Files
UnrealEngineUWP/Engine/Source/Runtime/Online/HTTP/Private/HttpRetrySystem.cpp
Andrew Grant f98f5761cc Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

Change 2879705 on 2016/02/24 by Nick.Darnell

	Editor - Tweaking some comments.

	#tests n/a
	#rb n/a

Change 2879674 on 2016/02/24 by Nick.Darnell

	Editor - The editor now supports many new methods of opening new asset editors.  You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location.  This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.

	#tests Ran the editor, tried each option and they all seem to do what I want.
	#rb matt.kuhlenschmidt

Change 2879661 on 2016/02/24 by Jamie.Dale

	More general fixes for dialogue waves

	- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
	- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
	- The "Variations" meta-data is now called "Context".

	#rb James.Hopkin
	#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.

Change 2879436 on 2016/02/24 by Nicholas.Davies

	A few bug fixes for blocking PS4 > PC chat
	#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
	#RB Antony.Carter
	#codereview Sam.Zamani
	#TESTS PS4 whispers to and from none Paragon PC users is blocked.

Change 2878929 on 2016/02/23 by Jason.Bestimt

	#ORION_DEV - Merge Main to reconcile 0.20 branch creation

	#RB:none
	#Tests:none

Change 2878600 on 2016/02/23 by Dmitry.Rekman

	Linux: added code to identify CPU for FPSCharts (OR-14949).

	#rb none
	#tests Ran dedicated server on local VM and a few physical boxes.

Change 2878443 on 2016/02/23 by Marcus.Wassmer

	Fix game not ticking when PS button is pressed.
	#rb andrew.grant
	#test golden path ps4

Change 2878361 on 2016/02/23 by Josh.Markiewicz

	#UE4 - fixed bad comment
	#rb none
	#tests none

Change 2878205 on 2016/02/23 by Jason.Bestimt

	#ORION_DEV - Merge main (0.19) at CL# 2878162

	#Tests:none
	#RB:none

Change 2878095 on 2016/02/23 by Josh.Markiewicz

	#UE4 - added warnings to json mcp read/write failures
	- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
	#rb none
	#tests matchmaking golden path

Change 2878002 on 2016/02/23 by Josh.Markiewicz

	#UE4 - made two party framework functions virtual
	#rb none
	#tests none

Change 2877998 on 2016/02/23 by Josh.Markiewicz

	#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
	#rb rob.cannaday
	#tests social/team parties golden path
	#codereview rob.cannaday

Change 2877822 on 2016/02/23 by Olaf.Piesche

	speculative fix for OR-15710

	#rb david.hill
	#tests PC game

Change 2877804 on 2016/02/23 by Uriel.Doyon

	Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
	#codereview robert.manuszewski
	#rb marcus.wassmer
	#tests played several games on PC, also doing rejoin
	#jira OR-15658

Change 2877692 on 2016/02/23 by Jamie.Dale

	Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate

	#rb Saul.Abreu
	#tests Built for Windows, Linux, and PS4. Tested the commandlet.

Change 2877691 on 2016/02/23 by Jamie.Dale

	Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves

	#rb Saul.Abreu
	#tests Built for Windows, Linux, and PS4. Tested the commandlet.

Change 2877690 on 2016/02/23 by Jamie.Dale

	General dialogue wave fixes

[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00

414 lines
14 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "HttpPrivatePCH.h"
#include "HttpRetrySystem.h"
FHttpRetrySystem::FRequest::FRequest(
FManager& InManager,
const TSharedRef<IHttpRequest>& HttpRequest,
const FHttpRetrySystem::FRetryLimitCountSetting& InRetryLimitCountOverride,
const FHttpRetrySystem::FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsOverride,
const FHttpRetrySystem::FRetryResponseCodes& InRetryResponseCodes
)
: FHttpRequestAdapterBase(HttpRequest)
, Status(FHttpRetrySystem::FRequest::EStatus::NotStarted)
, RetryLimitCountOverride(InRetryLimitCountOverride)
, RetryTimeoutRelativeSecondsOverride(InRetryTimeoutRelativeSecondsOverride)
, RetryResponseCodes(InRetryResponseCodes)
, RetryManager(InManager)
{
// if the InRetryTimeoutRelativeSecondsOverride override is being used the value cannot be negative
check(!(InRetryTimeoutRelativeSecondsOverride.bUseValue) || (InRetryTimeoutRelativeSecondsOverride.Value >= 0.0));
}
bool FHttpRetrySystem::FRequest::ProcessRequest()
{
TSharedRef<FRequest> RetryRequest = StaticCastSharedRef<FRequest>(AsShared());
HttpRequest->OnRequestProgress().BindSP(RetryRequest, &FHttpRetrySystem::FRequest::HttpOnRequestProgress);
return RetryManager.ProcessRequest(RetryRequest);
}
void FHttpRetrySystem::FRequest::CancelRequest()
{
TSharedRef<FRequest> RetryRequest = StaticCastSharedRef<FRequest>(AsShared());
RetryManager.CancelRequest(RetryRequest);
}
void FHttpRetrySystem::FRequest::HttpOnRequestProgress(FHttpRequestPtr InHttpRequest, int32 BytesSent, int32 BytesRcv)
{
OnRequestProgress().ExecuteIfBound(AsShared(), BytesSent, BytesRcv);
}
FHttpRetrySystem::FManager::FManager(const FRetryLimitCountSetting& InRetryLimitCountDefault, const FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsDefault)
: RandomFailureRate(FRandomFailureRateSetting::Unused())
, RetryLimitCountDefault(InRetryLimitCountDefault)
, RetryTimeoutRelativeSecondsDefault(InRetryTimeoutRelativeSecondsDefault)
{}
TSharedRef<FHttpRetrySystem::FRequest> FHttpRetrySystem::FManager::CreateRequest(
const FRetryLimitCountSetting& InRetryLimitCountOverride,
const FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsOverride,
const FRetryResponseCodes& InRetryResponseCodes)
{
return MakeShareable(new FRequest(
*this,
FHttpModule::Get().CreateRequest(),
InRetryLimitCountOverride,
InRetryTimeoutRelativeSecondsOverride,
InRetryResponseCodes
));
}
bool FHttpRetrySystem::FManager::ShouldRetry(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
{
bool bResult = false;
FHttpResponsePtr Response = HttpRetryRequestEntry.Request->GetResponse();
// invalid response means connection or network error but we need to know which one
if (!Response.IsValid())
{
// ONLY retry bad responses if they are connection errors (NOT protocol errors or unknown) otherwise request may be sent (and processed!) twice
EHttpRequestStatus::Type Status = HttpRetryRequestEntry.Request->GetStatus();
if (Status == EHttpRequestStatus::Failed_ConnectionError)
{
bResult = true;
}
else if (Status == EHttpRequestStatus::Failed)
{
// we will also allow retry for GET and HEAD requests even if they may duplicate on the server
FString Verb = HttpRetryRequestEntry.Request->GetVerb();
if (Verb == TEXT("GET") || Verb == TEXT("HEAD"))
{
bResult = true;
}
}
}
else
{
// this may be a successful response with one of the explicitly listed response codes we want to retry on
if (HttpRetryRequestEntry.Request->RetryResponseCodes.Contains(Response->GetResponseCode()))
{
bResult = true;
}
}
return bResult;
}
bool FHttpRetrySystem::FManager::CanRetry(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
{
bool bResult = false;
bool bShouldTestCurrentRetryCount = false;
double RetryLimitCount = 0;
if (HttpRetryRequestEntry.Request->RetryLimitCountOverride.bUseValue)
{
bShouldTestCurrentRetryCount = true;
RetryLimitCount = HttpRetryRequestEntry.Request->RetryLimitCountOverride.Value;
}
else if (RetryLimitCountDefault.bUseValue)
{
bShouldTestCurrentRetryCount = true;
RetryLimitCount = RetryLimitCountDefault.Value;
}
if (bShouldTestCurrentRetryCount)
{
if (HttpRetryRequestEntry.CurrentRetryCount < RetryLimitCount)
{
bResult = true;
}
}
return bResult;
}
bool FHttpRetrySystem::FManager::HasTimedOut(const FHttpRetryRequestEntry& HttpRetryRequestEntry, const double NowAbsoluteSeconds)
{
bool bResult = false;
bool bShouldTestRetryTimeout = false;
double RetryTimeoutAbsoluteSeconds = HttpRetryRequestEntry.RequestStartTimeAbsoluteSeconds;
if (HttpRetryRequestEntry.Request->RetryTimeoutRelativeSecondsOverride.bUseValue)
{
bShouldTestRetryTimeout = true;
RetryTimeoutAbsoluteSeconds += HttpRetryRequestEntry.Request->RetryTimeoutRelativeSecondsOverride.Value;
}
else if (RetryTimeoutRelativeSecondsDefault.bUseValue)
{
bShouldTestRetryTimeout = true;
RetryTimeoutAbsoluteSeconds += RetryTimeoutRelativeSecondsDefault.Value;
}
if (bShouldTestRetryTimeout)
{
if (NowAbsoluteSeconds >= RetryTimeoutAbsoluteSeconds)
{
bResult = true;
}
}
return bResult;
}
float FHttpRetrySystem::FManager::GetLockoutPeriodSeconds(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
{
float lockoutTime = 0.0f;
if(HttpRetryRequestEntry.CurrentRetryCount >= 1)
{
lockoutTime = 5.0f + 5.0f * ((HttpRetryRequestEntry.CurrentRetryCount - 1) >> 1);
lockoutTime = lockoutTime > 30.0f ? 30.0f : lockoutTime;
}
return lockoutTime;
}
static FRandomStream temp(4435261);
bool FHttpRetrySystem::FManager::Update(uint32* FileCount, uint32* FailingCount, uint32* FailedCount, uint32* CompletedCount)
{
bool bIsGreen = true;
if (FileCount != nullptr)
{
*FileCount = RequestList.Num();
}
const double NowAbsoluteSeconds = FPlatformTime::Seconds();
// Basic algorithm
// for each managed item
// if the item hasn't timed out
// if the item's retry state is NotStarted
// if the item's request's state is not NotStarted
// move the item's retry state to Processing
// endif
// endif
// if the item's retry state is Processing
// if the item's request's state is Failed
// flag return code to false
// if the item can be retried
// increment FailingCount if applicable
// retry the item's request
// increment the item's retry count
// else
// increment FailedCount if applicable
// set the item's retry state to FailedRetry
// endif
// else if the item's request's state is Succeeded
// endif
// endif
// else
// flag return code to false
// set the item's retry state to FailedTimeout
// increment FailedCount if applicable
// endif
// if the item's retry state is FailedRetry
// do stuff
// endif
// if the item's retry state is FailedTimeout
// do stuff
// endif
// if the item's retry state is Succeeded
// do stuff
// endif
// endfor
int32 index = 0;
while (index < RequestList.Num())
{
FHttpRetryRequestEntry& HttpRetryRequestEntry = RequestList[index];
TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest = HttpRetryRequestEntry.Request;
EHttpRequestStatus::Type RequestStatus = HttpRetryRequest->GetStatus();
if (!HasTimedOut(HttpRetryRequestEntry, NowAbsoluteSeconds))
{
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::NotStarted)
{
if (RequestStatus != EHttpRequestStatus::NotStarted)
{
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Processing;
}
}
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Processing)
{
bool forceFail = false;
// Code to simulate request failure
if (RequestStatus == EHttpRequestStatus::Succeeded && RandomFailureRate.bUseValue)
{
float random = temp.GetFraction();
if (random < RandomFailureRate.Value)
{
forceFail = true;
}
}
// Save these for failure case retry checks if we hit a completion state
bool bShouldRetry = false;
bool bCanRetry = false;
if (RequestStatus == EHttpRequestStatus::Failed || RequestStatus == EHttpRequestStatus::Failed_ConnectionError || RequestStatus == EHttpRequestStatus::Succeeded)
{
bShouldRetry = ShouldRetry(HttpRetryRequestEntry);
bCanRetry = CanRetry(HttpRetryRequestEntry);
}
if (RequestStatus == EHttpRequestStatus::Failed || RequestStatus == EHttpRequestStatus::Failed_ConnectionError || forceFail || (bShouldRetry && bCanRetry))
{
bIsGreen = false;
if(HttpRetryRequestEntry.bShouldCancel == false)
{
if (forceFail || (bShouldRetry && bCanRetry))
{
float lockoutPeriod = GetLockoutPeriodSeconds(HttpRetryRequestEntry);
if(lockoutPeriod > 0.0f)
{
UE_LOG(LogHttp, Warning, TEXT("Lockout of %fs on %s"), lockoutPeriod, *(HttpRetryRequest->GetURL()));
}
HttpRetryRequestEntry.LockoutEndTimeAbsoluteSeconds = NowAbsoluteSeconds + lockoutPeriod;
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::ProcessingLockout;
}
else
{
UE_LOG(LogHttp, Warning, TEXT("Retry exhausted on %s"), *(HttpRetryRequest->GetURL()));
if (FailedCount != nullptr)
{
++(*FailedCount);
}
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::FailedRetry;
}
}
else
{
UE_LOG(LogHttp, Warning, TEXT("Request cancelled on %s"), *(HttpRetryRequest->GetURL()));
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Cancelled;
}
}
else if (RequestStatus == EHttpRequestStatus::Succeeded)
{
if (HttpRetryRequestEntry.CurrentRetryCount > 0)
{
UE_LOG(LogHttp, Warning, TEXT("Success on %s"), *(HttpRetryRequest->GetURL()));
}
if (CompletedCount != nullptr)
{
++(*CompletedCount);
}
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Succeeded;
}
}
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::ProcessingLockout)
{
if (NowAbsoluteSeconds >= HttpRetryRequestEntry.LockoutEndTimeAbsoluteSeconds)
{
// if this fails the HttpRequest's state will be failed which will cause the retry logic to kick(as expected)
bool success = HttpRetryRequest->HttpRequest->ProcessRequest();
if (success)
{
UE_LOG(LogHttp, Warning, TEXT("Retry %d on %s"), HttpRetryRequestEntry.CurrentRetryCount + 1, *(HttpRetryRequest->GetURL()));
++HttpRetryRequestEntry.CurrentRetryCount;
HttpRetryRequest->Status = FRequest::EStatus::Processing;
}
}
if (FailingCount != nullptr)
{
++(*FailingCount);
}
}
}
else
{
UE_LOG(LogHttp, Warning, TEXT("Timeout on retry %d: %s"), HttpRetryRequestEntry.CurrentRetryCount + 1, *(HttpRetryRequest->GetURL()));
bIsGreen = false;
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::FailedTimeout;
if (FailedCount != nullptr)
{
++(*FailedCount);
}
}
bool bWasCompleted = false;
bool bWasSuccessful = false;
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Cancelled ||
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::FailedRetry ||
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::FailedTimeout ||
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Succeeded)
{
bWasCompleted = true;
bWasSuccessful = HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Succeeded;
}
if (bWasCompleted)
{
HttpRetryRequest->OnProcessRequestComplete().ExecuteIfBound(HttpRetryRequest, HttpRetryRequest->GetResponse(), bWasSuccessful);
}
if(bWasSuccessful)
{
if(CompletedCount != nullptr)
{
++(*CompletedCount);
}
}
if (bWasCompleted)
{
RequestList.RemoveAtSwap(index);
}
else
{
++index;
}
}
return bIsGreen;
}
FHttpRetrySystem::FManager::FHttpRetryRequestEntry::FHttpRetryRequestEntry(TSharedRef<FHttpRetrySystem::FRequest>& InRequest)
: bShouldCancel(false)
, CurrentRetryCount(0)
, RequestStartTimeAbsoluteSeconds(FPlatformTime::Seconds())
, Request(InRequest)
{}
bool FHttpRetrySystem::FManager::ProcessRequest(TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest)
{
bool bResult = HttpRetryRequest->HttpRequest->ProcessRequest();
if (bResult)
{
RequestList.Add(FHttpRetryRequestEntry(HttpRetryRequest));
}
return bResult;
}
void FHttpRetrySystem::FManager::CancelRequest(TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest)
{
for (int32 i = 0; i < RequestList.Num(); ++i)
{
FHttpRetryRequestEntry& EntryRef = RequestList[i];
if (EntryRef.Request == HttpRetryRequest)
{
EntryRef.bShouldCancel = true;
}
}
HttpRetryRequest->HttpRequest->CancelRequest();
}