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#rb Per.Larsson, Devin.Doucette #jira UE-133497 #rnx #preflight 61f835491c5ac5523462810a - A lot of files have been touched but most of this is changing FPayload::IsValid to !FIoHash::IsZero, the main changes are in EditorBulkData/EditorBulkDataTests - The only difference between FPayloadId and FIoHash is that the former considered the hash of an invalid or empty buffer to be 'invalid' too where as FIoHash would return a valid hash -- To keep behaviour the same, we only hash payloads in EditorBulkData using a utility method ::HashBuffer which will not hash empty or invalid payloads and return a default FIoHash instead. -- Unit tests have been extended to prove that the behaviour has not changed. #ROBOMERGE-AUTHOR: paul.chipchase #ROBOMERGE-SOURCE: CL 18806362 in //UE5/Release-5.0/... via CL 18808527 via CL 18821790 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18822154 by paul chipchase in ue5-main branch]
66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IVirtualizationBackend.h"
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#include "Containers/StringView.h"
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namespace UE::Virtualization
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{
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/**
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* This backend can be used to access payloads stored in source control.
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* The backend doesn't 'check out' a payload file but instead will just download the payload as
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* a binary blob.
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* It is assumed that the files are stored with the same path convention as the file system
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* backend, found in Utils::PayloadIdToPath.
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*
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* Ini file setup:
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* 'Name'=(Type=SourceControl, DepotRoot="//XXX/")
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* Where 'Name' is the backend name in the hierarchy and 'XXX' is the path in the source control
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* depot where the payload files are being stored.
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*
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* Optional Values:
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* UsePartitionedClient: When true the temporary workspace client created to submit payloads
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* from will be created as a partitioned workspace which is less overhead
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* on the source control server. If your server does not support this then
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* use false. [Default=True]
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*/
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class FSourceControlBackend final : public IVirtualizationBackend
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{
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public:
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explicit FSourceControlBackend(FStringView ConfigName, FStringView InDebugName);
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virtual ~FSourceControlBackend() = default;
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private:
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/* IVirtualizationBackend implementation */
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virtual bool Initialize(const FString& ConfigEntry) override;
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virtual EPushResult PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& Context) override;
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virtual bool PushData(TArrayView<FPushRequest> Requests) override;
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virtual FCompressedBuffer PullData(const FIoHash& Id) override;
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virtual bool DoesPayloadExist(const FIoHash& Id) override;
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virtual bool DoPayloadsExist(TArrayView<const FIoHash> PayloadIds, TArray<bool>& OutResults) override;
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private:
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void CreateDepotPath(const FIoHash& PayloadId, FStringBuilderBase& OutPath);
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/** Will display a FMessage notification to the user on the next valid engine tick to try and keep them aware of connection failures */
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void OnConnectionError();
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/** The root where the virtualized payloads are stored in source control */
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FString DepotRoot;
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/** Should we try to make the temp client partitioned or not? */
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bool bUsePartitionedClient = true;
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};
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} // namespace UE::Virtualization
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