You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
1045 lines
31 KiB
C++
1045 lines
31 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "NetworkFileServerConnection.h"
|
|
#include "HAL/PlatformFilemanager.h"
|
|
#include "Misc/Paths.h"
|
|
#include "Misc/ScopeLock.h"
|
|
#include "Serialization/BufferArchive.h"
|
|
#include "Misc/ConfigCacheIni.h"
|
|
#include "Misc/LocalTimestampDirectoryVisitor.h"
|
|
#include "IPlatformFileSandboxWrapper.h"
|
|
#include "NetworkMessage.h"
|
|
#include "ProjectDescriptor.h"
|
|
#include "NetworkFileSystemLog.h"
|
|
#include "Misc/PackageName.h"
|
|
#include "Interfaces/ITargetPlatform.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, bool bLowerCaseFiles)
|
|
{
|
|
TMap<FString, FDateTime> FixedFiletimes;
|
|
FString SandboxEngine = Sandbox->ConvertToSandboxPath(*LocalEngineDir);
|
|
if (SandboxEngine.EndsWith(TEXT("/"), ESearchCase::CaseSensitive) == false)
|
|
{
|
|
SandboxEngine += 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);
|
|
|
|
if (bLowerCaseFiles)
|
|
{
|
|
Fixed = Fixed.ToLower();
|
|
}
|
|
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;
|
|
|
|
bool FNetworkFileServerClientConnection::ProcessPayload(FArchive& Ar)
|
|
{
|
|
FBufferArchive Out;
|
|
bool Result = true;
|
|
|
|
// 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 || Msg == NFS_Messages::Heartbeat || 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:
|
|
Result = 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.Num() && Result )
|
|
{
|
|
int32 NumUnsolictedFiles = 0;
|
|
|
|
|
|
if (bSendUnsolicitedFiles)
|
|
{
|
|
int64 MaxMemoryAllowed = 50 * 1024 * 1024;
|
|
for (const auto& Filename : UnsolictedFiles)
|
|
{
|
|
// get file timestamp and send it to client
|
|
FDateTime ServerTimeStamp = Sandbox->GetTimeStamp(*Filename);
|
|
|
|
TArray<uint8> Contents;
|
|
// open file
|
|
int64 FileSize = Sandbox->FileSize(*Filename);
|
|
|
|
if (MaxMemoryAllowed > FileSize)
|
|
{
|
|
MaxMemoryAllowed -= FileSize;
|
|
++NumUnsolictedFiles;
|
|
}
|
|
}
|
|
Out << NumUnsolictedFiles;
|
|
}
|
|
|
|
UE_LOG(LogFileServer, Verbose, TEXT("Returning payload with %d bytes"), Out.Num());
|
|
|
|
// send back a reply
|
|
Result &= SendPayload( Out );
|
|
|
|
TArray<FString> UnprocessedUnsolictedFiles;
|
|
UnprocessedUnsolictedFiles.Empty(NumUnsolictedFiles);
|
|
|
|
if (bSendUnsolicitedFiles && Result )
|
|
{
|
|
for (int32 Index = 0; Index < NumUnsolictedFiles; Index++)
|
|
{
|
|
FBufferArchive OutUnsolicitedFile;
|
|
PackageFile(UnsolictedFiles[Index], OutUnsolicitedFile);
|
|
|
|
UE_LOG(LogFileServer, Display, TEXT("Returning unsolicited file %s with %d bytes"), *UnsolictedFiles[Index], OutUnsolicitedFile.Num());
|
|
|
|
Result &= SendPayload(OutUnsolicitedFile);
|
|
}
|
|
UnsolictedFiles.RemoveAt(0, NumUnsolictedFiles);
|
|
}
|
|
}
|
|
|
|
UE_LOG(LogFileServer, Verbose, TEXT("Done Processing payload with Cmd %d Total Size sending %d "), Cmd,Out.TotalSize());
|
|
|
|
return Result;
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
// todo: clients from the same ip address "could" be trying to write to the same file in the same sandbox (for example multiple windows clients)
|
|
// should probably have the sandbox write to separate files for each client
|
|
// not important for now
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
bool 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("");
|
|
|
|
bool bSendLowerCase = false;
|
|
|
|
// if we didn't find one (and this is a dumb server - no active platforms), then just use what was sent
|
|
if (ActiveTargetPlatforms.Num() == 0)
|
|
{
|
|
ConnectedPlatformName = TargetPlatformNames[0];
|
|
}
|
|
// we only need to care about validating the connected platform if there are active targetplatforms
|
|
else
|
|
{
|
|
// 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])
|
|
{
|
|
bSendLowerCase = ActiveTargetPlatforms[ActiveTPIndex]->SendLowerCaseFilePaths();
|
|
ConnectedPlatformName = ActiveTargetPlatforms[ActiveTPIndex]->PlatformName();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we didn't find one, reject client and also print some warnings
|
|
if (ConnectedPlatformName == TEXT(""))
|
|
{
|
|
// reject client we can't cook/compile shaders for you!
|
|
UE_LOG(LogFileServer, Warning, TEXT("Unable to find target platform for client, terminating client connection!"));
|
|
|
|
for (int32 TPIndex = 0; TPIndex < TargetPlatformNames.Num() && ConnectedPlatformName == TEXT(""); TPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT(" Target platforms from client: %s"), *TargetPlatformNames[TPIndex]);
|
|
}
|
|
for (int32 ActiveTPIndex = 0; ActiveTPIndex < ActiveTargetPlatforms.Num(); ActiveTPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT(" Active target platforms on server: %s"), *ActiveTargetPlatforms[ActiveTPIndex]->PlatformName());
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
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) == FProjectDescriptor::GetExtension())
|
|
{
|
|
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]));
|
|
}
|
|
|
|
TArray<FString> DirectoriesToAlwaysStageAsUFS;
|
|
if ( GConfig->GetArray(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("DirectoriesToAlwaysStageAsUFS"), DirectoriesToAlwaysStageAsUFS, GGameIni) )
|
|
{
|
|
for ( const auto& DirectoryToAlwaysStage : DirectoriesToAlwaysStageAsUFS )
|
|
{
|
|
RootDirectories.Add( DirectoryToAlwaysStage );
|
|
}
|
|
}
|
|
|
|
// 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("Saved/StagedBuilds")));
|
|
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
|
|
int32 PackageFileUE4Version = GPackageFileUE4Version;
|
|
Out << PackageFileUE4Version;
|
|
int32 PackageFileLicenseeUE4Version = GPackageFileLicenseeUE4Version;
|
|
Out << PackageFileLicenseeUE4Version;
|
|
|
|
// 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, bSendLowerCase);
|
|
Out << FixedTimes;
|
|
|
|
// Do it again, preventing access to non-cooked files
|
|
if( bIsStreamingRequest == false )
|
|
{
|
|
TArray<FString> RootContentPaths;
|
|
FPackageName::QueryRootContentPaths(RootContentPaths);
|
|
TArray<FString> ContentFolders;
|
|
for (const auto& RootPath : RootContentPaths)
|
|
{
|
|
const FString& ContentFolder = FPackageName::LongPackageNameToFilename(RootPath);
|
|
|
|
FString ConnectedContentFolder = ContentFolder;
|
|
ConnectedContentFolder.ReplaceInline(*LocalEngineDir, *ConnectedEngineDir);
|
|
|
|
int32 ReplaceCount = 0;
|
|
|
|
// If one path is relative and the other isn't, convert both to absolute paths before trying to replace
|
|
if (FPaths::IsRelative(LocalGameDir) != FPaths::IsRelative(ConnectedContentFolder))
|
|
{
|
|
FString AbsoluteLocalGameDir = FPaths::ConvertRelativePathToFull(LocalGameDir);
|
|
FString AbsoluteConnectedContentFolder = FPaths::ConvertRelativePathToFull(ConnectedContentFolder);
|
|
ReplaceCount = AbsoluteConnectedContentFolder.ReplaceInline(*AbsoluteLocalGameDir, *ConnectedGameDir);
|
|
if (ReplaceCount > 0)
|
|
{
|
|
ConnectedContentFolder = AbsoluteConnectedContentFolder;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ReplaceCount = ConnectedContentFolder.ReplaceInline(*LocalGameDir, *ConnectedGameDir);
|
|
}
|
|
|
|
if (ReplaceCount == 0)
|
|
{
|
|
int32 GameDirOffset = ConnectedContentFolder.Find(ConnectedGameDir, ESearchCase::IgnoreCase, ESearchDir::FromEnd);
|
|
if (GameDirOffset != INDEX_NONE)
|
|
{
|
|
ConnectedContentFolder = ConnectedContentFolder.RightChop(GameDirOffset);
|
|
}
|
|
}
|
|
|
|
ContentFolders.Add(ConnectedContentFolder);
|
|
}
|
|
Out << ContentFolders;
|
|
|
|
// 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, bSendLowerCase);
|
|
Out << FixedTimes;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
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
|
|
*****************************************************************************/
|
|
|
|
bool 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
|
|
}
|
|
else
|
|
{
|
|
if (!File->Size())
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT("Sending empty file %s...."), *Filename);
|
|
}
|
|
else
|
|
{
|
|
// read it
|
|
Contents.AddUninitialized(File->Size());
|
|
File->Read(Contents.GetData(), 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);
|
|
return true;
|
|
}
|
|
|
|
|
|
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;
|
|
In << RecompileData.bCompileChangedShaders;
|
|
|
|
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;
|
|
}
|
|
|
|
|