Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerConnection.cpp
Max Preussner 3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00

900 lines
26 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "NetworkFileSystemPrivatePCH.h"
#include "PackageName.h"
#include "TargetPlatform.h"
/* FNetworkFileServerClientConnection structors
*****************************************************************************/
FNetworkFileServerClientConnection::FNetworkFileServerClientConnection( const FFileRequestDelegate& InFileRequestDelegate,
const FRecompileShadersDelegate& InRecompileShadersDelegate, const TArray<ITargetPlatform*>& InActiveTargetPlatforms )
: LastHandleId(0)
, Sandbox(NULL)
, ActiveTargetPlatforms(InActiveTargetPlatforms)
{
if (InFileRequestDelegate.IsBound())
{
FileRequestDelegate = InFileRequestDelegate;
}
if (InRecompileShadersDelegate.IsBound())
{
RecompileShadersDelegate = InRecompileShadersDelegate;
}
}
FNetworkFileServerClientConnection::~FNetworkFileServerClientConnection( )
{
// close all the files the client had opened through us when the client disconnects
for (TMap<uint64, IFileHandle*>::TIterator It(OpenFiles); It; ++It)
{
delete It.Value();
}
delete Sandbox;
Sandbox = NULL;
}
/* FStreamingNetworkFileServerConnection implementation
*****************************************************************************/
void FNetworkFileServerClientConnection::ConvertClientFilenameToServerFilename(FString& FilenameToConvert)
{
if (FilenameToConvert.StartsWith(ConnectedEngineDir))
{
FilenameToConvert = FilenameToConvert.Replace(*ConnectedEngineDir, *(FPaths::EngineDir()));
}
else if (FilenameToConvert.StartsWith(ConnectedGameDir))
{
if ( FPaths::IsProjectFilePathSet() )
{
FilenameToConvert = FilenameToConvert.Replace(*ConnectedGameDir, *(FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/")));
}
else
{
#if !IS_PROGRAM
// UnrealFileServer has a GameDir of ../../../Engine/Programs/UnrealFileServer.
// We do *not* want to replace the directory in that case.
FilenameToConvert = FilenameToConvert.Replace(*ConnectedGameDir, *(FPaths::GameDir()));
#endif
}
}
}
/**
* Fixup sandbox paths to match what package loading will request on the client side. e.g.
* Sandbox path: "../../../Elemental/Content/Elemental/Effects/FX_Snow_Cracks/Crack_02/Materials/M_SnowBlast.uasset ->
* client path: "../../../Samples/Showcases/Elemental/Content/Elemental/Effects/FX_Snow_Cracks/Crack_02/Materials/M_SnowBlast.uasset"
* This ensures that devicelocal-cached files will be properly timestamp checked before deletion.
*/
static TMap<FString, FDateTime> FixupSandboxPathsForClient(FSandboxPlatformFile* Sandbox, const TMap<FString, FDateTime>& SandboxPaths, const FString& LocalEngineDir, const FString& LocalGameDir)
{
TMap<FString, FDateTime> FixedFiletimes;
FString SandboxEngine = Sandbox->ConvertToSandboxPath(*LocalEngineDir) + TEXT("/");
// we need to add an extra bit to the game path to make the sandbox convert it correctly (investigate?)
// @todo: double check this
FString SandboxGame = Sandbox->ConvertToSandboxPath(*(LocalGameDir + TEXT("a.txt"))).Replace(TEXT("a.txt"), TEXT(""));
// since the sandbox remaps from A/B/C to C, and the client has no idea of this, we need to put the files
// into terms of the actual LocalGameDir, which is all that the client knows about
for (TMap<FString, FDateTime>::TConstIterator It(SandboxPaths); It; ++It)
{
FString Fixed = Sandbox->ConvertToSandboxPath(*It.Key());
Fixed = Fixed.Replace(*SandboxEngine, *LocalEngineDir);
Fixed = Fixed.Replace(*SandboxGame, *LocalGameDir);
FixedFiletimes.Add(Fixed, It.Value());
}
return FixedFiletimes;
}
void FNetworkFileServerClientConnection::ConvertServerFilenameToClientFilename(FString& FilenameToConvert)
{
if (FilenameToConvert.StartsWith(FPaths::EngineDir()))
{
FilenameToConvert = FilenameToConvert.Replace(*(FPaths::EngineDir()), *ConnectedEngineDir);
}
else if (FPaths::IsProjectFilePathSet())
{
if (FilenameToConvert.StartsWith(FPaths::GetPath(FPaths::GetProjectFilePath())))
{
FilenameToConvert = FilenameToConvert.Replace(*(FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/")), *ConnectedGameDir);
}
}
#if !IS_PROGRAM
else if (FilenameToConvert.StartsWith(FPaths::GameDir()))
{
// UnrealFileServer has a GameDir of ../../../Engine/Programs/UnrealFileServer.
// We do *not* want to replace the directory in that case.
FilenameToConvert = FilenameToConvert.Replace(*(FPaths::GameDir()), *ConnectedGameDir);
}
#endif
}
static FCriticalSection SocketCriticalSection;
void FNetworkFileServerClientConnection::ProcessPayload(FArchive& Ar,FArchive& Out)
{
// first part of the payload is always the command
uint32 Cmd;
Ar << Cmd;
UE_LOG(LogFileServer, Verbose, TEXT("Processing payload with Cmd %d"), Cmd);
// what type of message is this?
NFS_Messages::Type Msg = NFS_Messages::Type(Cmd);
// make sure the first thing is GetFileList which initializes the game/platform
checkf(Msg == NFS_Messages::GetFileList || Sandbox != NULL, TEXT("The first client message MUST be GetFileList, not %d"), (int32)Msg);
// process the message!
bool bSendUnsolicitedFiles = false;
{
FScopeLock SocketLock(&SocketCriticalSection);
switch (Msg)
{
case NFS_Messages::OpenRead:
ProcessOpenFile(Ar, Out, false);
break;
case NFS_Messages::OpenWrite:
ProcessOpenFile(Ar, Out, true);
break;
case NFS_Messages::Read:
ProcessReadFile(Ar, Out);
break;
case NFS_Messages::Write:
ProcessWriteFile(Ar, Out);
break;
case NFS_Messages::Seek:
ProcessSeekFile(Ar, Out);
break;
case NFS_Messages::Close:
ProcessCloseFile(Ar, Out);
break;
case NFS_Messages::MoveFile:
ProcessMoveFile(Ar, Out);
break;
case NFS_Messages::DeleteFile:
ProcessDeleteFile(Ar, Out);
break;
case NFS_Messages::GetFileInfo:
ProcessGetFileInfo(Ar, Out);
break;
case NFS_Messages::CopyFile:
ProcessCopyFile(Ar, Out);
break;
case NFS_Messages::SetTimeStamp:
ProcessSetTimeStamp(Ar, Out);
break;
case NFS_Messages::SetReadOnly:
ProcessSetReadOnly(Ar, Out);
break;
case NFS_Messages::CreateDirectory:
ProcessCreateDirectory(Ar, Out);
break;
case NFS_Messages::DeleteDirectory:
ProcessDeleteDirectory(Ar, Out);
break;
case NFS_Messages::DeleteDirectoryRecursively:
ProcessDeleteDirectoryRecursively(Ar, Out);
break;
case NFS_Messages::ToAbsolutePathForRead:
ProcessToAbsolutePathForRead(Ar, Out);
break;
case NFS_Messages::ToAbsolutePathForWrite:
ProcessToAbsolutePathForWrite(Ar, Out);
break;
case NFS_Messages::ReportLocalFiles:
ProcessReportLocalFiles(Ar, Out);
break;
case NFS_Messages::GetFileList:
ProcessGetFileList(Ar, Out);
break;
case NFS_Messages::Heartbeat:
ProcessHeartbeat(Ar, Out);
break;
case NFS_Messages::SyncFile:
ProcessSyncFile(Ar, Out);
bSendUnsolicitedFiles = true;
break;
case NFS_Messages::RecompileShaders:
ProcessRecompileShaders(Ar, Out);
break;
default:
UE_LOG(LogFileServer, Error, TEXT("Bad incomming message tag (%d)."), (int32)Msg);
}
}
// send back a reply if the command wrote anything back out
if (Out.TotalSize() && bSendUnsolicitedFiles)
{
int32 NumUnsolictedFiles = UnsolictedFiles.Num();
Out << NumUnsolictedFiles;
for (int32 Index = 0; Index < NumUnsolictedFiles; Index++)
{
PackageFile(UnsolictedFiles[Index], Out);
}
}
UE_LOG(LogFileServer, Verbose, TEXT("Done Processing payload with Cmd %d Total Size sending %d "), Cmd,Out.TotalSize());
}
void FNetworkFileServerClientConnection::ProcessOpenFile( FArchive& In, FArchive& Out, bool bIsWriting )
{
// Get filename
FString Filename;
In << Filename;
bool bAppend = false;
bool bAllowRead = false;
if (bIsWriting)
{
In << bAppend;
In << bAllowRead;
}
ConvertClientFilenameToServerFilename(Filename);
if (bIsWriting)
{
// Make sure the directory exists...
Sandbox->CreateDirectoryTree(*(FPaths::GetPath(Filename)));
}
TArray<FString> NewUnsolictedFiles;
FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
FDateTime ServerTimeStamp = Sandbox->GetTimeStamp(*Filename);
int64 ServerFileSize = 0;
IFileHandle* File = bIsWriting ? Sandbox->OpenWrite(*Filename, bAppend, bAllowRead) : Sandbox->OpenRead(*Filename);
if (!File)
{
UE_LOG(LogFileServer, Display, TEXT("Open request for %s failed for file %s."), bIsWriting ? TEXT("Writing") : TEXT("Reading"), *Filename);
ServerTimeStamp = FDateTime::MinValue(); // if this was a directory, this will make sure it is not confused with a zero byte file
}
else
{
ServerFileSize = File->Size();
}
uint64 HandleId = ++LastHandleId;
OpenFiles.Add( HandleId, File );
Out << HandleId;
Out << ServerTimeStamp;
Out << ServerFileSize;
}
void FNetworkFileServerClientConnection::ProcessReadFile( FArchive& In, FArchive& Out )
{
// Get Handle ID
uint64 HandleId = 0;
In << HandleId;
int64 BytesToRead = 0;
In << BytesToRead;
int64 BytesRead = 0;
IFileHandle* File = FindOpenFile(HandleId);
if (File)
{
uint8* Dest = (uint8*)FMemory::Malloc(BytesToRead);
if (File->Read(Dest, BytesToRead))
{
BytesRead = BytesToRead;
Out << BytesRead;
Out.Serialize(Dest, BytesRead);
}
else
{
Out << BytesRead;
}
FMemory::Free(Dest);
}
else
{
Out << BytesRead;
}
}
void FNetworkFileServerClientConnection::ProcessWriteFile( FArchive& In, FArchive& Out )
{
// Get Handle ID
uint64 HandleId = 0;
In << HandleId;
int64 BytesWritten = 0;
IFileHandle* File = FindOpenFile(HandleId);
if (File)
{
int64 BytesToWrite = 0;
In << BytesToWrite;
uint8* Source = (uint8*)FMemory::Malloc(BytesToWrite);
In.Serialize(Source, BytesToWrite);
if (File->Write(Source, BytesToWrite))
{
BytesWritten = BytesToWrite;
}
FMemory::Free(Source);
}
Out << BytesWritten;
}
void FNetworkFileServerClientConnection::ProcessSeekFile( FArchive& In, FArchive& Out )
{
// Get Handle ID
uint64 HandleId = 0;
In << HandleId;
int64 NewPosition;
In << NewPosition;
int64 SetPosition = -1;
IFileHandle* File = FindOpenFile(HandleId);
if (File && File->Seek(NewPosition))
{
SetPosition = File->Tell();
}
Out << SetPosition;
}
void FNetworkFileServerClientConnection::ProcessCloseFile( FArchive& In, FArchive& Out )
{
// Get Handle ID
uint64 HandleId = 0;
In << HandleId;
uint32 Closed = 0;
IFileHandle* File = FindOpenFile(HandleId);
if (File)
{
Closed = 1;
OpenFiles.Remove(HandleId);
delete File;
}
Out << Closed;
}
void FNetworkFileServerClientConnection::ProcessGetFileInfo( FArchive& In, FArchive& Out )
{
// Get filename
FString Filename;
In << Filename;
ConvertClientFilenameToServerFilename(Filename);
FFileInfo Info;
Info.FileExists = Sandbox->FileExists(*Filename);
// if the file exists, cook it if necessary (the FileExists flag won't change value based on this callback)
// without this, the server can return the uncooked file size, which can cause reads off the end
if (Info.FileExists)
{
TArray<FString> NewUnsolictedFiles;
FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
}
// get the rest of the info
Info.ReadOnly = Sandbox->IsReadOnly(*Filename);
Info.Size = Sandbox->FileSize(*Filename);
Info.TimeStamp = Sandbox->GetTimeStamp(*Filename);
Info.AccessTimeStamp = Sandbox->GetAccessTimeStamp(*Filename);
Out << Info.FileExists;
Out << Info.ReadOnly;
Out << Info.Size;
Out << Info.TimeStamp;
Out << Info.AccessTimeStamp;
}
void FNetworkFileServerClientConnection::ProcessMoveFile( FArchive& In, FArchive& Out )
{
FString From;
In << From;
FString To;
In << To;
ConvertClientFilenameToServerFilename(From);
ConvertClientFilenameToServerFilename(To);
uint32 Success = Sandbox->MoveFile(*To, *From);
Out << Success;
}
void FNetworkFileServerClientConnection::ProcessDeleteFile( FArchive& In, FArchive& Out )
{
FString Filename;
In << Filename;
ConvertClientFilenameToServerFilename(Filename);
uint32 Success = Sandbox->DeleteFile(*Filename);
Out << Success;
}
void FNetworkFileServerClientConnection::ProcessReportLocalFiles( FArchive& In, FArchive& Out )
{
// get the list of files on the other end
TMap<FString, FDateTime> ClientFileTimes;
In << ClientFileTimes;
// go over them and compare times to this side
TArray<FString> OutOfDateFiles;
for (TMap<FString, FDateTime>::TIterator It(ClientFileTimes); It; ++It)
{
FString ClientFile = It.Key();
ConvertClientFilenameToServerFilename(ClientFile);
// get the local timestamp
FDateTime Timestamp = Sandbox->GetTimeStamp(*ClientFile);
// if it's newer than the client/remote timestamp, it's newer here, so tell the other side it's out of date
if (Timestamp > It.Value())
{
OutOfDateFiles.Add(ClientFile);
}
}
UE_LOG(LogFileServer, Display, TEXT("There were %d out of date files"), OutOfDateFiles.Num());
}
/** Copies file. */
void FNetworkFileServerClientConnection::ProcessCopyFile( FArchive& In, FArchive& Out )
{
FString To;
FString From;
In << To;
In << From;
ConvertClientFilenameToServerFilename(To);
ConvertClientFilenameToServerFilename(From);
bool Success = Sandbox->CopyFile(*To, *From);
Out << Success;
}
void FNetworkFileServerClientConnection::ProcessSetTimeStamp( FArchive& In, FArchive& Out )
{
FString Filename;
FDateTime Timestamp;
In << Filename;
In << Timestamp;
ConvertClientFilenameToServerFilename(Filename);
Sandbox->SetTimeStamp(*Filename, Timestamp);
// Need to sends something back otherwise the response won't get sent at all.
bool Success = true;
Out << Success;
}
void FNetworkFileServerClientConnection::ProcessSetReadOnly( FArchive& In, FArchive& Out )
{
FString Filename;
bool bReadOnly;
In << Filename;
In << bReadOnly;
ConvertClientFilenameToServerFilename(Filename);
bool Success = Sandbox->SetReadOnly(*Filename, bReadOnly);
Out << Success;
}
void FNetworkFileServerClientConnection::ProcessCreateDirectory( FArchive& In, FArchive& Out )
{
FString Directory;
In << Directory;
ConvertClientFilenameToServerFilename(Directory);
bool bSuccess = Sandbox->CreateDirectory(*Directory);
Out << bSuccess;
}
void FNetworkFileServerClientConnection::ProcessDeleteDirectory( FArchive& In, FArchive& Out )
{
FString Directory;
In << Directory;
ConvertClientFilenameToServerFilename(Directory);
bool bSuccess = Sandbox->DeleteDirectory(*Directory);
Out << bSuccess;
}
void FNetworkFileServerClientConnection::ProcessDeleteDirectoryRecursively( FArchive& In, FArchive& Out )
{
FString Directory;
In << Directory;
ConvertClientFilenameToServerFilename(Directory);
bool bSuccess = Sandbox->DeleteDirectoryRecursively(*Directory);
Out << bSuccess;
}
void FNetworkFileServerClientConnection::ProcessToAbsolutePathForRead( FArchive& In, FArchive& Out )
{
FString Filename;
In << Filename;
ConvertClientFilenameToServerFilename(Filename);
Filename = Sandbox->ConvertToAbsolutePathForExternalAppForRead(*Filename);
Out << Filename;
}
void FNetworkFileServerClientConnection::ProcessToAbsolutePathForWrite( FArchive& In, FArchive& Out )
{
FString Filename;
In << Filename;
ConvertClientFilenameToServerFilename(Filename);
Filename = Sandbox->ConvertToAbsolutePathForExternalAppForWrite(*Filename);
Out << Filename;
}
void FNetworkFileServerClientConnection::ProcessGetFileList( FArchive& In, FArchive& Out )
{
// get the list of directories to process
TArray<FString> TargetPlatformNames;
FString GameName;
FString EngineRelativePath;
FString GameRelativePath;
TArray<FString> RootDirectories;
bool bIsStreamingRequest = false;
In << TargetPlatformNames;
In << GameName;
In << EngineRelativePath;
In << GameRelativePath;
In << RootDirectories;
In << bIsStreamingRequest;
ConnectedPlatformName = TEXT("");
// figure out the best matching target platform for the set of valid ones
for (int32 TPIndex = 0; TPIndex < TargetPlatformNames.Num() && ConnectedPlatformName == TEXT(""); TPIndex++)
{
UE_LOG(LogFileServer, Display, TEXT(" Possible Target Platform from client: %s"), *TargetPlatformNames[TPIndex]);
// look for a matching target platform
for (int32 ActiveTPIndex = 0; ActiveTPIndex < ActiveTargetPlatforms.Num(); ActiveTPIndex++)
{
UE_LOG(LogFileServer, Display, TEXT(" Checking against: %s"), *ActiveTargetPlatforms[ActiveTPIndex]->PlatformName());
if (ActiveTargetPlatforms[ActiveTPIndex]->PlatformName() == TargetPlatformNames[TPIndex])
{
ConnectedPlatformName = ActiveTargetPlatforms[ActiveTPIndex]->PlatformName();
break;
}
}
}
// @todo: if there were some platforms in ActiveTPs, but none matched, we should reject this client
// if we didn't find one, then just use what was sent
if (ConnectedPlatformName == TEXT(""))
{
ConnectedPlatformName = TargetPlatformNames[0];
}
ConnectedEngineDir = EngineRelativePath;
ConnectedGameDir = GameRelativePath;
FString LocalEngineDir = FPaths::EngineDir();
FString LocalGameDir = FPaths::GameDir();
if ( FPaths::IsProjectFilePathSet() )
{
LocalGameDir = FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/");
}
UE_LOG(LogFileServer, Display, TEXT(" Connected EngineDir = %s"), *ConnectedEngineDir);
UE_LOG(LogFileServer, Display, TEXT(" Local EngineDir = %s"), *LocalEngineDir);
UE_LOG(LogFileServer, Display, TEXT(" Connected GameDir = %s"), *ConnectedGameDir);
UE_LOG(LogFileServer, Display, TEXT(" Local GameDir = %s"), *LocalGameDir);
// Remap the root directories requested...
for (int32 RootDirIdx = 0; RootDirIdx < RootDirectories.Num(); RootDirIdx++)
{
FString CheckRootDir = RootDirectories[RootDirIdx];
ConvertClientFilenameToServerFilename(CheckRootDir);
RootDirectories[RootDirIdx] = CheckRootDir;
}
// figure out the sandbox directory
// @todo: This should use FPlatformMisc::SavedDirectory(GameName)
FString SandboxDirectory;
if ( FPaths::IsProjectFilePathSet() )
{
FString ProjectDir = FPaths::GetPath(FPaths::GetProjectFilePath());
SandboxDirectory = FPaths::Combine(*ProjectDir, TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
if( bIsStreamingRequest )
{
RootDirectories.Add(ProjectDir);
}
}
else
{
if (FPaths::GetExtension(GameName) == IProjectManager::GetProjectFileExtension())
{
SandboxDirectory = FPaths::Combine(*FPaths::GetPath(GameName), TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
}
else
{
//@todo: This assumes the game is located in the UE4 Root directory
SandboxDirectory = FPaths::Combine(*FPaths::GetRelativePathToRoot(), *GameName, TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
}
}
// Convert to full path so that the sandbox wrapper doesn't re-base to Saved/Sandboxes
SandboxDirectory = FPaths::ConvertRelativePathToFull(SandboxDirectory);
// delete any existing one first, in case game name somehow changed and client is re-asking for files (highly unlikely)
delete Sandbox;
Sandbox = new FSandboxPlatformFile(false);
Sandbox->Initialize(&FPlatformFileManager::Get().GetPlatformFile(), *FString::Printf(TEXT("-sandbox=\"%s\""), *SandboxDirectory));
// make sure the global shaders are up to date before letting the client read any shaders
// @todo: This will probably add about 1/2 second to the boot-up time of the client while the server does this
// @note: We assume the delegate will write to the proper sandbox directory, should we pass in SandboxDirectory, or Sandbox?
FShaderRecompileData RecompileData;
RecompileData.PlatformName = ConnectedPlatformName;
// All target platforms
RecompileData.ShaderPlatform = -1;
RecompileData.ModifiedFiles = NULL;
RecompileData.MeshMaterialMaps = NULL;
RecompileShadersDelegate.ExecuteIfBound(RecompileData);
UE_LOG(LogFileServer, Display, TEXT("Getting files for %d directories, game = %s, platform = %s"), RootDirectories.Num(), *GameName, *ConnectedPlatformName);
UE_LOG(LogFileServer, Display, TEXT(" Sandbox dir = %s"), *SandboxDirectory);
for (int32 DumpIdx = 0; DumpIdx < RootDirectories.Num(); DumpIdx++)
{
UE_LOG(LogFileServer, Display, TEXT("\t%s"), *(RootDirectories[DumpIdx]));
}
// list of directories to skip
TArray<FString> DirectoriesToSkip;
TArray<FString> DirectoriesToNotRecurse;
// @todo: This should really be FPlatformMisc::GetSavedDirForGame(ClientGameName), etc
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
{
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Backup")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Config")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Logs")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Sandboxes")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Cooked")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/ShaderDebugInfo")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Intermediate")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Documentation")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Extras")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Binaries")));
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Source")));
DirectoriesToNotRecurse.Add(FString(RootDirectories[DirIndex] / TEXT("DerivedDataCache")));
}
// use the timestamp grabbing visitor (include directories)
FLocalTimestampDirectoryVisitor Visitor(*Sandbox, DirectoriesToSkip, DirectoriesToNotRecurse, true);
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
{
Sandbox->IterateDirectory(*RootDirectories[DirIndex], Visitor);
}
// report the package version information
// The downside of this is that ALL cooked data will get tossed on package version changes
Out << GPackageFileUE4Version;
Out << GPackageFileLicenseeUE4Version;
// Send *our* engine and game dirs
Out << LocalEngineDir;
Out << LocalGameDir;
// return the files and their timestamps
TMap<FString, FDateTime> FixedTimes = FixupSandboxPathsForClient(Sandbox, Visitor.FileTimes, LocalEngineDir, LocalGameDir);
Out << FixedTimes;
// Do it again, preventing access to non-cooked files
if( bIsStreamingRequest == false )
{
// Do it again, preventing access to non-cooked files
const int32 NUM_EXCLUSION_WILDCARDS = 2;
FString ExclusionWildcard[NUM_EXCLUSION_WILDCARDS];
ExclusionWildcard[0] = FString(TEXT("*")) + FPackageName::GetAssetPackageExtension();
ExclusionWildcard[1] = FString(TEXT("*")) + FPackageName::GetMapPackageExtension();
for (int32 i=0; i < NUM_EXCLUSION_WILDCARDS; ++i)
{
Sandbox->AddExclusion(*ExclusionWildcard[i]);
UE_LOG(LogFileServer, Display, TEXT("Excluding %s from non-sandboxed directories"),
*ExclusionWildcard[i]);
}
FLocalTimestampDirectoryVisitor VisitorForCacheDates(*Sandbox, DirectoriesToSkip, DirectoriesToNotRecurse, true);
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
{
Sandbox->IterateDirectory(*RootDirectories[DirIndex], VisitorForCacheDates);
}
// return the cached files and their timestamps
FixedTimes = FixupSandboxPathsForClient(Sandbox, VisitorForCacheDates.FileTimes, LocalEngineDir, LocalGameDir);
Out << FixedTimes;
}
}
void FNetworkFileServerClientConnection::ProcessHeartbeat( FArchive& In, FArchive& Out )
{
// Protect the array
FScopeLock Lock(&ModifiedFilesSection);
// return the list of modified files
Out << ModifiedFiles;
// @todo: note the last received time, and toss clients that don't heartbeat enough!
// @todo: Right now, there is no directory watcher adding to ModifiedFiles. It had to be pulled from this thread (well, the ModuleManager part)
// We should have a single directory watcher that pushes the changes to all the connections - or possibly pass in a shared DirectoryWatcher
// and have each connection set up a delegate (see p4 history for HandleDirectoryWatcherDirectoryChanged)
}
/* FStreamingNetworkFileServerConnection callbacks
*****************************************************************************/
void FNetworkFileServerClientConnection::PackageFile( FString& Filename, FArchive& Out )
{
// get file timestamp and send it to client
FDateTime ServerTimeStamp = Sandbox->GetTimeStamp(*Filename);
TArray<uint8> Contents;
// open file
IFileHandle* File = Sandbox->OpenRead(*Filename);
if (!File)
{
ServerTimeStamp = FDateTime::MinValue(); // if this was a directory, this will make sure it is not confused with a zero byte file
UE_LOG(LogFileServer, Warning, TEXT("Request for missing file %s."), *Filename);
}
else
{
if (!File->Size())
{
UE_LOG(LogFileServer, Error, TEXT("Sending empty file %s...."), *Filename);
}
else
{
// read it
Contents.AddUninitialized(File->Size());
File->Read(Contents.GetTypedData(), Contents.Num());
}
// close it
delete File;
UE_LOG(LogFileServer, Display, TEXT("Read %s, %d bytes"), *Filename, Contents.Num());
}
Out << Filename;
Out << ServerTimeStamp;
uint64 FileSize = Contents.Num();
Out << FileSize;
Out.Serialize(Contents.GetData(), FileSize);
}
void FNetworkFileServerClientConnection::ProcessRecompileShaders( FArchive& In, FArchive& Out )
{
TArray<FString> RecompileModifiedFiles;
TArray<uint8> MeshMaterialMaps;
FShaderRecompileData RecompileData;
RecompileData.PlatformName = ConnectedPlatformName;
RecompileData.ModifiedFiles = &RecompileModifiedFiles;
RecompileData.MeshMaterialMaps = &MeshMaterialMaps;
// tell other side all the materials to load, by pathname
In << RecompileData.MaterialsToLoad;
In << RecompileData.ShaderPlatform;
In << RecompileData.SerializedShaderResources;
RecompileShadersDelegate.ExecuteIfBound(RecompileData);
// tell other side what to do!
Out << RecompileModifiedFiles;
Out << MeshMaterialMaps;
}
void FNetworkFileServerClientConnection::ProcessSyncFile( FArchive& In, FArchive& Out )
{
// get filename
FString Filename;
In << Filename;
ConvertClientFilenameToServerFilename(Filename);
//FString AbsFile(FString(*Sandbox->ConvertToAbsolutePathForExternalApp(*Filename)).MakeStandardFilename());
// ^^ we probably in general want that filename, but for cook on the fly, we want the un-sandboxed name
TArray<FString> NewUnsolictedFiles;
FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
for (int32 Index = 0; Index < NewUnsolictedFiles.Num(); Index++)
{
if (NewUnsolictedFiles[Index] != Filename)
{
UnsolictedFiles.AddUnique(NewUnsolictedFiles[Index]);
}
}
PackageFile(Filename, Out);
}
FString FNetworkFileServerClientConnection::GetDescription() const
{
return FString("Client For " ) + ConnectedPlatformName;
}