Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.h
paul chipchase 46c360f493 Now if the VA source control backend fails to connect we can display a dialog to the user asking for the correct credentials directly. Currently disabled by default.
#rb none

### Dialog
- When the source control backend tries to connect and fails we will now show a dialog allowing the user to try new settings rather than let the editor continue and crash.
- The dialog will allow the user to enter the server address (P4PORT) and their username (P4USER).
- Once the dialog is displayed the user will have three options to continue.
-- "Reset To Defaults" which will remove all settings saved to the users local ini files and attempt to use the environment defaults to connect.
-- "Retry Connection" which will take the new address and username that the user provided and attempt to connect with those settings.
-- "Skip" no connection attempt will be made. This may cause instability later if the user needs data that they cannot access.
- If the connection succeeds after the user has reset to defaults or provided new settings, then they will be saved in the local ini file for future sessions.
- The dialog will not show if:
-- Slate is disabled for the current processor has not yet initialized
-- The error is found not on the game thread. This means that lazy init will not currently work well with this dialog. Attempts to mashal the error to the game thread have been spotty at best and there is a high chance of thread locking so attempts were abandoned.
-- If the -unattended flag is set on the process.
-- If the dialog is disabled via the config file when setting up the backend (UseRetryConnectionDialog=False)
-- If  'engine.ini:[Core.VirtualizationModule]:UseLocalIniFileSettings' is false as future sessions would not be able to use the new settings and would become tiresome. In these cases the environment settings will need to be fixed.
- If the dialog is now shown then the backend is marked as unconnected and will not work.

### Known Issues
- We currently cannot get the settings that the failed p4 connection used, nor the error message dueto how the API works. So for now we just display an empty server address and username edit box. This will be fixed when the API is changed.
- There is currently no good way to inform the user where their settings come from.
- There is no easy way to reset the settings once saved. To allow the user to change the server address to a better proxy for example.

### Initialization
- In order to allow a slate dialog to be used, the initialization of the VA system has been moved later in pre init, to the first avaliable point after slate has initialized and its shaders have been built. This in theory should not cause a a problem as engine content cannot be virtualized.
-- Added a new option 'engine.ini:[Core.ContentVirtualization]:InitPreSlate' with a default of false. When set to true the VA system will initialize in the original, earlier portion of engine pre init. This is only included in case an existing virtualized project encounters a problem with the new ordering.

[CL 26115392 by paul chipchase in ue5-main branch]
2023-06-20 04:26:06 -04:00

199 lines
9.7 KiB
C++

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