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#rb trivial #jira UE-175158 #preflight 63f8cd34ae54ee4ce9ea207b - We really should just read this value out of the users p4 environment settings, but that would require a source control api change and would need to be done in a source control agnostic way. Letting a project just define the name is a quick way to expose the functionality. - At some point if we do extend the source control api then this option can be deprecated. [CL 24400577 by paul chipchase in ue5-main branch]
154 lines
6.7 KiB
C++
154 lines
6.7 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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class ISourceControlProvider;
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namespace UE::Virtualization
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{
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class FSemaphore;
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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=P4SourceControl, DepotRoot="//ABC/")
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* Where 'Name' is the backend name in the hierarchy and 'ABC' 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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* Server [string]: When set the backend will use this server address to connect to. When not
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* set the backend will use the environment defaults. [Default=""]
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* ClientStream [string]: Used when the payloads are stored in a stream based depot. It should contain
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* the stream name to use when creating a workspace for payload submission. [Default=""]
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* UsePartitionedClient [bool]: 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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* WorkingDir [string]: Sets the temp location on disk where payloads are submitted from. The path can
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* contain config file expansions (see ConfigCacheIni.cpp ::MatchExpansions) and
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* environment variables with the format $(EnvVarName).
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* [Default="%GAMESAVEDDIR%/VASubmission"]
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* RetryCount [int32]: How many times we should try to download a payload before giving up with
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* an error. Useful when the connection is unreliable but does not experience
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* frequent persistent outages. [Default=2]
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* RetryWaitTime [int32]: The length of time the process should wait between each download attempt
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* in milliseconds. Remember that the max length of time that the process
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* can stall attempting to download a payload file is
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* RetryCount * RetryWaitTime; [Default=100ms]
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* MaxConnections [int32] The maximum number of perforce connections that can be made concurrently.
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* If this value is exceeded then additional requests will wait until a
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* connection becomes free. Pass in '-1' to disable this feature and allow
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* unlimited connections. [Default=8]
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* BatchCount [int32] The max number of payloads that can be pushed to source control in a
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* single submit. If the number of payloads in a request batch exceeds
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* this size then it will be split into multiple smaller batches. [Default=100]
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* SuppressNotifications[bool]: When true the system will not display a pop up notification when a
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* connection error occurs, allowing the user to stay unaware of the error
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* unless it actually causes some sort of problem. [Default=false]
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* IgnoreFile [string]: Sets the name of the p4 ignore file to use. When submitting payloads we
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* create a custom p4 ignore file to override any ignore settings for a project
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* which allows us to submit from the saved directory which is normally prevented
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* by the default ignore file. This value can be set to what ever is used by
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* your perforce environment. [Default=".p4ignore.txt"]
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*
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* Environment Variables:
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* UE-VirtualizationWorkingDir [string]: This can be set to a valid directory path that the backend
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* should use as the root location to submit payloads from.
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* If the users machine has this set then 'SubmitFromTempDir'
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* will be ignored.
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*
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* Perforce Setup
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* The backend will attempt to use the current global environment settings for perforce to determine
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* the P4PORT and P4USER values. If you wish to set them via an ini file then they can be done per
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* user by adding the following to Saved\Config\<platform>Editor\SourceControlSettings.ini
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*
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* -----
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* [PerforceSourceControl.VirtualizationSettings]
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* Port=<server address>
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* UserName=<username>
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* -----
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* Note that the backend will read from these ini file settings but will not write to them.
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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 ProjectName, 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 EConnectionStatus OnConnect() override;
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virtual bool PushData(TArrayView<FPushRequest> Requests) override;
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virtual bool PullData(TArrayView<FPullRequest> Requests) 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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bool TryApplySettingsFromConfigFiles(const FString& ConfigEntry);
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void CreateDepotPath(const FIoHash& PayloadId, FStringBuilderBase& OutPath);
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bool FindSubmissionWorkingDir(const FString& ConfigEntry);
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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(FText Message);
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/** A source control connection owned by the backend*/
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TUniquePtr<ISourceControlProvider> SCCProvider;
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/** The name of the current project */
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FString ProjectName;
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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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/** Address of the server to connect to */
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FString ServerAddress;
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/** The stream containing the DepotRoot where the virtualized payloads are stored in source control */
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FString ClientStream;
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/** The root directory from which payloads are submitted. */
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FString SubmissionRootDir;
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/** The name to use for the p4 ignore file */
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FString IgnoreFileName = TEXT(".p4ignore.txt");
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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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/** When true, the backend will not raise a pop up notification on connection error */
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bool bSuppressNotifications = false;
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/** The maximum number of files to send in a single source control operation */
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int32 MaxBatchCount = 100;
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/** A counted semaphore that will limit the number of concurrent connections that we can make */
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TUniquePtr<UE::Virtualization::FSemaphore> ConcurrentConnectionLimit;
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/** The number of times to retry pulling a payload from the depot */
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int32 RetryCount = 2;
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/** The length of time (in milliseconds) to wait after each pull attempt before retrying. */
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int32 RetryWaitTimeMS = 100;
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};
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} // namespace UE::Virtualization
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