Files
UnrealEngineUWP/Engine/Source/Programs/UnrealVirtualizationTool/Private/UnrealVirtualizationToolApp.cpp
paul chipchase b0f9489763 UVT: Clean up the logging when running in packagelist mode
#rb trivial
#rnx
#preflight 626b99f95c220f34acd748f6

- We were printing out the packagelist file path both when it was found as a command line arg and when parsing it, we now only print it when it is found as an arg
- Any log section that indicates it could be slow has had "..." appended to it to show the user that this is expected
-- Any log message in a section like this is now tab indented to make the association easy for the user to see.

[CL 19976012 by paul chipchase in ue5-main branch]
2022-04-29 04:03:13 -04:00

935 lines
29 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealVirtualizationToolApp.h"
#include "GenericPlatform/GenericPlatformOutputDevices.h"
#include "HAL/FeedbackContextAnsi.h"
#include "HAL/FileManager.h"
#include "Interfaces/IPluginManager.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Misc/CommandLine.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FileHelper.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Misc/PathViews.h"
#include "SourceControlInitSettings.h"
#include "SourceControlOperations.h"
#include "UnrealVirtualizationTool.h"
#include "Virtualization/VirtualizationSystem.h"
namespace UE::Virtualization
{
namespace
{
/** Utility for testing if a file path resolves to a valid package file or not */
bool IsPackageFile(const FString FilePath)
{
// ::IsPackageExtension requires a TCHAR so we cannot use FPathViews here
const FString Extension = FPaths::GetExtension(FilePath);
// Currently we don't virtualize text based assets so no call to FPackageName::IsTextPackageExtension
return FPackageName::IsPackageExtension(*Extension);
}
/** Utility to find the two string values we need for a mount point based on the project file path */
void ConvertToMountPoint(const FString& ProjectFilePath, FString& OutRootPath, FString& OutContentPath)
{
FStringView BaseFilename = FPathViews::GetBaseFilename(ProjectFilePath);
OutRootPath = *WriteToString<260>(TEXT("/"), BaseFilename, TEXT("/"));
OutContentPath = FPaths::GetPath(ProjectFilePath) / TEXT("Content");
}
/**
* Utility to clean up the tags we got from the virtualization system. Convert the FText to FString and
* discard any duplicate entries.
*/
TArray<FString> BuildFinalTagDescriptions(TArray<FText>& DescriptionTags)
{
TArray<FString> CleanedDescriptions;
CleanedDescriptions.Reserve(DescriptionTags.Num());
for (const FText& Tag : DescriptionTags)
{
CleanedDescriptions.AddUnique(Tag.ToString());
}
return CleanedDescriptions;
}
/**
* Utility taken from UGameFeatureData::ReloadConfigs that allows us to apply changes to the ini files (after
* loading them from game feature plugins for example) and have the changes applied to UObjects.
* For our use case we need this so that optin/optout settings for UVirtualizationFilterSettings are applied.
*
* This is required because we perform filtering at payload submission time. If we change filtering to be
* applied when a package is saved (i.e. when the package trailer is created) then we can remove this.
* If we opt to keep the current strategy then this code should be moved to a location where it can be shared
* by both this tool and the game feature plugin system rather than maintaining two copies.
*/
void ReloadConfigs(FConfigFile& PluginConfig)
{
// Reload configs so objects get the changes
for (const auto& ConfigEntry : PluginConfig)
{
// Skip out if someone put a config section in the INI without any actual data
if (ConfigEntry.Value.Num() == 0)
{
continue;
}
const FString& SectionName = ConfigEntry.Key;
// @todo: This entire overarching process is very similar in its goals as that of UOnlineHotfixManager::HotfixIniFile.
// Could consider a combined refactor of the hotfix manager, the base config cache system, etc. to expose an easier way to support this pattern
// INI files might be handling per-object config items, so need to handle them specifically
const int32 PerObjConfigDelimIdx = SectionName.Find(" ");
if (PerObjConfigDelimIdx != INDEX_NONE)
{
const FString ObjectName = SectionName.Left(PerObjConfigDelimIdx);
const FString ClassName = SectionName.Mid(PerObjConfigDelimIdx + 1);
// Try to find the class specified by the per-object config
UClass* ObjClass = FindObject<UClass>(ANY_PACKAGE, *ClassName);
if (ObjClass)
{
// Now try to actually find the object it's referencing specifically and update it
// @note: Choosing not to warn on not finding it for now, as Fortnite has transient uses instantiated at run-time (might not be constructed yet)
UObject* PerObjConfigObj = StaticFindObject(ObjClass, ANY_PACKAGE, *ObjectName, true);
if (PerObjConfigObj)
{
// Intentionally using LoadConfig instead of ReloadConfig, since we do not want to call modify/preeditchange/posteditchange on the objects changed when GIsEditor
PerObjConfigObj->LoadConfig(nullptr, nullptr, UE::LCPF_ReloadingConfigData | UE::LCPF_ReadParentSections, nullptr);
}
}
else
{
PLATFORM_BREAK();
// UE_LOG(LogGameFeatures, Warning, TEXT("[GameFeatureData %s]: Couldn't find PerObjectConfig class %s for %s while processing %s, config changes won't be reloaded."), *GetPathNameSafe(this), *ClassName, *ObjectName, *PluginConfig.Name.ToString());
}
}
// Standard INI section case
else
{
// Find the affected class and push updates to all instances of it, including children
// @note: Intentionally not using the propagation flags inherent in ReloadConfig to handle this, as it utilizes a naive complete object iterator
// and tanks performance pretty badly
UClass* ObjClass = FindObjectSafe<UClass>(ANY_PACKAGE, *SectionName, true);
if (ObjClass)
{
TArray<UObject*> FoundObjects;
GetObjectsOfClass(ObjClass, FoundObjects, true, RF_NoFlags);
for (UObject* CurFoundObj : FoundObjects)
{
if (IsValid(CurFoundObj))
{
// Intentionally using LoadConfig instead of ReloadConfig, since we do not want to call modify/preeditchange/posteditchange on the objects changed when GIsEditor
CurFoundObj->LoadConfig(nullptr, nullptr, UE::LCPF_ReloadingConfigData | UE::LCPF_ReadParentSections, nullptr);
}
}
}
}
}
}
/** Utility to get EMode from a string */
void LexFromString(EMode& OutValue, const FStringView& InString)
{
if (InString == TEXT("Changelist"))
{
OutValue = EMode::Changelist;
}
else if (InString == TEXT("PackageList"))
{
OutValue = EMode::PackageList;
}
else
{
OutValue = EMode::Unknown;
}
}
/**
* This class can be used to prevent log messages from other systems being logged with the Display verbosity.
* In practical terms this means as long as the class is alive, only LogVirtualizationTool messages will
* be logged to the display meaning the user will have less information to deal with.
*/
class FOverrideOutputDevice final : public FFeedbackContextAnsi
{
public:
FOverrideOutputDevice()
{
OriginalLog = GWarn;
GWarn = this;
}
virtual ~FOverrideOutputDevice()
{
GWarn = OriginalLog;
}
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
if (Verbosity == ELogVerbosity::Display && Category != LogVirtualizationTool.GetCategoryName())
{
Verbosity = ELogVerbosity::Log;
}
FFeedbackContextAnsi::Serialize(V, Verbosity, Category);
}
private:
FFeedbackContext* OriginalLog;
};
} // namespace
FUnrealVirtualizationToolApp::FUnrealVirtualizationToolApp()
{
}
FUnrealVirtualizationToolApp::~FUnrealVirtualizationToolApp()
{
}
EInitResult FUnrealVirtualizationToolApp::Initialize()
{
TRACE_CPUPROFILER_EVENT_SCOPE(Initialize);
UE_LOG(LogVirtualizationTool, Display, TEXT("Initializing..."));
// Display the log path to the user so that they can more easily find it
// Note that ::GetAbsoluteLogFilename does not always return an absolute filename
FString LogFilePath = FGenericPlatformOutputDevices::GetAbsoluteLogFilename();
LogFilePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*LogFilePath);
UE_LOG(LogVirtualizationTool, Display, TEXT("Logging process to '%s'"), *LogFilePath);
EInitResult CmdLineResult = TryParseCmdLine();
if (CmdLineResult != EInitResult::Success)
{
return CmdLineResult;
}
if (!TryLoadModules())
{
return EInitResult::Error;
}
if (!TryInitEnginePlugins())
{
return EInitResult::Error;
}
TArray<FString> Packages;
switch (Mode)
{
case EMode::Changelist:
if (!TryParseChangelist(Packages))
{
return EInitResult::Error;
}
break;
case EMode::PackageList:
if (!TryParsePackageList(Packages))
{
return EInitResult::Error;
}
break;
default:
UE_LOG(LogVirtualizationTool, Display, TEXT("Unknown mode, cannot find packages!"));
return EInitResult::Error;
break;
}
if (!TrySortFilesByProject(Packages))
{
return EInitResult::Error;
}
UE_LOG(LogVirtualizationTool, Display, TEXT("Initialization complete!"));
return EInitResult::Success;
}
bool FUnrealVirtualizationToolApp::Run()
{
TRACE_CPUPROFILER_EVENT_SCOPE(Run);
TArray<FString> FinalDescriptionTags;
if (EnumHasAllFlags(ProcessOptions, EProcessOptions::Virtualize))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Running the virtualization process..."));
TArray<FText> DescriptionTags;
for (const FProject& Project : Projects)
{
TStringBuilder<128> ProjectName;
ProjectName << Project.GetProjectName();
UE_LOG(LogVirtualizationTool, Display, TEXT("\tChecking package(s) for the project '%s'..."), ProjectName.ToString());
FConfigFile EngineConfigWithProject;
if (!Project.TryLoadConfig(EngineConfigWithProject))
{
return false;
}
Project.RegisterMountPoints();
UE::Virtualization::FInitParams InitParams(ProjectName, EngineConfigWithProject);
UE::Virtualization::Initialize(InitParams);
TArray<FString> Packages = Project.GetAllPackages();
TArray<FText> Errors;
UE::Virtualization::IVirtualizationSystem::Get().TryVirtualizePackages(Packages, DescriptionTags, Errors);
if (!Errors.IsEmpty())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("The virtualization process failed with the following errors:"));
for (const FText& Error : Errors)
{
UE_LOG(LogVirtualizationTool, Error, TEXT("\t%s"), *Error.ToString());
}
return false;
}
UE_LOG(LogVirtualizationTool, Display, TEXT("\tCheck complete"));
UE::Virtualization::Shutdown();
Project.UnRegisterMountPoints();
}
FinalDescriptionTags = BuildFinalTagDescriptions(DescriptionTags);
}
else
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Skipping the virtualization process"));
}
if (Mode == EMode::Changelist)
{
if (!TrySubmitChangelist(FinalDescriptionTags))
{
return false;
}
}
return true;
}
void FUnrealVirtualizationToolApp::PrintCmdLineHelp() const
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Usage:"));
UE_LOG(LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool -ClientSpecName=<name> -Mode=Changelist -Changelist=<number> [-nosubmit] [global options]"));
UE_LOG(LogVirtualizationTool, Display, TEXT("\t[optional]-nosubmit (the changelist will be virtualized but not submitted)"));
UE_LOG(LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool -ClientSpecName=<name> -Mode=PackageList -Path=<string> [global options]"));
UE_LOG(LogVirtualizationTool, Display, TEXT("Global Options:"));
UE_LOG(LogVirtualizationTool, Display, TEXT("\t-verbose (all log messages with display verbosity will be displayed, not just LogVirtualizationTool)"));
}
bool FUnrealVirtualizationToolApp::TrySubmitChangelist(const TArray<FString>& DescriptionTags)
{
if (!EnumHasAllFlags(ProcessOptions, EProcessOptions::Submit))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Skipping submit of changelist '%s' due to cmdline options"), *ChangelistNumber);
return true;
}
UE_LOG(LogVirtualizationTool, Display, TEXT("Attempting to submit the changelist '%s'"), *ChangelistNumber);
if (!SCCProvider.IsValid())
{
if (!TryConnectToSourceControl())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Submit failed, cannot find a valid source control provider"));
return false;
}
}
if (!ChangelistToSubmit.IsValid())
{
// This should not be possible, the check and error message is to guard against potential future problems only.
UE_LOG(LogVirtualizationTool, Error, TEXT("Submit failed, could not find the changelist"));
return false;
}
FSourceControlChangelistRef Changelist = ChangelistToSubmit.ToSharedRef();
FSourceControlChangelistStatePtr ChangelistState = SCCProvider->GetState(Changelist, EStateCacheUsage::Use);
if (!ChangelistState.IsValid())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Submit failed, failed to find the state for the changelist"));
return false;
}
TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
// Grab the original changelist description then append our tags afterwards
TStringBuilder<512> Description;
Description << ChangelistState->GetDescriptionText().ToString();
for (const FString& Tag : DescriptionTags)
{
Description << TEXT("\n") << Tag;
}
CheckInOperation->SetDescription(FText::FromString(Description.ToString()));
if (SCCProvider->Execute(CheckInOperation, Changelist) == ECommandResult::Succeeded)
{
UE_LOG(LogVirtualizationTool, Display, TEXT("%s"), *CheckInOperation->GetSuccessMessage().ToString());
return true;
}
else
{
// Even when log suppression is active we still show errors to the users and as the source control
// operation should have logged the problem as an error the user will see it. This means we don't
// have to extract it from CheckInOperation .
UE_LOG(LogVirtualizationTool, Error, TEXT("Submit failed, please check the log!"));
return false;
}
}
bool FUnrealVirtualizationToolApp::TryLoadModules()
{
if (FModuleManager::Get().LoadModule(TEXT("Virtualization"), ELoadModuleFlags::LogFailures) == nullptr)
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to load the 'Virtualization' module"));
}
return true;
}
bool FUnrealVirtualizationToolApp::TryInitEnginePlugins()
{
TRACE_CPUPROFILER_EVENT_SCOPE(TryInitEnginePlugins);
UE_LOG(LogVirtualizationTool, Log, TEXT("Loading Engine Plugins"));
IPluginManager& PluginMgr = IPluginManager::Get();
const FString PerforcePluginPath = FPaths::EnginePluginsDir() / TEXT("Developer/PerforceSourceControl/PerforceSourceControl.uplugin");
FText ErrorMsg;
if (!PluginMgr.AddToPluginsList(PerforcePluginPath, &ErrorMsg))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find 'PerforceSourceControl' plugin due to: %s"), *ErrorMsg.ToString());
return false;
}
PluginMgr.MountNewlyCreatedPlugin(TEXT("PerforceSourceControl"));
TSharedPtr<IPlugin> Plugin = PluginMgr.FindPlugin(TEXT("PerforceSourceControl"));
if (Plugin == nullptr || !Plugin->IsEnabled())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("The 'PerforceSourceControl' plugin is disabled."));
return false;
}
return true;
}
bool FUnrealVirtualizationToolApp::TryConnectToSourceControl()
{
TRACE_CPUPROFILER_EVENT_SCOPE(TryConnectToSourceControl);
UE_LOG(LogVirtualizationTool, Log, TEXT("Trying to connect to source control..."));
FSourceControlInitSettings SCCSettings(FSourceControlInitSettings::EBehavior::OverrideAll);
SCCSettings.AddSetting(TEXT("P4Client"), ClientSpecName);
SCCProvider = ISourceControlModule::Get().CreateProvider(FName("Perforce"), TEXT("UnrealVirtualizationTool"), SCCSettings);
if (SCCProvider.IsValid())
{
return true;
}
else
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to create a perforce connection"));
return false;
}
}
EInitResult FUnrealVirtualizationToolApp::TryParseCmdLine()
{
TRACE_CPUPROFILER_EVENT_SCOPE(TryParseCmdLine);
UE_LOG(LogVirtualizationTool, Log, TEXT("Parsing the commandline"));
const TCHAR* CmdLine = FCommandLine::Get();
if (CmdLine == nullptr || CmdLine[0] == TEXT('\0'))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("No commandline parameters found!"));
PrintCmdLineHelp();
return EInitResult::Error;
}
if (FParse::Param(CmdLine, TEXT("Help")) || FParse::Param(CmdLine, TEXT("?")))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Commandline help requested"));
PrintCmdLineHelp();
return EInitResult::EarlyOut;
}
// First parse the command line options that can apply to all modes
if (!FParse::Value(CmdLine, TEXT("-ClientSpecName="), ClientSpecName))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find cmdline switch 'ClientSpecName', this is a required parameter!"));
PrintCmdLineHelp();
return EInitResult::Error;
}
if (FParse::Param(CmdLine, TEXT("Verbose")))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Cmdline parameter '-Verbose' found, no longer supressing Display log messages!"));
}
else
{
OutputDeviceOverride = MakeUnique<FOverrideOutputDevice>();
}
// Now parse the mode specific command line options
FString ModeAsString;
if (!FParse::Value(CmdLine, TEXT("-Mode="), ModeAsString))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find cmdline switch 'Mode', this is a required parameter!"));
PrintCmdLineHelp();
return EInitResult::Error;
}
LexFromString(Mode, ModeAsString);
switch (Mode)
{
case EMode::Changelist:
return TryParseChangelistCmdLine(CmdLine);
break;
case EMode::PackageList:
return TryParsePackageListCmdLine(CmdLine);
break;
case EMode::Unknown:
default:
UE_LOG(LogVirtualizationTool, Error, TEXT("Unexpected value for the cmdline switch 'Mode', this is a required parameter!"));
PrintCmdLineHelp();
return EInitResult::Error;
break;
}
}
EInitResult FUnrealVirtualizationToolApp::TryParseChangelistCmdLine(const TCHAR* CmdLine)
{
if (FParse::Value(CmdLine, TEXT("-Changelist="), ChangelistNumber))
{
// Optional switches
if (FParse::Param(CmdLine, TEXT("NoSubmit")))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Cmdline parameter '-NoSubmit' found, the changelist will be virtualized but not submitted!"));
}
else
{
ProcessOptions |= EProcessOptions::Submit;
}
UE_LOG(LogVirtualizationTool, Display, TEXT("Attempting to virtualize changelist '%s'"), *ChangelistNumber);
return EInitResult::Success;
}
else
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find cmdline switch 'Changelist', this is a required parameter for the 'Changelist' mode!"));
PrintCmdLineHelp();
return EInitResult::Error;
}
}
EInitResult FUnrealVirtualizationToolApp::TryParsePackageListCmdLine(const TCHAR* CmdLine)
{
if (FParse::Value(CmdLine, TEXT("-Path="), PackageListPath))
{
UE_LOG(LogVirtualizationTool, Display, TEXT("Virtualizing packages found in package list: '%s'"), *PackageListPath);
return EInitResult::Success;
}
else
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find cmdline switch 'Path', this is a required parameter for the 'PackageList mode!"));
PrintCmdLineHelp();
return EInitResult::Error;
}
}
bool FUnrealVirtualizationToolApp::TryParseChangelist(TArray<FString>& OutPackages)
{
TRACE_CPUPROFILER_EVENT_SCOPE(TryParseChangelist);
if (!TryConnectToSourceControl())
{
return false;
}
UE_LOG(LogVirtualizationTool, Display, TEXT("Attempting to parse changelist '%s' in workspace '%s'"), *ChangelistNumber, *ClientSpecName);
if (!SCCProvider.IsValid())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("No valid source control connection found!"));
return false;
}
SCCProvider->Init(true);
if (!SCCProvider->UsesChangelists())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("The source control provider does not support the use of changelists"));
return false;
}
TArray<FSourceControlChangelistRef> Changelists = SCCProvider->GetChangelists(EStateCacheUsage::ForceUpdate);
if (Changelists.IsEmpty())
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find any changelists"));
return false;
}
TArray<FSourceControlChangelistStateRef> ChangelistsStates;
if (SCCProvider->GetState(Changelists, ChangelistsStates, EStateCacheUsage::Use) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find changelist data"));
return false;
}
for (FSourceControlChangelistStateRef& ChangelistState : ChangelistsStates)
{
const FText DisplayText = ChangelistState->GetDisplayText();
if (ChangelistNumber == DisplayText.ToString())
{
TSharedRef<FUpdatePendingChangelistsStatus, ESPMode::ThreadSafe> Operation = ISourceControlOperation::Create<FUpdatePendingChangelistsStatus>();
// TODO: Updating only the CL we want does not currently work and even if it did we still end up with a pointless
// p4 changes command before updating the files. Given we know the changelist number via FSourceControlChangelistRef
// we should be able to just request the file states be updated.
// This is also a lot of code to write for a simple "give me all files in a changelist" operation, if we don't add
// support directly in the API we should move this to a utility namespace in the source control module.
FSourceControlChangelistRef Changelist = ChangelistState->GetChangelist();
Operation->SetChangelistsToUpdate(MakeArrayView(&Changelist, 1));
Operation->SetUpdateFilesStates(true);
if (SCCProvider->Execute(Operation, EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find the files in changelist '%s'"), *ChangelistNumber);
return false;
}
const TArray<FSourceControlStateRef>& FilesinChangelist = ChangelistState->GetFilesStates();
for (const FSourceControlStateRef& FileState : FilesinChangelist)
{
if (IsPackageFile(FileState->GetFilename()))
{
OutPackages.Add(FileState->GetFilename());
}
else
{
UE_LOG(LogVirtualizationTool, Log, TEXT("Ignoring non-package file '%s'"), *FileState->GetFilename());
}
}
ChangelistToSubmit = Changelist;
UE_LOG(LogVirtualizationTool, Display, TEXT("Found '%d' package file(s)"), OutPackages.Num());
return true;
}
}
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to find the changelist '%s'"), *ChangelistNumber);
return false;
}
bool FUnrealVirtualizationToolApp::TryParsePackageList(TArray<FString>& OutPackages)
{
TRACE_CPUPROFILER_EVENT_SCOPE(TrySortFilesByProject);
UE_LOG(LogVirtualizationTool, Display, TEXT("Parsing the package list..."));
if (!IFileManager::Get().FileExists(*PackageListPath))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("\tThe package list '%s' does not exist"), *PackageListPath);
return false;
}
if (FFileHelper::LoadFileToStringArray(OutPackages, *PackageListPath))
{
// We don't have control over how the package list was generated so make sure that the paths
// are in the format that we want.
for (FString& PackagePath : OutPackages)
{
FPaths::NormalizeFilename(PackagePath);
}
UE_LOG(LogVirtualizationTool, Display, TEXT("\tFound '%d' package file(s)"), OutPackages.Num());
return true;
}
else
{
UE_LOG(LogVirtualizationTool, Error, TEXT("\tFailed to parse the package list '%s'"), *PackageListPath);
return false;
}
}
bool FUnrealVirtualizationToolApp::TrySortFilesByProject(const TArray<FString>& Packages)
{
TRACE_CPUPROFILER_EVENT_SCOPE(TrySortFilesByProject);
UE_LOG(LogVirtualizationTool, Display, TEXT("Sorting files by project..."));
for (const FString& PackagePath : Packages)
{
FString ProjectFilePath;
FString PluginFilePath;
if (TryFindProject(PackagePath, ProjectFilePath, PluginFilePath))
{
FProject& Project = FindOrAddProject(ProjectFilePath);
if (PluginFilePath.IsEmpty())
{
Project.AddFile(PackagePath);
}
else
{
Project.AddPluginFile(PackagePath, PluginFilePath);
}
}
}
UE_LOG(LogVirtualizationTool, Display, TEXT("\tThe package files are associated with '%d' projects(s)"), Projects.Num());
return true;
}
bool FUnrealVirtualizationToolApp::TryFindProject(const FString& PackagePath, FString& ProjectFilePath, FString& PluginFilePath) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(TryFindProject);
// TODO: This could be heavily optimized by caching known project files
const int32 ContentIndex = PackagePath.Find(TEXT("/content/"), ESearchCase::IgnoreCase, ESearchDir::FromEnd);
if (ContentIndex != INDEX_NONE)
{
FString ProjectDirectory = PackagePath.Left(ContentIndex);
FString PluginDirectory;
TArray<FString> ProjectFile;
TArray<FString> PluginFile;
IFileManager::Get().FindFiles(ProjectFile, *ProjectDirectory, TEXT(".uproject"));
if (ProjectFile.IsEmpty())
{
// Could be a plugin so lets check
PluginDirectory = ProjectDirectory;
IFileManager::Get().FindFiles(PluginFile, *PluginDirectory, TEXT(".uplugin"));
if (PluginFile.Num() == 1)
{
PluginFilePath = PluginDirectory / PluginFile[0];
const int32 PluginIndex = PluginDirectory.Find(TEXT("/plugins/"), ESearchCase::IgnoreCase, ESearchDir::FromEnd);
if (PluginIndex != INDEX_NONE)
{
ProjectDirectory = PluginDirectory.Left(PluginIndex);
IFileManager::Get().FindFiles(ProjectFile, *ProjectDirectory, TEXT(".uproject"));
}
}
else if (PluginFile.Num() > 1)
{
UE_LOG(LogVirtualizationTool, Verbose, TEXT("Found multiple project files for '%s' at '%s'"), *PackagePath, *PluginDirectory);
return false;
}
}
if (ProjectFile.Num() == 1)
{
ProjectFilePath = ProjectDirectory / ProjectFile[0];
return true;
}
else if (ProjectFile.IsEmpty())
{
UE_LOG(LogVirtualizationTool, Log, TEXT("Failed to find project file for '%s'"), *PackagePath);
return false;
}
else
{
UE_LOG(LogVirtualizationTool, Verbose, TEXT("Found multiple project files for '%s' at '%s'"), *PackagePath, *ProjectDirectory);
return false;
}
}
else
{
UE_LOG(LogVirtualizationTool, Log, TEXT("File '%s' is not under a content directory"), *PackagePath);
return false;
}
}
FProject& FUnrealVirtualizationToolApp::FindOrAddProject(const FString& ProjectFilePath)
{
FProject* Project = Projects.FindByPredicate([&ProjectFilePath](const FProject& Project)->bool
{
return Project.ProjectFilePath == ProjectFilePath;
});
if (Project != nullptr)
{
return *Project;
}
else
{
FProject& NewProject = Projects.AddDefaulted_GetRef();
NewProject.ProjectFilePath = ProjectFilePath;
return NewProject;
}
}
void FProject::AddFile(const FString& PackagePath)
{
PackagePaths.Add(PackagePath);
}
void FProject::AddPluginFile(const FString& PackagePath, const FString& PluginFilePath)
{
FPlugin* Plugin = Plugins.FindByPredicate([&PluginFilePath](const FPlugin& Plugin)->bool
{
return Plugin.PluginFilePath == PluginFilePath;
});
if (Plugin == nullptr)
{
Plugin = &Plugins.AddDefaulted_GetRef();
Plugin->PluginFilePath = PluginFilePath;
}
check(Plugin != nullptr);
Plugin->PackagePaths.Add(PackagePath);
};
FStringView FProject::GetProjectName() const
{
return FPathViews::GetBaseFilename(ProjectFilePath);
}
TArray<FString> FProject::GetAllPackages() const
{
TArray<FString> Packages = PackagePaths;
for (const FPlugin& Plugin : Plugins)
{
Packages.Append(Plugin.PackagePaths);
}
return Packages;
}
void FProject::RegisterMountPoints() const
{
TRACE_CPUPROFILER_EVENT_SCOPE(FProject::RegisterMountPoints);
FString ProjectRootPath;
FString ProjectContentPath;
ConvertToMountPoint(ProjectFilePath, ProjectRootPath, ProjectContentPath);
FPackageName::RegisterMountPoint(ProjectRootPath, ProjectContentPath);
for (const FPlugin& Plugin : Plugins)
{
FString PluginRootPath;
FString PluginContentPath;
ConvertToMountPoint(Plugin.PluginFilePath, PluginRootPath, PluginContentPath);
FPackageName::RegisterMountPoint(PluginRootPath, PluginContentPath);
}
}
void FProject::UnRegisterMountPoints() const
{
TRACE_CPUPROFILER_EVENT_SCOPE(FProject::UnRegisterMountPoints);
for (const FPlugin& Plugin : Plugins)
{
FString PluginRootPath;
FString PluginContentPath;
ConvertToMountPoint(Plugin.PluginFilePath, PluginRootPath, PluginContentPath);
FPackageName::UnRegisterMountPoint(PluginRootPath, PluginContentPath);
}
FString ProjectRootPath;
FString ProjectContentPath;
ConvertToMountPoint(ProjectFilePath, ProjectRootPath, ProjectContentPath);
FPackageName::UnRegisterMountPoint(ProjectRootPath, ProjectContentPath);
}
bool FProject::TryLoadConfig(FConfigFile& OutConfig) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(FProject::TryLoadConfig);
const FString ProjectPath = FPaths::GetPath(ProjectFilePath);
const FString EngineConfigPath = FPaths::Combine(FPaths::EngineDir(), TEXT("Config/"));
const FString ProjectConfigPath = FPaths::Combine(ProjectPath, TEXT("Config/"));
OutConfig.Reset();
if (!FConfigCacheIni::LoadExternalIniFile(OutConfig, TEXT("Engine"), *EngineConfigPath, *ProjectConfigPath, true))
{
UE_LOG(LogVirtualizationTool, Error, TEXT("Failed to load config files for the project '%s"), *ProjectFilePath);
return false;
}
// Note that the following is taken from UGameFeatureData::InitializeHierarchicalPluginIniFiles as with
// ReloadConfigs if we decide to keep filtering at submission time, rather than save time then we should
// probably move this code to a shared location rather than the copy/paste.
for (const FPlugin& Plugin : Plugins)
{
const FString PluginName = FPaths::GetBaseFilename(Plugin.PluginFilePath);
const FString PluginIniName = PluginName + TEXT("Engine");
const FString PluginPath = FPaths::GetPath(Plugin.PluginFilePath);
const FString PluginConfigPath = FPaths::Combine(PluginPath, TEXT("Config/"));
FConfigFile PluginConfig;
if (FConfigCacheIni::LoadExternalIniFile(PluginConfig, *PluginIniName, *EngineConfigPath, *PluginConfigPath, false) && (PluginConfig.Num() > 0))
{
const FString IniFile = GConfig->GetConfigFilename(TEXT("Engine"));
if (FConfigFile* ExistingConfig = GConfig->FindConfigFile(IniFile))
{
const FString PluginIniPath = FString::Printf(TEXT("%s%s.ini"), *PluginConfigPath, *PluginIniName);
if (ExistingConfig->Combine(PluginIniPath))
{
ReloadConfigs(PluginConfig);
}
}
}
}
return true;
}
} // namespace UE::Virtualization