Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.h
paul chipchase 20aae9774f Reworked IVirtualizationSystem::DoPayloadsExist to be clearer about how it works.
#rb Per.Larsson
#rnx
#preflight 61fabeb8ad2ae6c3b763a2b9

- Renamed to ::QueryPayloadStatuses since the output data is in the form of an array of FPayloadStatus
- The method now returns EQueryResult rather than bool, which has 'Success' as value 0, all other values indicate an error.
-- This can be expanded in the future if we start to provide more info from backends as to what actually failed.
- FPayloadStatus has been cleaned up so that 'Partial' is not 'FoundPartial' to give a better indication that the payload was found in at least one storage backend, but not all of them.

[CL 18861036 by paul chipchase in ue5-main branch]
2022-02-04 02:41:37 -05:00

199 lines
8.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Compression/CompressedBuffer.h"
#include "HAL/CriticalSection.h"
#include "Logging/LogMacros.h"
#include "Templates/UniquePtr.h"
#include "Virtualization/VirtualizationSystem.h"
/**
* Configuring the backend hierarchy
*
* The [Core.ContentVirtualization] section can contain a string 'BackendGraph' which will set with the name of
* the backend graph, if not set then the default 'ContentVirtualizationBackendGraph_None' will be used instead.
* This value can also be overridden from the command line by using 'BackendGraph=FooBar' where FooBar is the
* name of the graph.
*
* The first entry in the graph to be parsed will be the 'Hierarchy' which describes which backends should be
* mounted and in which order. For example 'Hierarchy=(Entry=Foo, Entry=Bar)' which should mount two backends
* 'Foo' and 'Bar' in that order.
*
* Each referenced backend in the hierarchy will then require it's own entry in the graph where the key will be
* it's name in the hierarchy and the value a string describing how to set it up.
* The value must contain 'Type=X' where X is the name used to find the correct IVirtualizationBackendFactory
* to create the backend with.
* Once the backend is created then reset of the string will be passed to it, so that additional customization
* can be extracted. Depending on the backend implementation these values may or may not be required.
*
* Example graph:
* [ContentVirtualizationBackendGraph_Example]
* Hierarchy=(Entry=MemoryCache, Entry=NetworkShare)
* MemoryCache=(Type=InMemory)
* NetworkShare=(Type=FileSystem, Path="\\path\to\somewhere")
*
* The graph is named 'ContentVirtualizationBackendGraph_Example'.
* The hierarchy contains two entries 'InMemory' and 'NetworkShare' to be mounted in that order
* MemoryCache creates a backend of type 'InMemory' and has no additional customization
* NetworkShare creates a backend of type 'FileSystem' and provides an additional path, the filesystem backend would
* fatal error without this value.
*/
/**
* Filtering
*
* When pushing a payload it can be filtered based on the path of the package it belongs to. The filtering options
* are set up via the config files.
* Note that this only affects pushing a payload, if the filtering for a project is changed to exclude a package that
* is already virtualized it will still be able to pull it's payloads as needed but will store them locally in the
* package the next time that it is saved.
* @see ShouldVirtualizePackage for implementation details.
*
* Basic Setup:
*
* [Core.ContentVirtualization]
* FilterEngineContent=True/False When true any payload from a package under Engine/Content/.. will be excluded from virtualization
* FilterEnginePluginContent=True/False When true any payload from a package under Engine/Plugins/../Content/.. will be excluded from virtualization
*
* PackagePath Setup:
*
* The path given can either be to a directory or a specific package. It can be added to the config files for
* a GameFeature (commonly used to exclude all content in that game feature from being virtualized) in addition
* to the project's config files.
* Note that these paths will be stored in the ini files under the Saved directory. To remove a path make sure to
* use the - syntax to remove the entry from the array, rather than removing the line itself. Otherwise it will
* persist until the saved config file has been reset.
*
* [/Script/Virtualization.VirtualizationFilterSettings]
* +ExcludePackagePaths="/MountPoint/PathToExclude/" Excludes any package found under '/MountPoint/PathToExclude/'
* +ExcludePackagePaths="/MountPoint/PathTo/ThePackageToExclude" Excludes the specific package '/MountPoint/PathTo/ThePackageToExclude'
*/
namespace UE::Virtualization
{
class IVirtualizationBackend;
class IVirtualizationBackendFactory;
/** This is used as a wrapper around the various potential back end implementations.
The calling code shouldn't need to care about which back ends are actually in use. */
class FVirtualizationManager final : public IVirtualizationSystem
{
public:
using FRegistedFactories = TMap<FName, IVirtualizationBackendFactory*>;
using FBackendArray = TArray<IVirtualizationBackend*>;
FVirtualizationManager();
virtual ~FVirtualizationManager();
private:
/* IVirtualizationSystem implementation */
virtual bool IsEnabled() const override;
virtual bool IsPushingEnabled(EStorageType StorageType) const override;
virtual bool PushData(const FIoHash& Id, const FCompressedBuffer& Payload, EStorageType StorageType, const FString& Context) override;
virtual bool PushData(TArrayView<FPushRequest> Requests, EStorageType StorageType) override;
virtual FCompressedBuffer PullData(const FIoHash& Id) override;
virtual EQueryResult QueryPayloadStatuses(TArrayView<const FIoHash> Ids, EStorageType StorageType, TArray<FPayloadStatus>& OutStatuses) override;
virtual FPayloadActivityInfo GetAccumualtedPayloadActivityInfo() const override;
virtual void GetPayloadActivityInfo( GetPayloadActivityInfoFuncRef ) const override;
virtual FOnNotification& GetNotificationEvent() override
{
return NotificationEvent;
}
private:
void ApplySettingsFromConfigFiles(const FConfigFile& PlatformEngineIni);
void ApplySettingsFromCmdline();
void ApplyDebugSettingsFromConfigFiles(const FConfigFile& PlatformEngineIni);
void ApplyDebugSettingsFromFromCmdline();
void MountBackends();
void ParseHierarchy(const TCHAR* GraphName, const TCHAR* HierarchyKey, const FRegistedFactories& FactoryLookupTable, FBackendArray& PushArray);
bool CreateBackend(const TCHAR* GraphName, const FString& ConfigEntryName, const FRegistedFactories& FactoryLookupTable, FBackendArray& PushArray);
void AddBackend(TUniquePtr<IVirtualizationBackend> Backend, FBackendArray& PushArray);
void CachePayload(const FIoHash& Id, const FCompressedBuffer& Payload, const IVirtualizationBackend* BackendSource);
bool TryCacheDataToBackend(IVirtualizationBackend& Backend, const FIoHash& Id, const FCompressedBuffer& Payload);
bool TryPushDataToBackend(IVirtualizationBackend& Backend, TArrayView<FPushRequest> Requests);
FCompressedBuffer PullDataFromBackend(IVirtualizationBackend& Backend, const FIoHash& Id);
/**
* Determines if a package should be virtualized or not based on it's package path and the current
* filtering set up for the project.
*
* @param PackagePath The path of the package to check. This can be empty which would indicate that
* a payload is not owned by a specific package.
* @return True if the package should be virtualized and false if the package path is
* excluded by the projects current filter set up.
*/
bool ShouldVirtualizePackage(const FPackagePath& PackagePath) const;
bool ShouldVirtualizePackage(const FString& Context) const;
/** Are payloads allowed to be virtualized. Defaults to true. */
bool bEnablePayloadPushing;
/** Should payloads be cached locally after being pulled from persistent storage? Defaults to true. */
bool bEnableCacheAfterPull;
/** The minimum length for a payload to be considered for virtualization. Defaults to 0 bytes. */
int64 MinPayloadLength;
/** The name of the backend graph to load from the config ini file that will describe the backend hierarchy */
FString BackendGraphName;
/** Should payloads in engine content packages before filtered out and never virtualized */
bool bFilterEngineContent;
/** Should payloads in engine plugin content packages before filtered out and never virtualized */
bool bFilterEnginePluginContent;
/** Debugging option: When enabled all public operations will be performed as single threaded. This is intended to aid debugging and not for production use.*/
bool bForceSingleThreaded;
/**
* Debugging option: When enabled we will immediately 'pull' each payload after it has been 'pushed' and compare it to the original payload source to make
* sure that it can be pulled correctly.
* This is intended to aid debugging and not for production use.
*/
bool bValidateAfterPushOperation;
/** Array of backend names that should have their pull operation disabled */
TArray<FString> BackendsToDisablePulls;
/** The critical section used to force single threaded access if bForceSingleThreaded is true */
FCriticalSection ForceSingleThreadedCS;
/** All of the backends that were mounted during graph creation */
TArray<TUniquePtr<IVirtualizationBackend>> AllBackends;
/** Backends used for caching operations (must support push operations). */
FBackendArray LocalCachableBackends;
/** Backends used for persistent storage operations (must support push operations). */
FBackendArray PersistentStorageBackends;
/**
* The hierarchy of backends to pull from, this is assumed to be ordered from fastest to slowest
* and can contain a mixture of local cacheable and persistent backends
*/
FBackendArray PullEnabledBackends;
/** Our notification Event */
FOnNotification NotificationEvent;
};
} // namespace UE::Virtualization