Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.h
paul chipchase ca91c50d72 Add an option to the source control backend to supress the warning popups if the initial connection fails.
#rb Per.Larsson
#jira UE-158771
#rnx
#preflight 62c6c8f2f5590c326d77b0f3

- This is a temp fix to an internal problem, where we have a group of people unable to access the source control payload storage system due to permissions but do not actually need to access it at the moment.
- By supressing the connection failure pop up we can allow them to keep working undistrubed.
- Improving how we handle error notifications like this is already on the VA roadmap, at which point this change can be removed.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20982887 via CL 20982891 via CL 20982896
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20984627 by paul chipchase in ue5-main branch]
2022-07-07 11:37:36 -04:00

119 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IVirtualizationBackend.h"
#include "Containers/StringView.h"
class ISourceControlProvider;
namespace UE::Virtualization
{
class FSemaphore;
/**
* This backend can be used to access payloads stored in source control.
* The backend doesn't 'check out' a payload file but instead will just download the payload as
* a binary blob.
* It is assumed that the files are stored with the same path convention as the file system
* backend, found in Utils::PayloadIdToPath.
*
* Ini file setup:
* 'Name'=(Type=SourceControl, DepotRoot="//XXX/", UsePartitionedClient=X, SubmitFromTempDir=X)
* Where 'Name' is the backend name in the hierarchy and 'XXX' is the path in the source control
* depot where the payload files are being stored.
*
* Optional Values:
* UsePartitionedClient [bool]: When true the temporary workspace client created to submit payloads
* from will be created as a partitioned workspace which is less overhead
* on the source control server. If your server does not support this then
* use false. [Default=True]
* SubmitFromTempDir [bool]: When set to true, payloads will be submitted from the temp directory of
* the current machine and when false the files will be submitted from the
* Save directory of the current project. [Default=false]
* RetryCount [int32]: How many times we should try to download a payload before giving up with
* an error. Useful when the connection is unreliable but does not experience
* frequent persistent outages. [Default=2]
* RetryWaitTime [int32]: The length of time the process should wait between each download attempt
* in milliseconds. Remember that the max length of time that the process
* can stall attempting to download a payload file is
* RetryCount * RetryWaitTime; [Default=100ms]
* BatchCount [int32] The max number of payloads that can be pushed to source control in a
* single submit. If the number of payloads in a request batch exceeds
* this size then it will be split into multiple smaller batches. [Default=100]
* SuppressNotifications[bool]: When true the system will not display a pop up notification when a
* connection error occurs, allowing the user to stay unaware of the error
* unless it actually causes some sort of problem. [Default=false]
*
* Environment Variables:
* UE-VirtualizationWorkingDir [string]: This can be set to a valid directory path that the backend
* should use as the root location to submit payloads from.
* If the users machine has this set then 'SubmitFromTempDir'
* will be ignored.
*/
class FSourceControlBackend final : public IVirtualizationBackend
{
public:
explicit FSourceControlBackend(FStringView ProjectName, FStringView ConfigName, FStringView InDebugName);
virtual ~FSourceControlBackend() = default;
private:
/* IVirtualizationBackend implementation */
virtual bool Initialize(const FString& ConfigEntry) override;
virtual EPushResult PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& Context) override;
virtual bool PushData(TArrayView<FPushRequest> Requests) override;
virtual FCompressedBuffer PullData(const FIoHash& Id) override;
virtual bool DoesPayloadExist(const FIoHash& Id) override;
virtual bool DoPayloadsExist(TArrayView<const FIoHash> PayloadIds, TArray<bool>& OutResults) override;
private:
bool TryApplySettingsFromConfigFiles(const FString& ConfigEntry);
void CreateDepotPath(const FIoHash& PayloadId, FStringBuilderBase& OutPath);
bool FindSubmissionWorkingDir(const FString& ConfigEntry);
/** Will display a FMessage notification to the user on the next valid engine tick to try and keep them aware of connection failures */
void OnConnectionError();
/** A source control connection owned by the backend*/
TUniquePtr<ISourceControlProvider> SCCProvider;
/** The name of the current project */
FString ProjectName;
/** The root where the virtualized payloads are stored in source control */
FString DepotRoot;
/** The root directory from which payloads are submitted. */
FString SubmissionRootDir;
/** Should we try to make the temp client partitioned or not? */
bool bUsePartitionedClient = true;
/** When true, the backend will not raise a pop up notification on connection error */
bool bSuppressNotifications = false;
/** The maximum number of files to send in a single source control operation */
int32 MaxBatchCount = 100;
/** A counted semaphore that will limit the number of concurrent connections that we can make */
TUniquePtr<UE::Virtualization::FSemaphore> ConcurrentConnectionLimit;
/** The number of times to retry pulling a payload from the depot */
int32 RetryCount = 2;
/** The length of time (in milliseconds) to wait after each pull attempt before retrying. */
int32 RetryWaitTimeMS = 100;
};
} // namespace UE::Virtualization