Files
UnrealEngine/Engine/Source/Editor/VirtualizationEditor/Private/CommandletUtils.cpp
2025-05-18 13:04:45 +08:00

315 lines
9.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CommandletUtils.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Async/ParallelFor.h"
#include "Containers/Set.h"
#include "IO/IoHash.h"
#include "Misc/PackageName.h"
#include "Misc/Paths.h"
#include "String/ParseTokens.h"
#include "Tasks/Task.h"
#include "UObject/PackageTrailer.h"
#include "Virtualization/VirtualizationSystem.h"
namespace UE::Virtualization
{
bool PullPayloadsThreaded(TConstArrayView<FIoHash> PayloadIds, int32 BatchSize, const TCHAR* ProgressString, TUniqueFunction<void(const FPullRequest& Response)>&& Callback)
{
TRACE_CPUPROFILER_EVENT_SCOPE(PullPayloadsThreaded);
IVirtualizationSystem& System = IVirtualizationSystem::Get();
std::atomic<int32> NumCompletedPayloads = 0;
const int32 NumPayloads = PayloadIds.Num();
// This seems to be the sweet spot when it comes to our internal infrastructure, so use that as the default.
const int32 MaxConcurrentTasks = 16;
// We always want to leave at least one foreground worker free to avoid saturation. If we issue too many
// concurrent task then we can potentially cause the DDC/Zen to be unable to run clean up tasks for long
// periods of times which can cause quite high memory spikes.
const int32 ConcurrentTasks = FMath::Min(MaxConcurrentTasks, FTaskGraphInterface::Get().GetNumWorkerThreads() - 1);
UE_LOG(LogVirtualization, Display, TEXT("Will run up to %d pull batches concurrently"), ConcurrentTasks);
FWorkQueue WorkQueue(PayloadIds, BatchSize);
UE::Tasks::FTaskEvent Event(UE_SOURCE_LOCATION);
std::atomic<int32> NumTasks = 0;
double LogTimer = FPlatformTime::Seconds();
bool bHasErrors = false;
while (NumTasks != 0 || !WorkQueue.IsEmpty())
{
int32 NumTaskAllowed = ConcurrentTasks - NumTasks;
while (NumTaskAllowed > 0 && !WorkQueue.IsEmpty())
{
NumTasks++;
UE::Tasks::Launch(UE_SOURCE_LOCATION,
[Job = WorkQueue.GetJob(), &System, &NumCompletedPayloads, &NumTasks, &Event, &bHasErrors , &Callback]()
{
TArray<FPullRequest> Requests = ToRequestArray(Job);
if (!System.PullData(Requests))
{
bHasErrors = true;
}
for (const FPullRequest& Request : Requests)
{
Callback(Request);
}
NumCompletedPayloads += Requests.Num();
--NumTasks;
Event.Trigger();
});
--NumTaskAllowed;
}
Event.Wait(FTimespan::FromSeconds(30.0));
if (FPlatformTime::Seconds() - LogTimer >= 30.0)
{
const int32 CurrentCompletedPayloads = NumCompletedPayloads;
const float Progress = ((float)CurrentCompletedPayloads / (float)NumPayloads) * 100.0f;
UE_LOG(LogVirtualization, Display, TEXT("%s Cached %d/%d (%.1f%%)"),
ProgressString != nullptr? ProgressString : TEXT("Processed"),
CurrentCompletedPayloads, NumPayloads, Progress);
LogTimer = FPlatformTime::Seconds();
}
}
return !bHasErrors;
}
TArray<FString> FindPackages(EFindPackageFlags Flags)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FindPackages);
UE_LOG(LogVirtualization, Display, TEXT("Searching for packages under the current project..."));
TArray<FString> PackagePaths;
FAssetRegistryModule& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// Do an async search even though we immediately block on it. This will result in the asset registry cache
// being saved to disk on a background thread which is an operation we don't need to wait on. This can
// save a fair amount of time on larger projects.
const bool bSynchronousSearch = false;
AssetRegistry.Get().SearchAllAssets(bSynchronousSearch);
AssetRegistry.Get().WaitForCompletion();
const FString EnginePath = FPaths::EngineDir();
const bool bFilterEngineContent = Flags & EFindPackageFlags::ExcludeEngineContent;
AssetRegistry.Get().EnumerateAllPackages([&PackagePaths, EnginePath, bFilterEngineContent](FName PackageName, const FAssetPackageData& PackageData)
{
if (PackageData.CookedHash.IsValid())
{
return; // Skip cooked packages as they won't have a FPackageTrailer
}
FString RelFileName;
if (PackageData.Extension != EPackageExtension::Unspecified && PackageData.Extension != EPackageExtension::Custom)
{
const FString Extension = LexToString(PackageData.Extension);
if (FPackageName::TryConvertLongPackageNameToFilename(PackageName.ToString(), RelFileName, Extension))
{
FString StdFileName = FPaths::CreateStandardFilename(RelFileName);
// Now we have the absolute file path we can filter out engine packages
if (!bFilterEngineContent || !StdFileName.StartsWith(EnginePath))
{
PackagePaths.Emplace(MoveTemp(StdFileName));
}
}
}
});
return PackagePaths;
}
TArray<FString> FindPackagesInDirectory(const FString& DirectoryToSearch)
{
UE_LOG(LogVirtualization, Display, TEXT("Searching for packages under '%s'..."), *DirectoryToSearch);
TArray<FString> FilesInPackageFolder;
FPackageName::FindPackagesInDirectory(FilesInPackageFolder, DirectoryToSearch);
TArray<FString> PackageNames;
PackageNames.Reserve(FilesInPackageFolder.Num());
for (const FString& BasePath : FilesInPackageFolder)
{
PackageNames.Add(FPaths::CreateStandardFilename(BasePath));
}
return PackageNames;
}
TArray<FString> DiscoverPackages(const FString& CmdlineParams, EFindPackageFlags Flags)
{
TRACE_CPUPROFILER_EVENT_SCOPE(DiscoverPackages);
FString PackageDirectories;
if (FParse::Value(*CmdlineParams, TEXT("PackageDir="), PackageDirectories) || FParse::Value(*CmdlineParams, TEXT("PackageFolder="), PackageDirectories))
{
TArray<FString> Packages;
UE::String::ParseTokensMultiple(PackageDirectories, TConstArrayView<TCHAR>({ '+', ',' }),
[&Packages](FStringView PackageDirectory)
{
TArray<FString> FoundPackages = FindPackagesInDirectory(FString(PackageDirectory));
Packages.Append(FoundPackages);
}, UE::String::EParseTokensOptions::Trim | UE::String::EParseTokensOptions::SkipEmpty);
return Packages;
}
else
{
return FindPackages(Flags);
}
}
TArray<FIoHash> FindVirtualizedPayloads(const TArray<FString>& PackagePaths)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FindVirtualizedPayloads);
// Each task will write out to its own TSet so we don't have to lock anything, we
// will combine the sets at the end.
TArray<TSet<FIoHash>> PayloadsPerTask;
ParallelForWithTaskContext(PayloadsPerTask, PackagePaths.Num(),
[&PackagePaths](TSet<FIoHash>& Context, int32 Index)
{
const FString& PackageName = PackagePaths[Index];
UE::FPackageTrailer Trailer;
if (UE::FPackageTrailer::TryLoadFromFile(PackageName, Trailer))
{
TArray<FIoHash> VirtualizedPayloads = Trailer.GetPayloads(UE::EPayloadStorageType::Virtualized);
Context.Append(VirtualizedPayloads);
}
});
// Combine the results into a final set
TSet<FIoHash> AllPayloads;
for (const TSet<FIoHash>& Payloads : PayloadsPerTask)
{
AllPayloads.Append(Payloads);
}
return AllPayloads.Array();
}
void FindVirtualizedPayloadsAndTrailers(const TArray<FString>& PackagePaths, TMap<FString, UE::FPackageTrailer>& OutPackages, TSet<FIoHash>& OutPayloads)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FindVirtualizedPayloadsAndTrailers);
struct FTaskContext
{
TMap<FString, UE::FPackageTrailer> Packages;
TSet<FIoHash> Payloads;
};
TArray<FTaskContext> TaskContext;
ParallelForWithTaskContext(TaskContext, PackagePaths.Num(),
[&PackagePaths](FTaskContext& Context, int32 Index)
{
const FString& PackageName = PackagePaths[Index];
UE::FPackageTrailer Trailer;
if (UE::FPackageTrailer::TryLoadFromFile(PackageName, Trailer))
{
const TArray<FIoHash> VirtualizedPayloads = Trailer.GetPayloads(UE::EPayloadStorageType::Virtualized);
if (!VirtualizedPayloads.IsEmpty())
{
Context.Packages.Emplace(PackageName, MoveTemp(Trailer));
Context.Payloads.Append(VirtualizedPayloads);
}
}
});
for (const FTaskContext& Context : TaskContext)
{
OutPackages.Append(Context.Packages);
OutPayloads.Append(Context.Payloads);
}
OutPayloads.CompactStable();
}
TArray<FPullRequest> ToRequestArray(TConstArrayView<FIoHash> IdentifierArray)
{
TArray<FPullRequest> Requests;
Requests.Reserve(IdentifierArray.Num());
for (const FIoHash& Id : IdentifierArray)
{
Requests.Emplace(FPullRequest(Id));
}
return Requests;
}
FWorkQueue::FWorkQueue(const TConstArrayView<FIoHash> InWork, int32 JobSize)
: Work(InWork)
{
CreateJobs(JobSize);
}
FWorkQueue::FWorkQueue(TArray<FIoHash>&& InWork, int32 JobSize)
: Work(InWork)
{
CreateJobs(JobSize);
}
void FWorkQueue::CreateJobs(int32 JobSize)
{
const int32 NumJobs = FMath::DivideAndRoundUp<int32>(Work.Num(), JobSize);
Jobs.Reserve(NumJobs);
for (int32 JobIndex = 0; JobIndex < NumJobs; ++JobIndex)
{
const int32 JobStart = JobIndex * JobSize;
const int32 JobEnd = FMath::Min((JobIndex + 1) * JobSize, Work.Num());
FJob Job = MakeArrayView(&Work[JobStart], JobEnd - JobStart);
Jobs.Add(Job);
}
}
FWorkQueue::FJob FWorkQueue::GetJob()
{
if (!Jobs.IsEmpty())
{
return Jobs.Pop(EAllowShrinking::No);
}
else
{
return FJob();
}
}
bool FWorkQueue::IsEmpty() const
{
return Jobs.IsEmpty();
}
} //namespace UE::Virtualization