath;
}
bool FSourceControlBackend::FindSubmissionWorkingDir(const FString& ConfigEntry)
{
// Note regarding path lengths.
// During submission each payload path will be 90 characters in length which will then be appended to
// the SubmissionWorkingDir
SubmissionRootDir = FPlatformMisc::GetEnvironmentVariable(TEXT("UE-VirtualizationWorkingDir"));
if (!SubmissionRootDir.IsEmpty())
{
FPaths::NormalizeDirectoryName(SubmissionRootDir);
UE_LOG(LogVirtualization, Log, TEXT("[%s] Found Environment Variable: UE-VirtualizationWorkingDir"), *GetDebugName());
}
else
{
bool bSubmitFromTempDir = false;
FParse::Bool(*ConfigEntry, TEXT("SubmitFromTempDir="), bSubmitFromTempDir);
TStringBuilder<260> PathBuilder;
if (bSubmitFromTempDir)
{
FPathViews::Append(PathBuilder, FPlatformProcess::UserTempDir(), TEXT("UnrealEngine/VASubmission"));
}
else
{
FPathViews::Append(PathBuilder, FPaths::ProjectSavedDir(), TEXT("VASubmission"));
}
SubmissionRootDir = PathBuilder;
}
if (IFileManager::Get().DirectoryExists(*SubmissionRootDir) || IFileManager::Get().MakeDirectory(*SubmissionRootDir))
{
UE_LOG(LogVirtualization, Log, TEXT("[%s] Setting '%s' as the working directory"), *GetDebugName(), *SubmissionRootDir);
return true;
}
else
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to set the working directory to '%s' due to %s"), *GetDebugName(), *SubmissionRootDir, SystemErrorMsg.ToString());
SubmissionRootDir.Empty();
return false;
}
}
void FSourceControlBackend::OnConnectionError()
{
auto Callback = [](float Delta)->bool
{
FMessageLog Log("LogVirtualization");
Log.Notify(LOCTEXT("ConnectionError", "Asset virtualization connect errors were encountered, see the message log for more info"));
// This tick callback is one shot, so return false to prevent it being invoked again
return false;
};
FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda(Callback));
}
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FSourceControlBackend, SourceControl);
} // namespace UE::Virtualization
#undef LOCTEXT_NAMESPACE