Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationFileBackend.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

63 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IVirtualizationBackend.h"
namespace UE::Virtualization
{
/**
* A basic backend based on the file system. This can be used to access/store virtualization
* data either on a local disk or a network share. It is intended to be used as a caching system
* to speed up operations (running a local cache or a shared cache for a site) rather than as the
* proper backend solution.
*
* Ini file setup:
* 'Name'=(Type=FileSystem, Path="XXX", RetryCount=X, RetryWaitTime=X)
*
* Required Values:
* 'Name': The backend name in the hierarchy.
* 'Type': The backend will be of type 'FFileSystemBackend'.
* 'Path': The root directory where the files are stored.
*
* Optional Values:
* RetryCount: How many times we should try to open a payload file for read before giving up with
* an error. Useful when many threads/processes can be pushing/pulling from the same
* path/ [Default=10]
* RetryWaitTime: The length of time the process should wait between each read attempt in milliseconds.
* Remember that the max length of time that the process can stall attempting to read
* a payload file is RetryCount * RetryWaitTime; [Default=100ms]
*/
class FFileSystemBackend final : public IVirtualizationBackend
{
public:
explicit FFileSystemBackend(FStringView ProjectName, FStringView ConfigName, FStringView DebugName);
virtual ~FFileSystemBackend() = default;
private:
/* IVirtualizationBackend implementation */
virtual bool Initialize(const FString& ConfigEntry) override;
virtual EPushResult PushData(const FIoHash& Id, const FCompressedBuffer& Payload, const FString& PackageContext) override;
virtual FCompressedBuffer PullData(const FIoHash& Id) override;
virtual bool DoesPayloadExist(const FIoHash& Id) override;
private:
void CreateFilePath(const FIoHash& PayloadId, FStringBuilderBase& OutPath);
TUniquePtr<FArchive> OpenFileForReading(const TCHAR* FilePath);
/** The root directory where the payload files should be located. */
FString RootDirectory;
/** The number of times to retry opening a payload file for read */
int32 RetryCount = 10;
/** The length of time (in milliseconds) to wait after each attempt before retrying. */
int32 RetryWaitTimeMS = 100;
};
} // namespace UE::Virtualization