Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.h
paul chipchase ccaea76256 Rename FPayloadStatus to EPayloadStatus to comply with the coding standards.
#rb Per.Larsson
#rnx
#preflight 62a9bff813004691f9830b8d

- I think when I was first adding it, the type was originally a struct but was changed to an enum before it was submitted, however I failed to update the name.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20668490 via CL 20668521 via CL 20668532
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20669764 by paul chipchase in ue5-main branch]
2022-06-15 10:37:52 -04:00

285 lines
13 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"
class IConsoleObject;
class FOutputDevice;
// When enabled it will be possible to query push requests to see if they are filtered without actually pushing
// anything. This is due to a bug with the filtering system, where a payload that should be filtered will be
// virtualized by our process if the payload is already stored in persistent storage. This hack allows us to
// find which payloads should be filtered based on size and package path, then prevent them from being automatically
// switched to being virtualized. Then when they are 'pushed' the usual filtering path will reject them.
// The plan is to move this filtering to be done when the package trailer is created, on package save, in which
// case everything will work just like asset filtering and will be much more robust. However we need to prevent
// some development branches from accidentally virtualizing packages which should not be virtualized so this hack
// is a quick way to get the problem fixed and unblock workflows while the better fix is worked on. This hack
// should be removed before 5.1 ships.
#define ENABLE_FILTERING_HACK 1
/**
* 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 or ShouldVirtualize for implementation details.
*
* Basic Setup:
*
* [Core.ContentVirtualization]
* FilterMode=OptIn/OptOut When 'OptIn' payloads will be virtualized by default, when 'OptOut' they will not be virtualized by default
* 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:
*
* In addition to the default filtering mode set above, payloads stored in packages can be filtered based on the
* package path. This allows a package to be including in the virtualization process or excluded from it.
*
* 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/' from the virtualization process
* +ExcludePackagePaths="/MountPoint/PathTo/ThePackageToExclude" Excludes the specific package '/MountPoint/PathTo/ThePackageToExclude' from the virtualization process
* +IncludePackagePaths="/MountPoint/PathToInclude/" Includes any package found under '/MountPoint/PathToInclude/' in the virtualization process
* +IncludePackagePaths="/MountPoint/PathTo/ThePackageToInclude" Includes the specific package '/MountPoint/PathTo/ThePackageToInclude' in the virtualization process
*/
namespace UE::Virtualization
{
class IVirtualizationBackend;
class IVirtualizationBackendFactory;
/** The default mode of filtering to use with package paths that do not match entries in UVirtualizationFilterSettings */
enum class EPackageFilterMode : uint8
{
/** Packages will be virtualized by default and must be opted out by the use of UVirtualizationFilterSettings::ExcludePackagePaths */
OptOut,
/** Packages will not be virtualized by default and must be opted in by the user of UVirtualizationFilterSettings::IncludePackagePaths */
OptIn
};
/** Attempt to convert a string buffer to EPackageFilterMode */
bool LexTryParseString(EPackageFilterMode& OutValue, FStringView Buffer);
/** 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();
#if ENABLE_FILTERING_HACK
void FilterRequests(TArray<FPushRequest>& Requests) const;
#endif //ENABLE_FILTERING_HACK
private:
/* IVirtualizationSystem implementation */
virtual bool Initialize(const FInitParams& InitParams) override;
virtual bool IsEnabled() const override;
virtual bool IsPushingEnabled(EStorageType StorageType) const override;
virtual bool IsDisabledForObject(const UObject* Owner) 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<EPayloadStatus>& OutStatuses) override;
virtual bool TryVirtualizePackages(const TArray<FString>& FilesToVirtualize, TArray<FText>& OutDescriptionTags, TArray<FText>& OutErrors) override;
virtual FPayloadActivityInfo GetAccumualtedPayloadActivityInfo() const override;
virtual void GetPayloadActivityInfo( GetPayloadActivityInfoFuncRef ) const override;
virtual FOnNotification& GetNotificationEvent() override
{
return NotificationEvent;
}
private:
void ApplySettingsFromConfigFiles(const FConfigFile& ConfigFile);
void ApplyDebugSettingsFromFromCmdline();
void RegisterConsoleCommands();
void OnUpdateDebugMissBackendsFromConsole(const TArray<FString>& Args, FOutputDevice& OutputDevice);
void OnUpdateDebugMissChanceFromConsole(const TArray<FString>& Args, FOutputDevice& OutputDevice);
void OnUpdateDebugMissCountFromConsole(const TArray<FString>& Args, FOutputDevice& OutputDevice);
void UpdateBackendDebugState();
bool ShouldDebugDisablePulling(FStringView BackendConfigName) const;
bool ShouldDebugFailPulling();
void MountBackends(const FConfigFile& ConfigFile);
void ParseHierarchy(const FConfigFile& ConfigFile, const TCHAR* GraphName, const TCHAR* HierarchyKey, const FRegistedFactories& FactoryLookupTable, FBackendArray& PushArray);
bool CreateBackend(const FConfigFile& ConfigFile, 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 PullDataFromAllBackends(const FIoHash& Id);
FCompressedBuffer PullDataFromBackend(IVirtualizationBackend& Backend, const FIoHash& Id);
/**
* Determines if a package path should be virtualized or not based on any exclusion/inclusion patterns
* that might have been set in UVirtualizationFilterSettings.
* If the path does not match any pattern set in UVirtualizationFilterSettings then use the default
* FilterMode to determine if the payload should be virtualized or not.
*
* @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;
/**
* Determines if a package should be virtualized or not based on the given content.
* If the context can be turned into a package path then ::ShouldVirtualizePackage
* will be used instead.
* If the context is not a package path then we use the default FilterMode to determine
* if the payload should be virtualized or not.
*
* @return True if the context should be virtualized and false if not.
*/
bool ShouldVirtualize(const FString& Context) const;
/** Determines if the default filtering behavior is to virtualize a payload or not */
bool ShouldVirtualizeAsDefault() 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;
/** The default filtering mode to apply if a payload is not matched with an option in UVirtualizationFilterSettings */
EPackageFilterMode FilteringMode = EPackageFilterMode::OptOut;
/** 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;
/** The name of the current project */
FString ProjectName;
/** The names of all asset types that should not virtualize. See @IsDisabledForObject */
TSet<FName> DisabledAssetTypes;
/** 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;
// Members after this point at used for debugging operations only!
struct FDebugValues
{
/** All of the console commands/variables that we register, so they can be unregistered when the manager is destroyed */
TArray<IConsoleObject*> ConsoleObjects;
/** The critical section used to force single threaded access if bForceSingleThreaded is true */
FCriticalSection ForceSingleThreadedCS;
/** When enabled all public operations will be performed as single threaded */
bool bSingleThreaded = false;
/**
* When enabled we will immediately 'pull' each payload after it has been pushed to either local or persistent
* storage and compare it to the original payload source to make sure that it was uploaded correctly
*/
bool bValidateAfterPush = false;
/** Array of backend names that should have their pull operation disabled */
TArray<FString> MissBackends;
/** The chance that a payload pull can just 'fail' to allow for testing */
float MissChance;
/** The number of upcoming payload pulls that should be failed */
std::atomic<int32> MissCount = 0;
} DebugValues;
};
} // namespace UE::Virtualization