Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationFileBackend.cpp
paul chipchase 7d754545ee Reorganised the virtualization filesystem backend code.
#rb Mikko.Mononen
#rnx
#preflight 612cbc029db30900012a0dca

- Added a header file and moved the class declaration thereto make it easier for people to find the ini file documentation.
- Split some logging into multiple lines to reduce the overall width of the file.

#ROBOMERGE-SOURCE: CL 17365675 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17365683 by paul chipchase in ue5-release-engine-test branch]
2021-08-31 06:30:26 -04:00

177 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VirtualizationFileBackend.h"
#include "HAL/FileManager.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Virtualization/VirtualizationManager.h"
#include "VirtualizationUtilities.h"
namespace UE::Virtualization
{
/**
* Fill in the given string builder with the human readable message of the current system
* code, followed by the code value itself.
* In the system value is currently 0, then we assume that it was cleared before this was
* able to be called and write that the error is unknown instead of assuming that the
* operation was a success.
*/
void GetFormattedSystemError(FStringBuilderBase& SystemErrorMessage)
{
SystemErrorMessage.Reset();
const uint32 SystemError = FPlatformMisc::GetLastError();
// If we have a system error we can give a more informative error message but don't output it if the error is zero as
// this can lead to very confusing error messages.
if (SystemError != 0)
{
TCHAR SystemErrorMsg[MAX_SPRINTF] = { 0 };
FPlatformMisc::GetSystemErrorMessage(SystemErrorMsg, sizeof(SystemErrorMsg), SystemError);
SystemErrorMessage.Appendf(TEXT("'%s' (%d)"), SystemErrorMsg, SystemError);
}
else
{
SystemErrorMessage << TEXT("'unknown reason' (0)");
}
}
FFileSystemBackend::FFileSystemBackend(FStringView ConfigName)
: IVirtualizationBackend(EOperations::Both)
{
Name = WriteToString<256>(TEXT("FFileSystemBackend - "), ConfigName).ToString();
}
bool FFileSystemBackend::Initialize(const FString& ConfigEntry)
{
if (!FParse::Value(*ConfigEntry, TEXT("Path="), RootDirectory))
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] 'Path=' not found in the config file"), *GetDebugString());
return false;
}
FPaths::NormalizeDirectoryName(RootDirectory);
if (RootDirectory.IsEmpty())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Config file entry 'Path=' was empty"), *GetDebugString());
return false;
}
// TODO: Validate that the given path is usable?
UE_LOG(LogVirtualization, Log, TEXT("[%s] Using path: '%s'"), *GetDebugString(), *RootDirectory);
return true;
}
EPushResult FFileSystemBackend::PushData(const FPayloadId& Id, const FCompressedBuffer& Payload)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PushData);
if (DoesExist(Id))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Already has a copy of the payload '%s'."), *GetDebugString(), *Id.ToString());
return EPushResult::PayloadAlreadyExisted;
}
TStringBuilder<512> FilePath;
CreateFilePath(Id, FilePath);
// TODO: Should we write to a temp file and then move it once it has written?
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(FilePath.ToString()));
if (FileAr == nullptr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' to '%s' due to system error: %s"),
*GetDebugString(),
*Id.ToString(),
FilePath.ToString(),
SystemErrorMsg.ToString());
return EPushResult::Failed;
}
for (const FSharedBuffer& Buffer : Payload.GetCompressed().GetSegments())
{
// Const cast because FArchive requires a non-const pointer!
FileAr->Serialize(const_cast<void*>(Buffer.GetData()), static_cast<int64>(Buffer.GetSize()));
}
if (FileAr->Close())
{
return EPushResult::Success;
}
else
{
// TODO: If we were first saving to a tmp file we could avoid the need to delete the
// potentially corrupt output file.
IFileManager::Get().Delete(FilePath.ToString());
return EPushResult::Failed;
}
}
FCompressedBuffer FFileSystemBackend::PullData(const FPayloadId& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PullData);
TStringBuilder<512> FilePath;
CreateFilePath(Id, FilePath);
// TODO: Should we allow the error severity to be configured via ini or just not report this case at all?
if (!IFileManager::Get().FileExists(FilePath.ToString()))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Does not contain the payload '%s'"), *GetDebugString(), *Id.ToString());
return FCompressedBuffer();
}
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileReader(FilePath.ToString()));
if (FileAr == nullptr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to load payload '%s' from file '%s' due to system error: %s"),
*GetDebugString(),
*Id.ToString(),
FilePath.ToString(),
SystemErrorMsg.ToString());
return FCompressedBuffer();
}
return FCompressedBuffer::FromCompressed(*FileAr);
}
FString FFileSystemBackend::GetDebugString() const
{
return Name;
}
bool FFileSystemBackend::DoesExist(const FPayloadId& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::DoesExist);
TStringBuilder<512> FilePath;
CreateFilePath(Id, FilePath);
return IFileManager::Get().FileExists(FilePath.ToString());
}
void FFileSystemBackend::CreateFilePath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath)
{
TStringBuilder<52> PayloadPath;
Utils::PayloadIdToPath(PayloadId, PayloadPath);
OutPath << RootDirectory << TEXT("/") << PayloadPath;
}
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FFileSystemBackend, FileSystem);
} // namespace UE::Virtualization