Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Public/IVirtualizationBackend.h
paul chipchase 52d01bd36f The virtualization system may now take the project name as a parameter when it is initialized rather than trying to find it itself.
#rb PJ.Kack
#rnx
#preflight 62276138671c913c0515c3b4

- To make it easier to extend the number of parameters when initializing the virtualization system, the function has been changed to accept a single struct, FInitParams, which will contains all potential parameters.
- Calling the version of UE::Virtualization::Initialize without any parameters will fallback to using the default values.
- The virtualization manager now passes the provided project name onto each backend that it creates.
- The source control backend now stored the provided project name and uses that when creating the submit description for new payloads rather than polling FApp for the current project name.
-- This is required for the stand alone virtualization application which will not have a specific project set.

[CL 19303638 by paul chipchase in ue5-main branch]
2022-03-08 11:22:45 -05:00

265 lines
9.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Compression/CompressedBuffer.h"
#include "Containers/StringView.h"
#include "Features/IModularFeature.h"
#include "Features/IModularFeatures.h"
#include "Templates/UniquePtr.h"
#include "Virtualization/VirtualizationSystem.h"
struct FIoHash;
namespace UE::Virtualization
{
/** Describes the result of a IVirtualizationBackend::Push operation */
enum class EPushResult
{
/** The push failed, the backend should print an error message to 'LogVirtualization'.*/
Failed = 0,
/** The payload already exists in the backend and does not need to be pushed. */
PayloadAlreadyExisted,
/** The payload was successfully pushed to the backend. */
Success
};
/**
* The interface to derive from to create a new backend implementation.
*
* Note that virtualization backends are instantiated FVirtualizationManager via
* IVirtualizationBackendFactory so each new backend derived from IVirtualizationBackend
* will also need a factory derived from IVirtualizationBackendFactory. You can either do
* this manually or use the helper macro 'UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY' to
* generate the code for you.
*
*/
class IVirtualizationBackend
{
protected:
/** Enum detailing which operations a backend can support */
enum class EOperations : uint8
{
/** Supports no operations, this should only occur when debug settings are applied */
None = 0,
/** Supports only push operations */
Push,
/** Supports only pull operations */
Pull,
/** Supports both push and pull operations */
Both
};
IVirtualizationBackend(FStringView InConfigName, FStringView InDebugName, EOperations InSupportedOperations)
: SupportedOperations(InSupportedOperations)
, ConfigName(InConfigName)
, DebugName(InDebugName)
{
checkf(InSupportedOperations != EOperations::None, TEXT("Cannot create a backend without supporting at least one type of operation!"));
}
public:
virtual ~IVirtualizationBackend() = default;
/**
* This will be called during the setup of the backend hierarchy. The entry config file
* entry that caused the backend to be created will be passed to the method so that any
* additional settings may be parsed from it.
* Take care to clearly log any error that occurs so that the end user has a clear way
* to fix them.
*
* @param ConfigEntry The entry for the backend from the config ini file that may
* contain additional settings.
* @return Returning false indicates that initialization failed in a way
* that the backend will not be able to function correctly.
*/
virtual bool Initialize(const FString& ConfigEntry) = 0;
/**
* The backend will attempt to store the given payload by what ever method the backend uses.
* NOTE: It is assumed that the virtualization manager will run all appropriate validation
* on the payload and it's id and that the inputs to PushData can be trusted.
*
* @param Id The Id of the payload
* @param Payload A potentially compressed buffer representing the payload
* @return The result of the push operation
*/
virtual EPushResult PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& PackageContext) = 0;
virtual bool PushData(TArrayView<FPushRequest> Requests)
{
// TODO: Improve the error codes in the future
for (FPushRequest& Request : Requests)
{
EPushResult Result = PushData(Request.Identifier, Request.Payload, Request.Context);
switch (Result)
{
case EPushResult::Failed:
Request.Status = FPushRequest::EStatus::Failed;
return false;
case EPushResult::PayloadAlreadyExisted:
// falls through
case EPushResult::Success:
Request.Status = FPushRequest::EStatus::Success;
break;
default:
Request.Status = FPushRequest::EStatus::Failed;
checkNoEntry();
break;
}
}
return true;
}
/**
* The backend will attempt to retrieve the given payload by what ever method the backend uses.
* NOTE: It is assumed that the virtualization manager will validate the returned payload to
* make sure that it matches the requested id so there is no need for each backend to do this/
*
* @param Id The Id of a payload to try and pull from the backend.
*
* @return A valid FCompressedBuffer containing the payload if the pull
* operation succeeded and a null FCompressedBuffer
* if it did not.
*/
virtual FCompressedBuffer PullData(const FIoHash& Id) = 0;
/**
* Checks if a payload exists in the backends storage.
*
* @param Id The identifier of the payload to check
*
* @return True if the backend storage already contains the payload, otherwise false
*/
virtual bool DoesPayloadExist(const FIoHash& Id) = 0;
/**
* Checks if a number of payload exists in the backends storage.
*
* @param[in] PayloadIds An array of FIoHash that should be checked
* @param[out] OutResults An array to contain the result, true if the payload
* exists in the backends storage, false if not.
* This array will be resized to match the size of PayloadIds.
*
* @return True if the operation completed without error, otherwise false
*/
virtual bool DoPayloadsExist(TArrayView<const FIoHash> PayloadIds, TArray<bool>& OutResults)
{
// This is the default implementation that just calls ::DoesExist on each FIoHash in the
// array, one at a time.
// Backends may override this with their own implementations if it can be done with less
// overhead by performing the check on the entire batch instead.
OutResults.SetNum(PayloadIds.Num());
for (int32 Index = 0; Index < PayloadIds.Num(); ++Index)
{
OutResults[Index] = DoesPayloadExist(PayloadIds[Index]);
}
return true;
}
/** Used when debugging to disable the pull operation */
void DisablePullOperationSupport()
{
if (SupportedOperations == EOperations::Pull)
{
SupportedOperations = EOperations::None;
}
else if (SupportedOperations == EOperations::Both)
{
SupportedOperations = EOperations::Push;
}
}
/** Return true if the backend supports push operations. Returning true allows ::PushData to be called. */
bool SupportsPushOperations() const
{
return SupportedOperations == EOperations::Push || SupportedOperations == EOperations::Both;
}
/** Return true if the backend supports pull operations. Returning true allows ::PullData to be called. */
bool SupportsPullOperations() const
{
return SupportedOperations == EOperations::Pull || SupportedOperations == EOperations::Both;
}
/** Returns a string containing the name of the backend as it appears in the virtualization graph in the config file */
const FString& GetConfigName() const
{
return ConfigName;
}
/** Returns a string that can be used to identify the backend for debugging and logging purposes */
const FString& GetDebugName() const
{
return DebugName;
}
private:
/** The operations that this backend supports */
EOperations SupportedOperations;
/** The name assigned to the backend by the virtualization graph */
FString ConfigName;
/** Combination of the backend type and the name used to create it in the virtualization graph */
FString DebugName;
};
/**
* Derive from this interface to implement a factory to return a backend type.
* An instance of the factory should be created and then registered to
* IModularFeatures with the feature name "VirtualizationBackendFactory" to
* give 'FVirtualizationManager' access to it.
* The macro 'UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY' can be used to create
* a factory easily if you do not want to specialize the behaviour.
*/
class IVirtualizationBackendFactory : public IModularFeature
{
public:
/**
* Creates a new backend instance.
*
* @param ProjectName The name of the current project
* @param ConfigName The name given to the back end in the config ini file
* @return A new backend instance
*/
virtual TUniquePtr<IVirtualizationBackend> CreateInstance(FStringView ProjectName, FStringView ConfigName) = 0;
/** Returns the name used to identify the type in config ini files */
virtual FName GetName() = 0;
};
/**
* This macro is used to generate a backend factories boilerplate code if you do not
* need anything more than the default behavior.
* As well as creating the class, a single instance will be created which will register the factory with
* 'IModularFeatures' so that it is ready for use.
*
* @param BackendClass The name of the class derived from 'IVirtualizationBackend' that the factory should create
* @param The name used in config ini files to reference this backend type.
*/
#define UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(BackendClass, ConfigName) \
class BackendClass##Factory : public IVirtualizationBackendFactory \
{ \
public: \
BackendClass##Factory() { IModularFeatures::Get().RegisterModularFeature(FName("VirtualizationBackendFactory"), this); }\
virtual ~BackendClass##Factory() { IModularFeatures::Get().UnregisterModularFeature(FName("VirtualizationBackendFactory"), this); } \
private: \
virtual TUniquePtr<IVirtualizationBackend> CreateInstance(FStringView ProjectName, FStringView ConfigName) override \
{ \
return MakeUnique<BackendClass>(ProjectName, ConfigName, WriteToString<256>(#ConfigName, TEXT(" - "), ConfigName).ToString()); \
} \
virtual FName GetName() override { return FName(#ConfigName); } \
}; \
static BackendClass##Factory BackendClass##Factory##Instance;
} // namespace UE::Virtualization