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990 lines
29 KiB
C++
990 lines
29 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "NetworkFileSystemPrivatePCH.h"
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#include "PackageName.h"
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#include "TargetPlatform.h"
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/* FNetworkFileServerClientConnection structors
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*****************************************************************************/
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FNetworkFileServerClientConnection::FNetworkFileServerClientConnection( const FFileRequestDelegate& InFileRequestDelegate,
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const FRecompileShadersDelegate& InRecompileShadersDelegate, const TArray<ITargetPlatform*>& InActiveTargetPlatforms )
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: LastHandleId(0)
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, Sandbox(NULL)
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, ActiveTargetPlatforms(InActiveTargetPlatforms)
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{
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if (InFileRequestDelegate.IsBound())
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{
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FileRequestDelegate = InFileRequestDelegate;
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}
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if (InRecompileShadersDelegate.IsBound())
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{
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RecompileShadersDelegate = InRecompileShadersDelegate;
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}
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}
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FNetworkFileServerClientConnection::~FNetworkFileServerClientConnection( )
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{
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// close all the files the client had opened through us when the client disconnects
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for (TMap<uint64, IFileHandle*>::TIterator It(OpenFiles); It; ++It)
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{
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delete It.Value();
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}
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delete Sandbox;
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Sandbox = NULL;
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}
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/* FStreamingNetworkFileServerConnection implementation
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*****************************************************************************/
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void FNetworkFileServerClientConnection::ConvertClientFilenameToServerFilename(FString& FilenameToConvert)
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{
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if (FilenameToConvert.StartsWith(ConnectedEngineDir))
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{
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FilenameToConvert = FilenameToConvert.Replace(*ConnectedEngineDir, *(FPaths::EngineDir()));
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}
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else if (FilenameToConvert.StartsWith(ConnectedGameDir))
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{
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if ( FPaths::IsProjectFilePathSet() )
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{
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FilenameToConvert = FilenameToConvert.Replace(*ConnectedGameDir, *(FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/")));
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}
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else
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{
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#if !IS_PROGRAM
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// UnrealFileServer has a GameDir of ../../../Engine/Programs/UnrealFileServer.
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// We do *not* want to replace the directory in that case.
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FilenameToConvert = FilenameToConvert.Replace(*ConnectedGameDir, *(FPaths::GameDir()));
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#endif
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}
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}
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}
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/**
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* Fixup sandbox paths to match what package loading will request on the client side. e.g.
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* Sandbox path: "../../../Elemental/Content/Elemental/Effects/FX_Snow_Cracks/Crack_02/Materials/M_SnowBlast.uasset ->
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* client path: "../../../Samples/Showcases/Elemental/Content/Elemental/Effects/FX_Snow_Cracks/Crack_02/Materials/M_SnowBlast.uasset"
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* This ensures that devicelocal-cached files will be properly timestamp checked before deletion.
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*/
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static TMap<FString, FDateTime> FixupSandboxPathsForClient(FSandboxPlatformFile* Sandbox, const TMap<FString, FDateTime>& SandboxPaths, const FString& LocalEngineDir, const FString& LocalGameDir, bool bLowerCaseFiles)
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{
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TMap<FString, FDateTime> FixedFiletimes;
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FString SandboxEngine = Sandbox->ConvertToSandboxPath(*LocalEngineDir);
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if (SandboxEngine.EndsWith(TEXT("/"), ESearchCase::CaseSensitive) == false)
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{
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SandboxEngine += TEXT("/");
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}
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// we need to add an extra bit to the game path to make the sandbox convert it correctly (investigate?)
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// @todo: double check this
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FString SandboxGame = Sandbox->ConvertToSandboxPath(*(LocalGameDir + TEXT("a.txt"))).Replace(TEXT("a.txt"), TEXT(""));
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// since the sandbox remaps from A/B/C to C, and the client has no idea of this, we need to put the files
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// into terms of the actual LocalGameDir, which is all that the client knows about
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for (TMap<FString, FDateTime>::TConstIterator It(SandboxPaths); It; ++It)
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{
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FString Fixed = Sandbox->ConvertToSandboxPath(*It.Key());
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Fixed = Fixed.Replace(*SandboxEngine, *LocalEngineDir);
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Fixed = Fixed.Replace(*SandboxGame, *LocalGameDir);
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if (bLowerCaseFiles)
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{
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Fixed = Fixed.ToLower();
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}
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FixedFiletimes.Add(Fixed, It.Value());
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}
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return FixedFiletimes;
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}
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void FNetworkFileServerClientConnection::ConvertServerFilenameToClientFilename(FString& FilenameToConvert)
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{
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if (FilenameToConvert.StartsWith(FPaths::EngineDir()))
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{
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FilenameToConvert = FilenameToConvert.Replace(*(FPaths::EngineDir()), *ConnectedEngineDir);
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}
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else if (FPaths::IsProjectFilePathSet())
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{
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if (FilenameToConvert.StartsWith(FPaths::GetPath(FPaths::GetProjectFilePath())))
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{
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FilenameToConvert = FilenameToConvert.Replace(*(FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/")), *ConnectedGameDir);
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}
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}
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#if !IS_PROGRAM
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else if (FilenameToConvert.StartsWith(FPaths::GameDir()))
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{
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// UnrealFileServer has a GameDir of ../../../Engine/Programs/UnrealFileServer.
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// We do *not* want to replace the directory in that case.
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FilenameToConvert = FilenameToConvert.Replace(*(FPaths::GameDir()), *ConnectedGameDir);
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}
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#endif
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}
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static FCriticalSection SocketCriticalSection;
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bool FNetworkFileServerClientConnection::ProcessPayload(FArchive& Ar)
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{
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FBufferArchive Out;
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bool Result = true;
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// first part of the payload is always the command
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uint32 Cmd;
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Ar << Cmd;
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UE_LOG(LogFileServer, Verbose, TEXT("Processing payload with Cmd %d"), Cmd);
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// what type of message is this?
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NFS_Messages::Type Msg = NFS_Messages::Type(Cmd);
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// make sure the first thing is GetFileList which initializes the game/platform
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checkf(Msg == NFS_Messages::GetFileList || Msg == NFS_Messages::Heartbeat || Sandbox != NULL, TEXT("The first client message MUST be GetFileList, not %d"), (int32)Msg);
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// process the message!
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bool bSendUnsolicitedFiles = false;
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{
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FScopeLock SocketLock(&SocketCriticalSection);
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switch (Msg)
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{
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case NFS_Messages::OpenRead:
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ProcessOpenFile(Ar, Out, false);
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break;
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case NFS_Messages::OpenWrite:
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ProcessOpenFile(Ar, Out, true);
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break;
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case NFS_Messages::Read:
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ProcessReadFile(Ar, Out);
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break;
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case NFS_Messages::Write:
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ProcessWriteFile(Ar, Out);
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break;
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case NFS_Messages::Seek:
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ProcessSeekFile(Ar, Out);
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break;
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case NFS_Messages::Close:
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ProcessCloseFile(Ar, Out);
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break;
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case NFS_Messages::MoveFile:
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ProcessMoveFile(Ar, Out);
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break;
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case NFS_Messages::DeleteFile:
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ProcessDeleteFile(Ar, Out);
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break;
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case NFS_Messages::GetFileInfo:
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ProcessGetFileInfo(Ar, Out);
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break;
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case NFS_Messages::CopyFile:
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ProcessCopyFile(Ar, Out);
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break;
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case NFS_Messages::SetTimeStamp:
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ProcessSetTimeStamp(Ar, Out);
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break;
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case NFS_Messages::SetReadOnly:
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ProcessSetReadOnly(Ar, Out);
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break;
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case NFS_Messages::CreateDirectory:
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ProcessCreateDirectory(Ar, Out);
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break;
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case NFS_Messages::DeleteDirectory:
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ProcessDeleteDirectory(Ar, Out);
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break;
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case NFS_Messages::DeleteDirectoryRecursively:
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ProcessDeleteDirectoryRecursively(Ar, Out);
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break;
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case NFS_Messages::ToAbsolutePathForRead:
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ProcessToAbsolutePathForRead(Ar, Out);
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break;
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case NFS_Messages::ToAbsolutePathForWrite:
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ProcessToAbsolutePathForWrite(Ar, Out);
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break;
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case NFS_Messages::ReportLocalFiles:
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ProcessReportLocalFiles(Ar, Out);
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break;
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case NFS_Messages::GetFileList:
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Result = ProcessGetFileList(Ar, Out);
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break;
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case NFS_Messages::Heartbeat:
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ProcessHeartbeat(Ar, Out);
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break;
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case NFS_Messages::SyncFile:
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ProcessSyncFile(Ar, Out);
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bSendUnsolicitedFiles = true;
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break;
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case NFS_Messages::RecompileShaders:
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ProcessRecompileShaders(Ar, Out);
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break;
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default:
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UE_LOG(LogFileServer, Error, TEXT("Bad incomming message tag (%d)."), (int32)Msg);
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}
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}
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// send back a reply if the command wrote anything back out
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if (Out.Num() && Result )
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{
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int32 NumUnsolictedFiles = UnsolictedFiles.Num();
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if (bSendUnsolicitedFiles)
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{
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Out << NumUnsolictedFiles;
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}
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UE_LOG(LogFileServer, Verbose, TEXT("Returning payload with %d bytes"), Out.Num());
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// send back a reply
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Result &= SendPayload( Out );
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if (bSendUnsolicitedFiles && Result )
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{
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for (int32 Index = 0; Index < NumUnsolictedFiles; Index++)
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{
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FBufferArchive OutUnsolicitedFile;
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PackageFile(UnsolictedFiles[Index], OutUnsolicitedFile);
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UE_LOG(LogFileServer, Display, TEXT("Returning unsolicited file %s with %d bytes"), *UnsolictedFiles[Index], OutUnsolicitedFile.Num());
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Result &= SendPayload(OutUnsolicitedFile);
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}
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UnsolictedFiles.Empty();
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}
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}
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UE_LOG(LogFileServer, Verbose, TEXT("Done Processing payload with Cmd %d Total Size sending %d "), Cmd,Out.TotalSize());
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return Result;
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}
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void FNetworkFileServerClientConnection::ProcessOpenFile( FArchive& In, FArchive& Out, bool bIsWriting )
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{
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// Get filename
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FString Filename;
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In << Filename;
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bool bAppend = false;
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bool bAllowRead = false;
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if (bIsWriting)
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{
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In << bAppend;
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In << bAllowRead;
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}
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// todo: clients from the same ip address "could" be trying to write to the same file in the same sandbox (for example multiple windows clients)
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// should probably have the sandbox write to separate files for each client
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// not important for now
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ConvertClientFilenameToServerFilename(Filename);
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if (bIsWriting)
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{
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// Make sure the directory exists...
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Sandbox->CreateDirectoryTree(*(FPaths::GetPath(Filename)));
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}
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TArray<FString> NewUnsolictedFiles;
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FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
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FDateTime ServerTimeStamp = Sandbox->GetTimeStamp(*Filename);
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int64 ServerFileSize = 0;
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IFileHandle* File = bIsWriting ? Sandbox->OpenWrite(*Filename, bAppend, bAllowRead) : Sandbox->OpenRead(*Filename);
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if (!File)
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{
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UE_LOG(LogFileServer, Display, TEXT("Open request for %s failed for file %s."), bIsWriting ? TEXT("Writing") : TEXT("Reading"), *Filename);
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ServerTimeStamp = FDateTime::MinValue(); // if this was a directory, this will make sure it is not confused with a zero byte file
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}
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else
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{
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ServerFileSize = File->Size();
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}
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uint64 HandleId = ++LastHandleId;
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OpenFiles.Add( HandleId, File );
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Out << HandleId;
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Out << ServerTimeStamp;
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Out << ServerFileSize;
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}
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void FNetworkFileServerClientConnection::ProcessReadFile( FArchive& In, FArchive& Out )
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{
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// Get Handle ID
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uint64 HandleId = 0;
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In << HandleId;
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int64 BytesToRead = 0;
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In << BytesToRead;
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int64 BytesRead = 0;
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IFileHandle* File = FindOpenFile(HandleId);
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if (File)
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{
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uint8* Dest = (uint8*)FMemory::Malloc(BytesToRead);
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if (File->Read(Dest, BytesToRead))
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{
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BytesRead = BytesToRead;
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Out << BytesRead;
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Out.Serialize(Dest, BytesRead);
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}
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else
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{
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Out << BytesRead;
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}
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FMemory::Free(Dest);
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}
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else
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{
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Out << BytesRead;
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}
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}
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void FNetworkFileServerClientConnection::ProcessWriteFile( FArchive& In, FArchive& Out )
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{
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// Get Handle ID
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uint64 HandleId = 0;
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In << HandleId;
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int64 BytesWritten = 0;
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IFileHandle* File = FindOpenFile(HandleId);
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if (File)
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{
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int64 BytesToWrite = 0;
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In << BytesToWrite;
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uint8* Source = (uint8*)FMemory::Malloc(BytesToWrite);
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In.Serialize(Source, BytesToWrite);
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if (File->Write(Source, BytesToWrite))
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{
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BytesWritten = BytesToWrite;
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}
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FMemory::Free(Source);
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}
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Out << BytesWritten;
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}
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void FNetworkFileServerClientConnection::ProcessSeekFile( FArchive& In, FArchive& Out )
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{
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// Get Handle ID
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uint64 HandleId = 0;
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In << HandleId;
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int64 NewPosition;
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In << NewPosition;
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int64 SetPosition = -1;
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IFileHandle* File = FindOpenFile(HandleId);
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if (File && File->Seek(NewPosition))
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{
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SetPosition = File->Tell();
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}
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Out << SetPosition;
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}
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void FNetworkFileServerClientConnection::ProcessCloseFile( FArchive& In, FArchive& Out )
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{
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// Get Handle ID
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uint64 HandleId = 0;
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In << HandleId;
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uint32 Closed = 0;
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IFileHandle* File = FindOpenFile(HandleId);
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if (File)
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{
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Closed = 1;
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OpenFiles.Remove(HandleId);
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delete File;
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}
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Out << Closed;
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}
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void FNetworkFileServerClientConnection::ProcessGetFileInfo( FArchive& In, FArchive& Out )
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{
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// Get filename
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FString Filename;
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In << Filename;
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ConvertClientFilenameToServerFilename(Filename);
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FFileInfo Info;
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Info.FileExists = Sandbox->FileExists(*Filename);
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// if the file exists, cook it if necessary (the FileExists flag won't change value based on this callback)
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// without this, the server can return the uncooked file size, which can cause reads off the end
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if (Info.FileExists)
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{
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TArray<FString> NewUnsolictedFiles;
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FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
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}
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// get the rest of the info
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Info.ReadOnly = Sandbox->IsReadOnly(*Filename);
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Info.Size = Sandbox->FileSize(*Filename);
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Info.TimeStamp = Sandbox->GetTimeStamp(*Filename);
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Info.AccessTimeStamp = Sandbox->GetAccessTimeStamp(*Filename);
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Out << Info.FileExists;
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Out << Info.ReadOnly;
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Out << Info.Size;
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Out << Info.TimeStamp;
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Out << Info.AccessTimeStamp;
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}
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void FNetworkFileServerClientConnection::ProcessMoveFile( FArchive& In, FArchive& Out )
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{
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FString From;
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In << From;
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FString To;
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In << To;
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ConvertClientFilenameToServerFilename(From);
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ConvertClientFilenameToServerFilename(To);
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uint32 Success = Sandbox->MoveFile(*To, *From);
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Out << Success;
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}
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void FNetworkFileServerClientConnection::ProcessDeleteFile( FArchive& In, FArchive& Out )
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{
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FString Filename;
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In << Filename;
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ConvertClientFilenameToServerFilename(Filename);
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uint32 Success = Sandbox->DeleteFile(*Filename);
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Out << Success;
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}
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void FNetworkFileServerClientConnection::ProcessReportLocalFiles( FArchive& In, FArchive& Out )
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{
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// get the list of files on the other end
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TMap<FString, FDateTime> ClientFileTimes;
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In << ClientFileTimes;
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// go over them and compare times to this side
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TArray<FString> OutOfDateFiles;
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for (TMap<FString, FDateTime>::TIterator It(ClientFileTimes); It; ++It)
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{
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FString ClientFile = It.Key();
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ConvertClientFilenameToServerFilename(ClientFile);
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// get the local timestamp
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FDateTime Timestamp = Sandbox->GetTimeStamp(*ClientFile);
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// if it's newer than the client/remote timestamp, it's newer here, so tell the other side it's out of date
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if (Timestamp > It.Value())
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{
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OutOfDateFiles.Add(ClientFile);
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}
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}
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UE_LOG(LogFileServer, Display, TEXT("There were %d out of date files"), OutOfDateFiles.Num());
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}
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/** Copies file. */
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void FNetworkFileServerClientConnection::ProcessCopyFile( FArchive& In, FArchive& Out )
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{
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FString To;
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FString From;
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In << To;
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In << From;
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ConvertClientFilenameToServerFilename(To);
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ConvertClientFilenameToServerFilename(From);
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bool Success = Sandbox->CopyFile(*To, *From);
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Out << Success;
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}
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void FNetworkFileServerClientConnection::ProcessSetTimeStamp( FArchive& In, FArchive& Out )
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{
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FString Filename;
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FDateTime Timestamp;
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In << Filename;
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In << Timestamp;
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ConvertClientFilenameToServerFilename(Filename);
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Sandbox->SetTimeStamp(*Filename, Timestamp);
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// Need to sends something back otherwise the response won't get sent at all.
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bool Success = true;
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Out << Success;
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}
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void FNetworkFileServerClientConnection::ProcessSetReadOnly( FArchive& In, FArchive& Out )
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{
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FString Filename;
|
|
bool bReadOnly;
|
|
In << Filename;
|
|
In << bReadOnly;
|
|
|
|
ConvertClientFilenameToServerFilename(Filename);
|
|
|
|
bool Success = Sandbox->SetReadOnly(*Filename, bReadOnly);
|
|
Out << Success;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessCreateDirectory( FArchive& In, FArchive& Out )
|
|
{
|
|
FString Directory;
|
|
In << Directory;
|
|
|
|
ConvertClientFilenameToServerFilename(Directory);
|
|
|
|
bool bSuccess = Sandbox->CreateDirectory(*Directory);
|
|
Out << bSuccess;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessDeleteDirectory( FArchive& In, FArchive& Out )
|
|
{
|
|
FString Directory;
|
|
In << Directory;
|
|
|
|
ConvertClientFilenameToServerFilename(Directory);
|
|
|
|
bool bSuccess = Sandbox->DeleteDirectory(*Directory);
|
|
Out << bSuccess;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessDeleteDirectoryRecursively( FArchive& In, FArchive& Out )
|
|
{
|
|
FString Directory;
|
|
In << Directory;
|
|
|
|
ConvertClientFilenameToServerFilename(Directory);
|
|
|
|
bool bSuccess = Sandbox->DeleteDirectoryRecursively(*Directory);
|
|
Out << bSuccess;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessToAbsolutePathForRead( FArchive& In, FArchive& Out )
|
|
{
|
|
FString Filename;
|
|
In << Filename;
|
|
|
|
ConvertClientFilenameToServerFilename(Filename);
|
|
|
|
Filename = Sandbox->ConvertToAbsolutePathForExternalAppForRead(*Filename);
|
|
Out << Filename;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessToAbsolutePathForWrite( FArchive& In, FArchive& Out )
|
|
{
|
|
FString Filename;
|
|
In << Filename;
|
|
|
|
ConvertClientFilenameToServerFilename(Filename);
|
|
|
|
Filename = Sandbox->ConvertToAbsolutePathForExternalAppForWrite(*Filename);
|
|
Out << Filename;
|
|
}
|
|
|
|
|
|
bool FNetworkFileServerClientConnection::ProcessGetFileList( FArchive& In, FArchive& Out )
|
|
{
|
|
// get the list of directories to process
|
|
TArray<FString> TargetPlatformNames;
|
|
FString GameName;
|
|
FString EngineRelativePath;
|
|
FString GameRelativePath;
|
|
TArray<FString> RootDirectories;
|
|
bool bIsStreamingRequest = false;
|
|
|
|
In << TargetPlatformNames;
|
|
In << GameName;
|
|
In << EngineRelativePath;
|
|
In << GameRelativePath;
|
|
In << RootDirectories;
|
|
In << bIsStreamingRequest;
|
|
|
|
ConnectedPlatformName = TEXT("");
|
|
|
|
bool bSendLowerCase = false;
|
|
|
|
// if we didn't find one (and this is a dumb server - no active platforms), then just use what was sent
|
|
if (ActiveTargetPlatforms.Num() == 0)
|
|
{
|
|
ConnectedPlatformName = TargetPlatformNames[0];
|
|
}
|
|
// we only need to care about validating the connected platform if there are active targetplatforms
|
|
else
|
|
{
|
|
// figure out the best matching target platform for the set of valid ones
|
|
for (int32 TPIndex = 0; TPIndex < TargetPlatformNames.Num() && ConnectedPlatformName == TEXT(""); TPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Display, TEXT(" Possible Target Platform from client: %s"), *TargetPlatformNames[TPIndex]);
|
|
|
|
// look for a matching target platform
|
|
for (int32 ActiveTPIndex = 0; ActiveTPIndex < ActiveTargetPlatforms.Num(); ActiveTPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Display, TEXT(" Checking against: %s"), *ActiveTargetPlatforms[ActiveTPIndex]->PlatformName());
|
|
if (ActiveTargetPlatforms[ActiveTPIndex]->PlatformName() == TargetPlatformNames[TPIndex])
|
|
{
|
|
bSendLowerCase = ActiveTargetPlatforms[ActiveTPIndex]->SendLowerCaseFilePaths();
|
|
ConnectedPlatformName = ActiveTargetPlatforms[ActiveTPIndex]->PlatformName();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we didn't find one, reject client and also print some warnings
|
|
if (ConnectedPlatformName == TEXT(""))
|
|
{
|
|
// reject client we can't cook/compile shaders for you!
|
|
UE_LOG(LogFileServer, Warning, TEXT("Unable to find target platform for client, terminating client connection!"));
|
|
|
|
for (int32 TPIndex = 0; TPIndex < TargetPlatformNames.Num() && ConnectedPlatformName == TEXT(""); TPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT(" Target platforms from client: %s"), *TargetPlatformNames[TPIndex]);
|
|
}
|
|
for (int32 ActiveTPIndex = 0; ActiveTPIndex < ActiveTargetPlatforms.Num(); ActiveTPIndex++)
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT(" Active target platforms on server: %s"), *ActiveTargetPlatforms[ActiveTPIndex]->PlatformName());
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ConnectedEngineDir = EngineRelativePath;
|
|
ConnectedGameDir = GameRelativePath;
|
|
|
|
|
|
FString LocalEngineDir = FPaths::EngineDir();
|
|
FString LocalGameDir = FPaths::GameDir();
|
|
if ( FPaths::IsProjectFilePathSet() )
|
|
{
|
|
LocalGameDir = FPaths::GetPath(FPaths::GetProjectFilePath()) + TEXT("/");
|
|
}
|
|
|
|
UE_LOG(LogFileServer, Display, TEXT(" Connected EngineDir = %s"), *ConnectedEngineDir);
|
|
UE_LOG(LogFileServer, Display, TEXT(" Local EngineDir = %s"), *LocalEngineDir);
|
|
UE_LOG(LogFileServer, Display, TEXT(" Connected GameDir = %s"), *ConnectedGameDir);
|
|
UE_LOG(LogFileServer, Display, TEXT(" Local GameDir = %s"), *LocalGameDir);
|
|
|
|
// Remap the root directories requested...
|
|
for (int32 RootDirIdx = 0; RootDirIdx < RootDirectories.Num(); RootDirIdx++)
|
|
{
|
|
FString CheckRootDir = RootDirectories[RootDirIdx];
|
|
ConvertClientFilenameToServerFilename(CheckRootDir);
|
|
RootDirectories[RootDirIdx] = CheckRootDir;
|
|
}
|
|
|
|
// figure out the sandbox directory
|
|
// @todo: This should use FPlatformMisc::SavedDirectory(GameName)
|
|
FString SandboxDirectory;
|
|
if ( FPaths::IsProjectFilePathSet() )
|
|
{
|
|
FString ProjectDir = FPaths::GetPath(FPaths::GetProjectFilePath());
|
|
SandboxDirectory = FPaths::Combine(*ProjectDir, TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
|
|
if( bIsStreamingRequest )
|
|
{
|
|
RootDirectories.Add(ProjectDir);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (FPaths::GetExtension(GameName) == FProjectDescriptor::GetExtension())
|
|
{
|
|
SandboxDirectory = FPaths::Combine(*FPaths::GetPath(GameName), TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
|
|
}
|
|
else
|
|
{
|
|
//@todo: This assumes the game is located in the UE4 Root directory
|
|
SandboxDirectory = FPaths::Combine(*FPaths::GetRelativePathToRoot(), *GameName, TEXT("Saved"), TEXT("Cooked"), *ConnectedPlatformName);
|
|
}
|
|
}
|
|
// Convert to full path so that the sandbox wrapper doesn't re-base to Saved/Sandboxes
|
|
SandboxDirectory = FPaths::ConvertRelativePathToFull(SandboxDirectory);
|
|
|
|
// delete any existing one first, in case game name somehow changed and client is re-asking for files (highly unlikely)
|
|
delete Sandbox;
|
|
Sandbox = new FSandboxPlatformFile(false);
|
|
Sandbox->Initialize(&FPlatformFileManager::Get().GetPlatformFile(), *FString::Printf(TEXT("-sandbox=\"%s\""), *SandboxDirectory));
|
|
|
|
// make sure the global shaders are up to date before letting the client read any shaders
|
|
// @todo: This will probably add about 1/2 second to the boot-up time of the client while the server does this
|
|
// @note: We assume the delegate will write to the proper sandbox directory, should we pass in SandboxDirectory, or Sandbox?
|
|
FShaderRecompileData RecompileData;
|
|
RecompileData.PlatformName = ConnectedPlatformName;
|
|
// All target platforms
|
|
RecompileData.ShaderPlatform = -1;
|
|
RecompileData.ModifiedFiles = NULL;
|
|
RecompileData.MeshMaterialMaps = NULL;
|
|
RecompileShadersDelegate.ExecuteIfBound(RecompileData);
|
|
|
|
UE_LOG(LogFileServer, Display, TEXT("Getting files for %d directories, game = %s, platform = %s"), RootDirectories.Num(), *GameName, *ConnectedPlatformName);
|
|
UE_LOG(LogFileServer, Display, TEXT(" Sandbox dir = %s"), *SandboxDirectory);
|
|
|
|
for (int32 DumpIdx = 0; DumpIdx < RootDirectories.Num(); DumpIdx++)
|
|
{
|
|
UE_LOG(LogFileServer, Display, TEXT("\t%s"), *(RootDirectories[DumpIdx]));
|
|
}
|
|
|
|
TArray<FString> DirectoriesToAlwaysStageAsUFS;
|
|
if ( GConfig->GetArray(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("DirectoriesToAlwaysStageAsUFS"), DirectoriesToAlwaysStageAsUFS, GGameIni) )
|
|
{
|
|
for ( const auto& DirectoryToAlwaysStage : DirectoriesToAlwaysStageAsUFS )
|
|
{
|
|
RootDirectories.Add( DirectoryToAlwaysStage );
|
|
}
|
|
}
|
|
|
|
// list of directories to skip
|
|
TArray<FString> DirectoriesToSkip;
|
|
TArray<FString> DirectoriesToNotRecurse;
|
|
// @todo: This should really be FPlatformMisc::GetSavedDirForGame(ClientGameName), etc
|
|
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
|
|
{
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Backup")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Config")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Logs")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Sandboxes")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/Cooked")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/ShaderDebugInfo")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Saved/StagedBuilds")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Intermediate")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Documentation")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Extras")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Binaries")));
|
|
DirectoriesToSkip.Add(FString(RootDirectories[DirIndex] / TEXT("Source")));
|
|
DirectoriesToNotRecurse.Add(FString(RootDirectories[DirIndex] / TEXT("DerivedDataCache")));
|
|
}
|
|
|
|
// use the timestamp grabbing visitor (include directories)
|
|
FLocalTimestampDirectoryVisitor Visitor(*Sandbox, DirectoriesToSkip, DirectoriesToNotRecurse, true);
|
|
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
|
|
{
|
|
Sandbox->IterateDirectory(*RootDirectories[DirIndex], Visitor);
|
|
}
|
|
|
|
// report the package version information
|
|
// The downside of this is that ALL cooked data will get tossed on package version changes
|
|
int32 PackageFileUE4Version = GPackageFileUE4Version;
|
|
Out << PackageFileUE4Version;
|
|
int32 PackageFileLicenseeUE4Version = GPackageFileLicenseeUE4Version;
|
|
Out << PackageFileLicenseeUE4Version;
|
|
|
|
// Send *our* engine and game dirs
|
|
Out << LocalEngineDir;
|
|
Out << LocalGameDir;
|
|
|
|
// return the files and their timestamps
|
|
TMap<FString, FDateTime> FixedTimes = FixupSandboxPathsForClient(Sandbox, Visitor.FileTimes, LocalEngineDir, LocalGameDir, bSendLowerCase);
|
|
Out << FixedTimes;
|
|
|
|
// Do it again, preventing access to non-cooked files
|
|
if( bIsStreamingRequest == false )
|
|
{
|
|
TArray<FString> RootContentPaths;
|
|
FPackageName::QueryRootContentPaths(RootContentPaths);
|
|
TArray<FString> ContentFolders;
|
|
for (const auto& RootPath : RootContentPaths)
|
|
{
|
|
const FString& ContentFolder = FPackageName::LongPackageNameToFilename(RootPath);
|
|
|
|
FString ConnectedContentFolder = ContentFolder;
|
|
ConnectedContentFolder.ReplaceInline(*LocalEngineDir, *ConnectedEngineDir);
|
|
ConnectedContentFolder.ReplaceInline(*LocalGameDir, *ConnectedGameDir);
|
|
|
|
ContentFolders.Add(ConnectedContentFolder);
|
|
}
|
|
Out << ContentFolders;
|
|
|
|
// Do it again, preventing access to non-cooked files
|
|
const int32 NUM_EXCLUSION_WILDCARDS = 2;
|
|
FString ExclusionWildcard[NUM_EXCLUSION_WILDCARDS];
|
|
ExclusionWildcard[0] = FString(TEXT("*")) + FPackageName::GetAssetPackageExtension();
|
|
ExclusionWildcard[1] = FString(TEXT("*")) + FPackageName::GetMapPackageExtension();
|
|
|
|
for (int32 i=0; i < NUM_EXCLUSION_WILDCARDS; ++i)
|
|
{
|
|
Sandbox->AddExclusion(*ExclusionWildcard[i]);
|
|
UE_LOG(LogFileServer, Display, TEXT("Excluding %s from non-sandboxed directories"),
|
|
*ExclusionWildcard[i]);
|
|
}
|
|
|
|
FLocalTimestampDirectoryVisitor VisitorForCacheDates(*Sandbox, DirectoriesToSkip, DirectoriesToNotRecurse, true);
|
|
|
|
for (int32 DirIndex = 0; DirIndex < RootDirectories.Num(); DirIndex++)
|
|
{
|
|
Sandbox->IterateDirectory(*RootDirectories[DirIndex], VisitorForCacheDates);
|
|
}
|
|
|
|
// return the cached files and their timestamps
|
|
FixedTimes = FixupSandboxPathsForClient(Sandbox, VisitorForCacheDates.FileTimes, LocalEngineDir, LocalGameDir, bSendLowerCase);
|
|
Out << FixedTimes;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessHeartbeat( FArchive& In, FArchive& Out )
|
|
{
|
|
// Protect the array
|
|
FScopeLock Lock(&ModifiedFilesSection);
|
|
|
|
// return the list of modified files
|
|
Out << ModifiedFiles;
|
|
|
|
// @todo: note the last received time, and toss clients that don't heartbeat enough!
|
|
|
|
// @todo: Right now, there is no directory watcher adding to ModifiedFiles. It had to be pulled from this thread (well, the ModuleManager part)
|
|
// We should have a single directory watcher that pushes the changes to all the connections - or possibly pass in a shared DirectoryWatcher
|
|
// and have each connection set up a delegate (see p4 history for HandleDirectoryWatcherDirectoryChanged)
|
|
}
|
|
|
|
|
|
/* FStreamingNetworkFileServerConnection callbacks
|
|
*****************************************************************************/
|
|
|
|
void FNetworkFileServerClientConnection::PackageFile( FString& Filename, FArchive& Out )
|
|
{
|
|
// get file timestamp and send it to client
|
|
FDateTime ServerTimeStamp = Sandbox->GetTimeStamp(*Filename);
|
|
|
|
TArray<uint8> Contents;
|
|
// open file
|
|
IFileHandle* File = Sandbox->OpenRead(*Filename);
|
|
|
|
if (!File)
|
|
{
|
|
ServerTimeStamp = FDateTime::MinValue(); // if this was a directory, this will make sure it is not confused with a zero byte file
|
|
|
|
UE_LOG(LogFileServer, Warning, TEXT("Request for missing file %s."), *Filename );
|
|
}
|
|
else
|
|
{
|
|
if (!File->Size())
|
|
{
|
|
UE_LOG(LogFileServer, Warning, TEXT("Sending empty file %s...."), *Filename);
|
|
}
|
|
else
|
|
{
|
|
// read it
|
|
Contents.AddUninitialized(File->Size());
|
|
File->Read(Contents.GetData(), Contents.Num());
|
|
}
|
|
|
|
// close it
|
|
delete File;
|
|
|
|
UE_LOG(LogFileServer, Display, TEXT("Read %s, %d bytes"), *Filename, Contents.Num());
|
|
}
|
|
|
|
Out << Filename;
|
|
Out << ServerTimeStamp;
|
|
uint64 FileSize = Contents.Num();
|
|
Out << FileSize;
|
|
Out.Serialize(Contents.GetData(), FileSize);
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessRecompileShaders( FArchive& In, FArchive& Out )
|
|
{
|
|
TArray<FString> RecompileModifiedFiles;
|
|
TArray<uint8> MeshMaterialMaps;
|
|
FShaderRecompileData RecompileData;
|
|
RecompileData.PlatformName = ConnectedPlatformName;
|
|
RecompileData.ModifiedFiles = &RecompileModifiedFiles;
|
|
RecompileData.MeshMaterialMaps = &MeshMaterialMaps;
|
|
|
|
// tell other side all the materials to load, by pathname
|
|
In << RecompileData.MaterialsToLoad;
|
|
In << RecompileData.ShaderPlatform;
|
|
In << RecompileData.SerializedShaderResources;
|
|
In << RecompileData.bCompileChangedShaders;
|
|
|
|
RecompileShadersDelegate.ExecuteIfBound(RecompileData);
|
|
|
|
// tell other side what to do!
|
|
Out << RecompileModifiedFiles;
|
|
Out << MeshMaterialMaps;
|
|
}
|
|
|
|
|
|
void FNetworkFileServerClientConnection::ProcessSyncFile( FArchive& In, FArchive& Out )
|
|
{
|
|
// get filename
|
|
FString Filename;
|
|
In << Filename;
|
|
|
|
ConvertClientFilenameToServerFilename(Filename);
|
|
|
|
//FString AbsFile(FString(*Sandbox->ConvertToAbsolutePathForExternalApp(*Filename)).MakeStandardFilename());
|
|
// ^^ we probably in general want that filename, but for cook on the fly, we want the un-sandboxed name
|
|
|
|
TArray<FString> NewUnsolictedFiles;
|
|
|
|
FileRequestDelegate.ExecuteIfBound(Filename, ConnectedPlatformName, NewUnsolictedFiles);
|
|
|
|
for (int32 Index = 0; Index < NewUnsolictedFiles.Num(); Index++)
|
|
{
|
|
if (NewUnsolictedFiles[Index] != Filename)
|
|
{
|
|
UnsolictedFiles.AddUnique(NewUnsolictedFiles[Index]);
|
|
}
|
|
}
|
|
|
|
PackageFile(Filename, Out);
|
|
}
|
|
FString FNetworkFileServerClientConnection::GetDescription() const
|
|
{
|
|
return FString("Client For " ) + ConnectedPlatformName;
|
|
}
|
|
|
|
|