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UnrealEngine/Engine/Source/Developer/Virtualization/Private/VirtualizationFileBackend.h
2025-05-18 13:04:45 +08:00

67 lines
2.6 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]
* EnvPathOverride: The name of the environment variable that the user can set to override 'Path'. This
* should only ever be set if you wish for the users to be able to choose where the
* payloads are being stored and do not rely on 'Path' always being used. [Default=""]
*/
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 EConnectionStatus OnConnect() override;
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;
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