Files
UnrealEngineUWP/Engine/Source/Developer/Virtualization/Private/VirtualizationFileBackend.cpp
paul chipchase fe9f239ee2 Fix incorrect statistics being reported when virtualizing payloads. We no longer count a payload that was already stored in a backend as being uploaded there.
#rb Per.Larsson
#jira UE-160942
#rnx
#preflight 6336f2ab5c2225fe5f6c08a5

- Removed the status enum from FPushRequest and replaced it with a class that represents the push result instead.
-- This lets us return more context about problems. At the moment it is only being used to return the filter reason if a payload is filtered out. In the future we could return per payload error messages etc.
- Now that we return more detailed info about the payload push we no longer report payloads that were already in the backend as being pushed which could cause some very misleading stats to be shown.
- Changed the backends to use the new results system.
-- Not all paths were correctly setting the state in the file system backend.
-- The source control backend does not set the result in all paths, which will leave the results in the "pending" state. Which will still mark the payload as not uploaded and so is safe to do.
- Removed the pushing of a single method from IVirtualizationBackend as it was only used in one place internally, so we might as well just change that code to call the batch push overload.

[CL 22279127 by paul chipchase in ue5-main branch]
2022-09-30 15:47:04 -04:00

250 lines
7.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VirtualizationFileBackend.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformProcess.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "VirtualizationUtilities.h"
namespace UE::Virtualization
{
FFileSystemBackend::FFileSystemBackend(FStringView ProjectName, FStringView ConfigName, FStringView DebugName)
: IVirtualizationBackend(ConfigName, DebugName, EOperations::Push | EOperations::Pull)
{
}
bool FFileSystemBackend::Initialize(const FString& ConfigEntry)
{
if (!FParse::Value(*ConfigEntry, TEXT("Path="), RootDirectory))
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] 'Path=' not found in the config file"), *GetDebugName());
return false;
}
FPaths::NormalizeDirectoryName(RootDirectory);
if (RootDirectory.IsEmpty())
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Config file entry 'Path=' was empty"), *GetDebugName());
return false;
}
// TODO: Validate that the given path is usable?
int32 RetryCountIniFile = INDEX_NONE;
if (FParse::Value(*ConfigEntry, TEXT("RetryCount="), RetryCountIniFile))
{
RetryCount = RetryCountIniFile;
}
int32 RetryWaitTimeMSIniFile = INDEX_NONE;
if (FParse::Value(*ConfigEntry, TEXT("RetryWaitTime="), RetryWaitTimeMSIniFile))
{
RetryWaitTimeMS = RetryWaitTimeMSIniFile;
}
// Now log a summary of the backend settings to make issues easier to diagnose
UE_LOG(LogVirtualization, Log, TEXT("[%s] Using path: '%s'"), *GetDebugName(), *RootDirectory);
UE_LOG(LogVirtualization, Log, TEXT("[%s] Will retry failed read attempts %d times with a gap of %dms betwen them"), *GetDebugName(), RetryCount, RetryWaitTimeMS);
return true;
}
IVirtualizationBackend::EConnectionStatus FFileSystemBackend::OnConnect()
{
return IVirtualizationBackend::EConnectionStatus::Connected;
}
bool FFileSystemBackend::PushData(TArrayView<FPushRequest> Requests)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PushData);
int32 ErrorCount = 0;
for (FPushRequest& Request : Requests)
{
const FIoHash& PayloadId = Request.GetIdentifier();
if (DoesPayloadExist(PayloadId))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Already has a copy of the payload '%s'."), *GetDebugName(), *LexToString(PayloadId));
Request.SetResult(FPushResult::GetAsAlreadyExists());
continue;
}
// Make sure to log any disk write failures to the user, even if this backend will often be optional as they are
// not expected and could indicate bigger problems.
//
// First we will write out the payload to a temp file, after which we will move it to the correct storage location
// this helps reduce the chance of leaving corrupted data on disk in the case of a power failure etc.
const FString TempFilePath = FPaths::CreateTempFilename(*FPaths::ProjectSavedDir(), TEXT("vapayload"));
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileWriter(*TempFilePath));
if (FileAr == nullptr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to write payload '%s' to '%s' due to system error: %s"),
*GetDebugName(),
*LexToString(PayloadId),
*TempFilePath,
SystemErrorMsg.ToString());
ErrorCount++;
Request.SetResult(FPushResult::GetAsError());
continue;
}
for (const FSharedBuffer& Buffer : Request.GetPayload().GetCompressed().GetSegments())
{
// Const cast because FArchive requires a non-const pointer!
FileAr->Serialize(const_cast<void*>(Buffer.GetData()), static_cast<int64>(Buffer.GetSize()));
}
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(),
*LexToString(PayloadId),
*TempFilePath,
SystemErrorMsg.ToString());
IFileManager::Get().Delete(*TempFilePath, true, false, true); // Clean up the temp file if it is still around but do not failure cases to the user
ErrorCount++;
Request.SetResult(FPushResult::GetAsError());
continue;
}
TStringBuilder<512> FilePath;
CreateFilePath(PayloadId, FilePath);
// If the file already exists we don't need to replace it, we will also do our own error logging.
if (IFileManager::Get().Move(FilePath.ToString(), *TempFilePath, /*Replace*/ false, /*EvenIfReadOnly*/ false, /*Attributes*/ false, /*bDoNotRetryOrError*/ true))
{
Request.SetResult(FPushResult::GetAsPushed());
}
else
{
// Store the error message in case we need to display it
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
IFileManager::Get().Delete(*TempFilePath, true, false, true); // Clean up the temp file if it is still around but do not failure cases to the user
// Check if another thread or process was writing out the payload at the same time, if so we
// don't need to give an error message.
if (DoesPayloadExist(PayloadId))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Already has a copy of the payload '%s'."), *GetDebugName(), *LexToString(PayloadId));
Request.SetResult(FPushResult::GetAsAlreadyExists());
continue;
}
else
{
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to move payload '%s' to it's final location '%s' due to system error: %s"),
*GetDebugName(),
*LexToString(PayloadId),
*FilePath,
SystemErrorMsg.ToString());
ErrorCount++;
Request.SetResult(FPushResult::GetAsError());
}
}
}
return ErrorCount == 0;
}
FCompressedBuffer FFileSystemBackend::PullData(const FIoHash& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::PullData);
TStringBuilder<512> FilePath;
CreateFilePath(Id, FilePath);
// TODO: Should we allow the error severity to be configured via ini or just not report this case at all?
if (!IFileManager::Get().FileExists(FilePath.ToString()))
{
UE_LOG(LogVirtualization, Verbose, TEXT("[%s] Does not contain the payload '%s'"), *GetDebugName(), *LexToString(Id));
return FCompressedBuffer();
}
TUniquePtr<FArchive> FileAr = OpenFileForReading(FilePath.ToString());
if (FileAr == nullptr)
{
TStringBuilder<MAX_SPRINTF> SystemErrorMsg;
Utils::GetFormattedSystemError(SystemErrorMsg);
UE_LOG(LogVirtualization, Error, TEXT("[%s] Failed to load payload '%s' from file '%s' due to system error: %s"),
*GetDebugName(),
*LexToString(Id),
FilePath.ToString(),
SystemErrorMsg.ToString());
return FCompressedBuffer();
}
return FCompressedBuffer::Load(*FileAr);
}
bool FFileSystemBackend::DoesPayloadExist(const FIoHash& Id)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::DoesPayloadExist);
TStringBuilder<512> FilePath;
CreateFilePath(Id, FilePath);
return IFileManager::Get().FileExists(FilePath.ToString());
}
void FFileSystemBackend::CreateFilePath(const FIoHash& PayloadId, FStringBuilderBase& OutPath)
{
TStringBuilder<52> PayloadPath;
Utils::PayloadIdToPath(PayloadId, PayloadPath);
OutPath << RootDirectory << TEXT("/") << PayloadPath;
}
TUniquePtr<FArchive> FFileSystemBackend::OpenFileForReading(const TCHAR* FilePath)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FFileSystemBackend::OpenFileForReading);
int32 Retries = 0;
while (Retries < RetryCount)
{
TUniquePtr<FArchive> FileAr(IFileManager::Get().CreateFileReader(FilePath));
if (FileAr)
{
return FileAr;
}
else
{
UE_LOG(LogVirtualization, Warning, TEXT("[%s] Failed to open '%s' for reading attempt retrying (%d/%d) in %dms..."), *GetDebugName(), FilePath, Retries, RetryCount, RetryWaitTimeMS);
FPlatformProcess::SleepNoStats(RetryWaitTimeMS * 0.001f);
Retries++;
}
}
return nullptr;
}
UE_REGISTER_VIRTUALIZATION_BACKEND_FACTORY(FFileSystemBackend, FileSystem);
} // namespace UE::Virtualization