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179 lines
6.5 KiB
C++
179 lines
6.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HAL/FileManager.h"
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#include "FileBackedDerivedDataBackend.h"
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#include "ProfilingDebugging/CookStats.h"
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#include "DerivedDataCacheUsageStats.h"
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#include "Misc/ScopeLock.h"
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class Error;
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/**
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* A simple thread safe, memory based backend. This is used for Async puts and the boot cache.
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**/
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class FMemoryDerivedDataBackend : public FFileBackedDerivedDataBackend
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{
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public:
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explicit FMemoryDerivedDataBackend(const TCHAR* InName, int64 InMaxCacheSize = -1, bool bCanBeDisabled = false);
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~FMemoryDerivedDataBackend();
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/** Return a name for this interface */
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virtual FString GetName() const override { return Name; }
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/** return true if this cache is writable **/
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virtual bool IsWritable() override;
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/** Returns a class of speed for this interface **/
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virtual ESpeedClass GetSpeedClass() override;
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/**
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* Synchronous test for the existence of a cache item
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*
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* @param CacheKey Alphanumeric+underscore key of this cache item
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* @return true if the data probably will be found, this can't be guaranteed because of concurrency in the backends, corruption, etc
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*/
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virtual bool CachedDataProbablyExists(const TCHAR* CacheKey) override;
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/**
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* Synchronous retrieve of a cache item
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*
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* @param CacheKey Alphanumeric+underscore key of this cache item
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* @param OutData Buffer to receive the results, if any were found
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* @return true if any data was found, and in this case OutData is non-empty
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*/
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virtual bool GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData) override;
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/**
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* Asynchronous, fire-and-forget placement of a cache item
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*
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* @param CacheKey Alphanumeric+underscore key of this cache item
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* @param InData Buffer containing the data to cache, can be destroyed after the call returns, immediately
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* @param bPutEvenIfExists If true, then do not attempt skip the put even if CachedDataProbablyExists returns true
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*/
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virtual EPutStatus PutCachedData(const TCHAR* CacheKey, TArrayView<const uint8> InData, bool bPutEvenIfExists) override;
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virtual void RemoveCachedData(const TCHAR* CacheKey, bool bTransient) override;
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/**
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* Save the cache to disk
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* @param Filename Filename to save
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* @return true if file was saved successfully
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*/
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bool SaveCache(const TCHAR* Filename);
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/**
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* Load the cache from disk
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* @param Filename Filename to load
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* @return true if file was loaded successfully
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*/
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bool LoadCache(const TCHAR* Filename);
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/**
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* Disable cache and ignore all subsequent requests
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*/
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void Disable() override;
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virtual void GatherUsageStats(TMap<FString, FDerivedDataCacheUsageStats>& UsageStatsMap, FString&& GraphPath) override;
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virtual bool TryToPrefetch(TConstArrayView<FString> CacheKeys) override;
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/**
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* Determines if we would cache the provided data
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*/
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virtual bool WouldCache(const TCHAR* CacheKey, TArrayView<const uint8> InData) override;
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/**
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* Apply debug options
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*/
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bool ApplyDebugOptions(FBackendDebugOptions& InOptions) override;
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private:
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/** Name of the cache file loaded (if any). */
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FString CacheFilename;
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FDerivedDataCacheUsageStats UsageStats;
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struct FCacheValue
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{
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int32 Age;
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TArray<uint8> Data;
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FCacheValue(TArrayView<const uint8> InData, int32 InAge = 0)
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: Age(InAge)
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, Data(InData.GetData(), InData.Num())
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{
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}
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};
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FORCEINLINE int32 CalcCacheValueSize(const FString& Key, const FCacheValue& Val)
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{
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return (Key.Len() + 1) * sizeof(TCHAR) + sizeof(Val.Age) + Val.Data.Num();
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}
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/** Name of this cache (used for debugging) */
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FString Name;
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/** Set of files that are being written to disk asynchronously. */
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TMap<FString, FCacheValue*> CacheItems;
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/** Maximum size the cached items can grow up to ( in bytes ) */
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int64 MaxCacheSize;
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/** When set to true, this cache is disabled...ignore all requests. */
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bool bDisabled;
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/** Object used for synchronization via a scoped lock */
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FCriticalSection SynchronizationObject;
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/** Current estimated cache size in bytes */
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int64 CurrentCacheSize;
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/** Indicates that the cache max size has been exceeded. This is used to avoid
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warning spam after the size has reached the limit. */
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bool bMaxSizeExceeded;
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/** When a memory cache can be disabled, it won't return true for CachedDataProbablyExists calls.
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* This is to avoid having the Boot DDC tells it has some resources that will suddenly disappear after the boot.
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* Get() requests will still get fulfilled and other cache level will be properly back-filled
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* offering the speed benefit of the boot cache while maintaining coherency at all cache levels.
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*
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* The problem is that most asset types (audio/staticmesh/texture) will always verify if their different LODS/Chunks can be found in the cache using CachedDataProbablyExists.
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* If any of the LOD/MIP can't be found, a build of the asset is triggered, otherwise they skip asset compilation altogether.
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* However, we should not skip the compilation based on the CachedDataProbablyExists result of the boot cache because it is a lie and will disappear at some point.
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* When the boot cache disappears and the streamer tries to fetch a LOD that it has been told was cached, it will fail and will then have no choice but to rebuild the asset synchronously.
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* This obviously causes heavy game-thread stutters.
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* However, if the bootcache returns false during CachedDataProbablyExists. The async compilation will be triggered and data will be put in the both the boot.ddc and the local cache.
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* This way, no more heavy game-thread stutters during streaming...
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* This can be reproed when you clear the local cache but do not clear the boot.ddc file, but even if it's a corner case, I stumbled upon it enough times that I though it was worth to fix so the caches are coherent.
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*/
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bool bCanBeDisabled = false;
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bool bShuttingDown = false;
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enum
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{
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/** Magic number to use in header */
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MemCache_Magic = 0x0cac0ddc,
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/** Magic number to use in header (new, > 2GB size compatible) */
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MemCache_Magic64 = 0x0cac1ddc,
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/** Oldest cache items to keep */
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MaxAge = 3,
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/** Size of data that is stored in the cachefile apart from the cache entries (64 bit size). */
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SerializationSpecificDataSize = sizeof(uint32) // Magic
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+ sizeof(int64) // Size
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+ sizeof(uint32), // CRC
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};
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protected:
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/* Debug helpers */
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bool DidSimulateMiss(const TCHAR* InKey);
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bool ShouldSimulateMiss(const TCHAR* InKey);
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/** Debug Options */
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FBackendDebugOptions DebugOptions;
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/** Keys we ignored due to miss rate settings */
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FCriticalSection MissedKeysCS;
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TSet<FName> DebugMissedKeys;
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};
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