Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationSourceControlBackend.cpp
paul chipchase f4e06ebd3a Clean up the code organization for virtualization backends
#rb Per.Larsson
#rnx
#preflight 61a8940b9c77d610079ce7da

- Made all backends final, they should not be derived from.
- Added header files for the remaining backends that were cpp only. The headers are in the modules private directory so will not be used elsewhere and it makes it easier to see the interface.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18350848 in //UE5/Release-5.0/... via CL 18350854
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18350856 by paul chipchase in ue5-release-engine-test branch]
2021-12-02 06:21:36 -05:00

387 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VirtualizationSourceControlBackend.h"
#include "HAL/FileManager.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Misc/App.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Misc/ScopeExit.h"
#include "SourceControlOperations.h"
#include "Virtualization/PayloadId.h"
#include "VirtualizationSourceControlUtilities.h"
#include "VirtualizationUtilities.h"
// When the SourceControl module (or at least the perforce source control module) is thread safe we
// can enable this and stop using the hacky work around 'TryToDownloadFileFromBackgroundThread'
#define IS_SOURCE_CONTROL_THREAD_SAFE 0
namespace UE::Virtualization
{
/** Builds a changelist description to be used when submitting a payload to source control */
void CreateDescription(const FPackagePath& PackageContext, TStringBuilder<512>& OutDescription)
{
// TODO: Maybe make writing out the project name an option or allow for a codename to be set via ini file?
OutDescription << TEXT("Submitted for project: ");
OutDescription << FApp::GetProjectName();
if (PackageContext.IsMountedPath())
{
OutDescription << TEXT("\nPackage: ");
PackageContext.AppendPackageName(OutDescription);
}
}
FSourceControlBackend::FSourceControlBackend(FStringView ConfigName, FStringView InDebugName)
: IVirtualizationBackend(ConfigName, InDebugName, EOperations::Both)
{
}
bool FSourceControlBackend::Initialize(const FString& ConfigEntry)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::Initialize);
// We require that a valid depot root has been provided
if (!FParse::Value(*ConfigEntry, TEXT("DepotRoot="), DepotRoot))
{
UE_LOG(LogVirtualization, Error, TEXT("'DepotRoot=' not found in the config file"));
return false;
}
ISourceControlModule& SSCModule = ISourceControlModule::Get();
// We require perforce as the source control provider as it is currently the only one that has the virtualization functionality implemented
const FName SourceControlName = SSCModule.GetProvider().GetName();
if (SourceControlName.IsNone())
{
// No source control provider is set so we can try to set it to "Perforce"
// Note this call will fatal error if "Perforce" is not a valid option
SSCModule.SetProvider(FName("Perforce"));
}
else if (SourceControlName != TEXT("Perforce"))
{
UE_LOG(LogVirtualization, Error, TEXT("Attempting to initialize FSourceControlBackend but source control is '%s' and only Perforce is currently supported!"), *SourceControlName.ToString());
return false;
}
ISourceControlProvider& SCCProvider = SSCModule.GetProvider();
if (!SCCProvider.IsAvailable())
{
SCCProvider.Init();
}
// When a source control depot is set up a file named 'payload_metainfo.txt' should be submitted to it's root.
// This allows us to check for the existence of the file to confirm that the depot root is indeed valid.
const FString PayloadMetaInfoPath = FString::Printf(TEXT("%spayload_metainfo.txt"), *DepotRoot);
#if IS_SOURCE_CONTROL_THREAD_SAFE
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (SCCProvider.Execute(DownloadCommand, PayloadMetaInfoPath, EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
#else
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>();
if (!SCCProvider.TryToDownloadFileFromBackgroundThread(DownloadCommand, PayloadMetaInfoPath))
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
#endif //IS_SOURCE_CONTROL_THREAD_SAFE
FSharedBuffer MetaInfoBuffer = DownloadCommand->GetFileData(PayloadMetaInfoPath);
if (MetaInfoBuffer.IsNull())
{
UE_LOG(LogVirtualization, Error, TEXT("Failed to find 'payload_metainfo.txt' in the depot '%s', is your config set up correctly?"), *DepotRoot);
return false;
}
// Currently we do not do anything with the payload meta info, in the future we could structure
// it's format to include more information that might be worth logging or something.
// But for now being able to pull the payload meta info path at least shows that we can use the
// depot.
return true;
}
EPushResult FSourceControlBackend::PushData(const FPayloadId& Id, const FCompressedBuffer& Payload, const FPackagePath& PackageContext)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PushData);
// TODO: Consider creating one workspace and one temp dir per session rather than per push.
// Although this would require more checking on start up to check for lingering workspaces
// and directories in case of editor crashes.
// We'd also need to remove each submitted file from the workspace after submission so that
// we can delete the local file
// We cannot easily submit files from within the project root due to p4 ignore rules
// so we will use the user temp directory instead. We append a guid to the root directory
// to avoid potentially conflicting with other editor processes that might be running.
const FGuid SessionGuid = FGuid::NewGuid();
TStringBuilder<260> RootDirectory;
RootDirectory << FPlatformProcess::UserTempDir() << TEXT("UnrealEngine/VirtualizedPayloads/") << SessionGuid << TEXT("/");
// First we need to save the payload to a file in the workspace client mapping so that it can be submitted
TStringBuilder<52> LocalPayloadPath;
Utils::PayloadIdToPath(Id, LocalPayloadPath);
FString PayloadFilePath = *WriteToString<512>(RootDirectory, LocalPayloadPath);
ON_SCOPE_EXIT
{
// Clean up the payload file from disk and the temp directories, but we do not need to give errors if any of these operations fail.
IFileManager::Get().Delete(*PayloadFilePath, false, false, true);
IFileManager::Get().DeleteDirectory(RootDirectory.ToString(), false, true);
};
// Write the payload to Disk
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Writing payload to '%s' for submission"), *GetDebugName(), *PayloadFilePath);
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(*PayloadFilePath));
if (!FileAr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugName(),
*Id.ToString(),
*PayloadFilePath,
SystemErrorMsg.ToString());
return EPushResult::Failed;
}
*FileAr << const_cast<FCompressedBuffer&>(Payload);
if (!FileAr->Close())
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' contents to '%s' due to system error: %s"),
*GetDebugName(),
*Id.ToString(),
*PayloadFilePath,
SystemErrorMsg.
ToString());
return EPushResult::Failed;
}
}
TStringBuilder<64> WorkspaceName;
WorkspaceName << TEXT("MirageSubmission-") << SessionGuid;
ISourceControlProvider& SCCProvider = ISourceControlModule::Get().GetProvider();
// Create a temp workspace so that we can submit the payload from
{
TSharedRef<FCreateWorkspace> CreateWorkspaceCommand = ISourceControlOperation::Create<FCreateWorkspace>(WorkspaceName, RootDirectory);
TStringBuilder<512> DepotMapping;
DepotMapping << DepotRoot << TEXT("...");
TStringBuilder<128> ClientMapping;
ClientMapping << TEXT("//") << WorkspaceName << TEXT("/...");
CreateWorkspaceCommand->AddNativeClientViewMapping(DepotMapping, ClientMapping);
if (SCCProvider.Execute(CreateWorkspaceCommand) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to create temp workspace '%s' to submit payload '%s' from"),
*GetDebugName(),
WorkspaceName.ToString(),
*Id.ToString());
return EPushResult::Failed;
}
}
ON_SCOPE_EXIT
{
// Remove the temp workspace mapping
if (SCCProvider.Execute(ISourceControlOperation::Create<FDeleteWorkspace>(WorkspaceName)) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Warning, TEXT("[%s] Failed to remove temp workspace '%s' please delete manually"), *GetDebugName(), WorkspaceName.ToString());
}
};
FSourceControlResultInfo SwitchToNewWorkspaceInfo;
FString OriginalWorkspace;
if (SCCProvider.SwitchWorkspace(WorkspaceName, SwitchToNewWorkspaceInfo, &OriginalWorkspace) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to switch to temp workspace '%s' when trying to submit payload '%s'"),
*GetDebugName(),
WorkspaceName.ToString(),
*Id.ToString());
return EPushResult::Failed;
}
ON_SCOPE_EXIT
{
FSourceControlResultInfo SwitchToOldWorkspaceInfo;
if (SCCProvider.SwitchWorkspace(OriginalWorkspace, SwitchToOldWorkspaceInfo, nullptr) != ECommandResult::Succeeded)
{
// Failing to restore the old workspace could result in confusing editor issues and data loss, so for now it is fatal.
// The medium term plan should be to refactor the SourceControlModule so that we could use an entirely different
// ISourceControlProvider so as not to affect the rest of the editor.
UE_LOG(LogVirtualization, Fatal, TEXT("[%s] Failed to restore the original workspace to temp workspace '%s' continuing would risk editor instability and potential data loss"),
*GetDebugName(),
*OriginalWorkspace);
}
};
FSourceControlStatePtr FileState = SCCProvider.GetState(PayloadFilePath, EStateCacheUsage::ForceUpdate);
if (!FileState.IsValid())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to find the current file state for '%s'"), *GetDebugName(), *PayloadFilePath);
return EPushResult::Failed;
}
if (FileState->IsSourceControlled())
{
// TODO: Maybe check if the data is the same (could be different if the compression algorithm has changed)
// TODO: Should we respect if the file is deleted as technically we can still get access to it?
return EPushResult::PayloadAlreadyExisted;
}
else if (FileState->CanAdd())
{
if (SCCProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), PayloadFilePath) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to mark the payload file '%s' for Add in source control"), *GetDebugName(), *PayloadFilePath);
return EPushResult::Failed;
}
}
else
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] The the payload file '%s' is not in source control but also cannot be marked for Add"), *GetDebugName(), *PayloadFilePath);
return EPushResult::Failed;
}
// Now submit the payload
{
TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
TStringBuilder<512> Description;
CreateDescription(PackageContext, Description);
CheckInOperation->SetDescription(FText::FromString(Description.ToString()));
if (SCCProvider.Execute(CheckInOperation, PayloadFilePath) != ECommandResult::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to submit the payload file '%s' to source control"), *GetDebugName(), *PayloadFilePath);
return EPushResult::Failed;
}
}
return EPushResult::Success;
}
FCompressedBuffer FSourceControlBackend::PullData(const FPayloadId& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FSourceControlBackend::PullData);
TStringBuilder<512> DepotPath;
CreateDepotPath(Id, DepotPath);
ISourceControlProvider& SCCProvider = ISourceControlModule::Get().GetProvider();
#if IS_SOURCE_CONTROL_THREAD_SAFE
TSharedRef<FDownloadFile, ESPMode::ThreadSafe> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (SCCProvider.Execute(DownloadCommand, DepotPath.ToString(), EConcurrency::Synchronous) != ECommandResult::Succeeded)
{
return FCompressedBuffer();
}
#else
TSharedRef<FDownloadFile> DownloadCommand = ISourceControlOperation::Create<FDownloadFile>(FDownloadFile::EVerbosity::None);
if (!SCCProvider.TryToDownloadFileFromBackgroundThread(DownloadCommand, DepotPath.ToString()))
{
return FCompressedBuffer();
}
#endif
// The payload was created by FCompressedBuffer::Compress so we can return it
// as a FCompressedBuffer.
FSharedBuffer Buffer = DownloadCommand->GetFileData(DepotPath);
return FCompressedBuffer::FromCompressed(Buffer);
}
bool FSourceControlBackend::DoesPayloadExist(const FPayloadId& Id)
{
TArray<bool> Result;
if (FSourceControlBackend::DoPayloadsExist(MakeArrayView<const FPayloadId>(&Id, 1), Result))
{
check(Result.Num() == 1);
return Result[0];
}
else
{
return false;
}
}
bool FSourceControlBackend::DoPayloadsExist(TArrayView<const FPayloadId> PayloadIds, TArray<bool>& OutResults)
{
ISourceControlProvider& SCCProvider = ISourceControlModule::Get().GetProvider();
TArray<FString> DepotPaths;
DepotPaths.Reserve(PayloadIds.Num());
TArray<FSourceControlStateRef> PathStates;
for (const FPayloadId& PayloadId : PayloadIds)
{
if (PayloadId.IsValid())
{
TStringBuilder<52> LocalPayloadPath;
Utils::PayloadIdToPath(PayloadId, LocalPayloadPath);
DepotPaths.Emplace(WriteToString<512>(DepotRoot, LocalPayloadPath));
}
}
ECommandResult::Type Result = SCCProvider.GetState(DepotPaths, PathStates, EStateCacheUsage::ForceUpdate);
if (Result != ECommandResult::Type::Succeeded)
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to query the state of files in the source control depot"), *GetDebugName());
return false;
}
check(DepotPaths.Num() == PathStates.Num()); // We expect that all paths return a state
OutResults.SetNum(PayloadIds.Num());
int32 StatusIndex = 0;
for (int32 Index = 0; Index < PayloadIds.Num(); ++Index)
{
if (PayloadIds[Index].IsValid())
{
OutResults[Index] = PathStates[StatusIndex++]->IsSourceControlled();
}
}
return true;
}
void FSourceControlBackend::CreateDepotPath(const FPayloadId& PayloadId, FStringBuilderBase& OutPath)
{
TStringBuilder<52> PayloadPath;
Utils::PayloadIdToPath(PayloadId, PayloadPath);
OutPath << DepotRoot << PayloadPath;
}
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FSourceControlBackend, SourceControl);
} // namespace UE::Virtualization