Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.h
paul chipchase 8a3c4c85ec Add a config file option '-IgnoreFile=' that allows a project to define the name of the p4ignore file used in the perforce environment.
#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]
2023-02-24 09:58:54 -05:00

154 lines
6.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IVirtualizationBackend.h"
#include "Containers/StringView.h"
class ISourceControlProvider;
namespace UE::Virtualization
{
class FSemaphore;
/**
* This backend can be used to access payloads stored in source control.
* The backend doesn't 'check out' a payload file but instead will just download the payload as
* a binary blob.
* It is assumed that the files are stored with the same path convention as the file system
* backend, found in Utils::PayloadIdToPath.
*
* Ini file setup:
* 'Name'=(Type=P4SourceControl, DepotRoot="//ABC/")
* Where 'Name' is the backend name in the hierarchy and 'ABC' is the path in the source control
* depot where the payload files are being stored.
*
* Optional Values:
* Server [string]: When set the backend will use this server address to connect to. When not
* set the backend will use the environment defaults. [Default=""]
* ClientStream [string]: Used when the payloads are stored in a stream based depot. It should contain
* the stream name to use when creating a workspace for payload submission. [Default=""]
* UsePartitionedClient [bool]: When true the temporary workspace client created to submit payloads
* from will be created as a partitioned workspace which is less overhead
* on the source control server. If your server does not support this then
* use false. [Default=True]
* WorkingDir [string]: Sets the temp location on disk where payloads are submitted from. The path can
* contain config file expansions (see ConfigCacheIni.cpp ::MatchExpansions) and
* environment variables with the format $(EnvVarName).
* [Default="%GAMESAVEDDIR%/VASubmission"]
* RetryCount [int32]: How many times we should try to download a payload before giving up with
* an error. Useful when the connection is unreliable but does not experience
* frequent persistent outages. [Default=2]
* RetryWaitTime [int32]: The length of time the process should wait between each download attempt
* in milliseconds. Remember that the max length of time that the process
* can stall attempting to download a payload file is
* RetryCount * RetryWaitTime; [Default=100ms]
* MaxConnections [int32] The maximum number of perforce connections that can be made concurrently.
* If this value is exceeded then additional requests will wait until a
* connection becomes free. Pass in '-1' to disable this feature and allow
* unlimited connections. [Default=8]
* BatchCount [int32] The max number of payloads that can be pushed to source control in a
* single submit. If the number of payloads in a request batch exceeds
* this size then it will be split into multiple smaller batches. [Default=100]
* SuppressNotifications[bool]: When true the system will not display a pop up notification when a
* connection error occurs, allowing the user to stay unaware of the error
* unless it actually causes some sort of problem. [Default=false]
* IgnoreFile [string]: Sets the name of the p4 ignore file to use. When submitting payloads we
* create a custom p4 ignore file to override any ignore settings for a project
* which allows us to submit from the saved directory which is normally prevented
* by the default ignore file. This value can be set to what ever is used by
* your perforce environment. [Default=".p4ignore.txt"]
*
* Environment Variables:
* UE-VirtualizationWorkingDir [string]: This can be set to a valid directory path that the backend
* should use as the root location to submit payloads from.
* If the users machine has this set then 'SubmitFromTempDir'
* will be ignored.
*
* Perforce Setup
* The backend will attempt to use the current global environment settings for perforce to determine
* the P4PORT and P4USER values. If you wish to set them via an ini file then they can be done per
* user by adding the following to Saved\Config\<platform>Editor\SourceControlSettings.ini
*
* -----
* [PerforceSourceControl.VirtualizationSettings]
* Port=<server address>
* UserName=<username>
* -----
* Note that the backend will read from these ini file settings but will not write to them.
*/
class FSourceControlBackend final : public IVirtualizationBackend
{
public:
explicit FSourceControlBackend(FStringView ProjectName, FStringView ConfigName, FStringView InDebugName);
virtual ~FSourceControlBackend() = default;
private:
/* IVirtualizationBackend implementation */
virtual bool Initialize(const FString& ConfigEntry) override;
virtual EConnectionStatus OnConnect() override;
virtual bool PushData(TArrayView<FPushRequest> Requests) override;
virtual bool PullData(TArrayView<FPullRequest> Requests) override;
virtual bool DoesPayloadExist(const FIoHash& Id) override;
virtual bool DoPayloadsExist(TArrayView<const FIoHash> PayloadIds, TArray<bool>& OutResults) override;
private:
bool TryApplySettingsFromConfigFiles(const FString& ConfigEntry);
void CreateDepotPath(const FIoHash& PayloadId, FStringBuilderBase& OutPath);
bool FindSubmissionWorkingDir(const FString& ConfigEntry);
/** Will display a FMessage notification to the user on the next valid engine tick to try and keep them aware of connection failures */
void OnConnectionError(FText Message);
/** A source control connection owned by the backend*/
TUniquePtr<ISourceControlProvider> SCCProvider;
/** The name of the current project */
FString ProjectName;
/** The root where the virtualized payloads are stored in source control */
FString DepotRoot;
/** Address of the server to connect to */
FString ServerAddress;
/** The stream containing the DepotRoot where the virtualized payloads are stored in source control */
FString ClientStream;
/** The root directory from which payloads are submitted. */
FString SubmissionRootDir;
/** The name to use for the p4 ignore file */
FString IgnoreFileName = TEXT(".p4ignore.txt");
/** Should we try to make the temp client partitioned or not? */
bool bUsePartitionedClient = true;
/** When true, the backend will not raise a pop up notification on connection error */
bool bSuppressNotifications = false;
/** The maximum number of files to send in a single source control operation */
int32 MaxBatchCount = 100;
/** A counted semaphore that will limit the number of concurrent connections that we can make */
TUniquePtr<UE::Virtualization::FSemaphore> ConcurrentConnectionLimit;
/** The number of times to retry pulling a payload from the depot */
int32 RetryCount = 2;
/** The length of time (in milliseconds) to wait after each pull attempt before retrying. */
int32 RetryWaitTimeMS = 100;
};
} // namespace UE::Virtualization