Files
UnrealEngine/Engine/Source/Runtime/Online/HTTP/Public/HttpManager.h
2025-05-18 13:04:45 +08:00

466 lines
15 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/Queue.h"
#include "Containers/Ticker.h"
#include "Containers/Ticker.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "HAL/CriticalSection.h"
#include "HttpPackage.h"
#include "Interfaces/IHttpRequest.h"
#include "Misc/EnumRange.h"
#include "Misc/URLRequestFilter.h"
#include "Templates/Function.h"
#include "Templates/SharedPointer.h"
class FHttpThreadBase;
class FHttpRequestCommon;
class FOutputDevice;
class IHttpTaskTimerHandle;
enum class EHttpFlushReason : uint8
{
/** Reasonable, typically higher time limits */
Default,
/** Shorter time limits depending on platform requirements */
Background UE_DEPRECATED(5.5, "Flush when go into background is no longer used and will be removed"),
/** Shorter time limits depending on platform requirements */
Shutdown,
/** Infinite wait, should only be used in non-game scenarios where longer waits are acceptable */
FullFlush,
Count
};
ENUM_RANGE_BY_COUNT(EHttpFlushReason, EHttpFlushReason::Count)
const TCHAR* LexToString(const EHttpFlushReason& FlushReason);
/**
* Delegate called when an Http request added. Intended to be used for analytics. Called from the thread that adds the HTTP request.
* @param Request Http request that was added
*/
DECLARE_DELEGATE_OneParam(FHttpManagerRequestAddedDelegate, const FHttpRequestRef& /*Request*/);
/**
* Delegate called when an Http request completes. Intended to be used for analytics. Called from the game thread.
* @param Request Http request that completed
*/
DECLARE_DELEGATE_OneParam(FHttpManagerRequestCompletedDelegate, const FHttpRequestRef& /*Request*/);
struct FHttpStatsPlatformMemoryPool
{
uint64 PoolSize = 0;
uint64 MaxInUseSize = 0;
uint64 CurrentInUseSize = 0;
};
struct FHttpStatsPlatform
{
FHttpStatsPlatformMemoryPool MemoryPoolConnection;
FHttpStatsPlatformMemoryPool MemoryPoolSsl;
FHttpStatsPlatformMemoryPool MemoryPoolNet;
};
struct FHttpStats
{
// Use atomic for the following fields because csv profiler reads them from game thread while
// http thread record them from http thread
/** The number of requests waiting in queue in http manager */
std::atomic<int32> RequestsInQueue = 0;
/** The number of requests in flight in http manager */
std::atomic<int32> RequestsInFlight = 0;
/** The max time to successfully connect the backend */
std::atomic<float> MaxTimeToConnect = -1.0f;
/** The max waiting queue in http manager */
std::atomic<uint32> MaxRequestsInQueue = 0;
/** The max number of requests in flight in http manager */
std::atomic<uint32> MaxRequestsInFlight = 0;
/** The max waiting time in queue of http manager */
std::atomic<float> MaxTimeToWaitInQueue = 0.0f;
/** The total bytes downloaded so far */
std::atomic<int64> TotalDownloadedBytes = 0;
/** Approximate download bandwidth used */
std::atomic<int64> BandwidthMbps = 0;
/** Avg duration (in milliseconds) from request to response */
std::atomic<int64> HttpDurationMsAvg = 0;
/** The optional http stats on specific platform */
TOptional<FHttpStatsPlatform> PlatformStats;
UE_DEPRECATED(5.5, "operator== for FHttpStats has been deprecated and will be removed.")
bool operator==(const FHttpStats& Other) const
{
return RequestsInQueue == Other.RequestsInQueue
&& RequestsInFlight == Other.RequestsInFlight
&& MaxRequestsInQueue == Other.MaxRequestsInQueue
&& MaxRequestsInFlight == Other.MaxRequestsInFlight
&& TotalDownloadedBytes == Other.TotalDownloadedBytes
&& BandwidthMbps == Other.BandwidthMbps
&& HttpDurationMsAvg == Other.HttpDurationMsAvg
&& FMath::IsNearlyEqual(MaxTimeToConnect, Other.MaxTimeToConnect)
&& FMath::IsNearlyEqual(MaxTimeToWaitInQueue, Other.MaxTimeToWaitInQueue);
}
FHttpStats()
{
}
FHttpStats(const FHttpStats& Other)
: RequestsInQueue(Other.RequestsInQueue.load())
, RequestsInFlight(Other.RequestsInFlight.load())
, MaxTimeToConnect(Other.MaxTimeToConnect.load())
, MaxRequestsInQueue(Other.MaxRequestsInQueue.load())
, MaxRequestsInFlight(Other.MaxRequestsInFlight.load())
, MaxTimeToWaitInQueue(Other.MaxTimeToWaitInQueue.load())
, TotalDownloadedBytes(Other.TotalDownloadedBytes.load())
, BandwidthMbps(Other.BandwidthMbps.load())
, HttpDurationMsAvg(Other.HttpDurationMsAvg.load())
, PlatformStats(Other.PlatformStats)
{
}
};
/**
* Manages Http request that are currently being processed
*/
class FHttpManager
: public FTSTickerObjectBase
{
public:
// FHttpManager
/**
* Constructor
*/
HTTP_API FHttpManager();
/**
* Destructor
*/
HTTP_API virtual ~FHttpManager();
/**
* Initialize
*/
HTTP_API void Initialize();
/**
* Shutdown logic should be called before quiting
*/
HTTP_API void Shutdown();
/**
* Set a delegate to be triggered when an http request added to http manager.
* NOTE: The delegate can be triggered from different threads, depends on which
* thread the request created. So make sure the delegate set here is thread-safe.
*/
HTTP_API void SetRequestAddedDelegate(const FHttpManagerRequestAddedDelegate& Delegate);
/**
* Set a delegate to be triggered when an http request completed.
* NOTE: The delegate can be triggered from different threads, it depends on the delegate policy set
* to each http request. So make sure the delegate set here is thread-safe.
*/
HTTP_API void SetRequestCompletedDelegate(const FHttpManagerRequestCompletedDelegate& Delegate);
/**
* Removes an Http request instance from the manager
* Presumably it is done being processed
*
* @param Request - the request object to remove
*/
HTTP_API void RemoveRequest(const FHttpRequestRef& Request);
/**
* Find an Http request in the lists of current valid requests
*
* @param RequestPtr - ptr to the http request object to find
*
* @return true if the request is being tracked, false if not
*/
HTTP_API bool IsValidRequest(const IHttpRequest* RequestPtr) const;
/**
* Block until all pending requests are finished processing
*
* @param FlushReason the flush reason will influence times waited to cancel ongoing http requests
*/
HTTP_API void Flush(EHttpFlushReason FlushReason);
/**
* FTSTicker callback
*
* @param DeltaSeconds - time in seconds since the last tick
*
* @return false if no longer needs ticking
*/
HTTP_API bool Tick(float DeltaSeconds) override;
/**
* Tick called during Flush
*
* @param DeltaSeconds - time in seconds since the last tick
*/
HTTP_API virtual void FlushTick(float DeltaSeconds);
/**
* Add a http request to be executed on the http thread
*
* @param Request - the request object to add
*/
HTTP_API void AddThreadedRequest(const TSharedRef<FHttpRequestCommon, ESPMode::ThreadSafe>& Request);
/**
* Mark a threaded http request as cancelled to be removed from the http thread
*
* @param Request - the request object to cancel
*/
HTTP_API void CancelThreadedRequest(const TSharedRef<FHttpRequestCommon, ESPMode::ThreadSafe>& Request);
/**
* List all of the Http requests currently being processed
*
* @param Ar - output device to log with
*/
HTTP_API void DumpRequests(FOutputDevice& Ar) const;
/**
* Method to check dynamic proxy setting support.
*
* @returns Whether this http implementation supports dynamic proxy setting.
*/
HTTP_API virtual bool SupportsDynamicProxy() const;
/**
* Set the method used to set a Correlation id on each request, if one is not already specified.
*
* This method allows you to override the Engine default method.
*
* @param InCorrelationIdMethod The method to use when sending a request, if no Correlation id is already set
*/
HTTP_API void SetCorrelationIdMethod(TFunction<FString()> InCorrelationIdMethod);
/**
* Create a new correlation id for a request
*
* @return The new correlationid string
*/
HTTP_API FString CreateCorrelationId() const;
/**
* Determine if the domain is allowed to be accessed
*
* @param Url the path to check domain on
*
* @return true if domain is allowed
*/
HTTP_API bool IsDomainAllowed(const FString& Url) const;
/**
* Get the default method for creating new correlation ids for a request
*
* @return The default correlationid creation method
*/
static HTTP_API TFunction<FString()> GetDefaultCorrelationIdMethod();
/**
* Inform that HTTP Manager that we are about to fork(). Will block to flush all outstanding http requests
*/
HTTP_API virtual void OnBeforeFork();
/**
* Inform that HTTP Manager that we have completed a fork(). Must be called in both the client and parent process
*/
HTTP_API virtual void OnAfterFork();
/**
* Inform the HTTP Manager that we finished ticking right after forking. Only called on the forked process
*/
HTTP_API virtual void OnEndFramePostFork();
/**
* Update configuration. Called when config has been updated and we need to apply any changes.
*/
HTTP_API virtual void UpdateConfigs();
/**
* Add task to be ran on the game thread next tick
*
* @param Task The task to be ran next tick
*/
HTTP_API void AddGameThreadTask(TFunction<void()>&& Task, float Delay = 0.0f);
/**
* Add task to be ran on the http thread
*
* @param Task The task to be ran
* @param InDelay The delay to wait before running the task
* @return The handle of the timer, which could be used to remove the task before it's triggered
*/
HTTP_API TSharedPtr<IHttpTaskTimerHandle> AddHttpThreadTask(TFunction<void()>&& Task, float InDelay = 0.0f);
/**
* Remove the task from the http thread before it's triggered
*
* @param HttpTaskTimerHandle The handle of the timer
*/
HTTP_API void RemoveHttpThreadTask(TSharedPtr<IHttpTaskTimerHandle> HttpTaskTimerHandle);
/**
* Set url request filter through code, instead of setting it through config.
*
* @param InURLRequestFilter The request filter to set
*/
void SetURLRequestFilter(const UE::Core::FURLRequestFilter& InURLRequestFilter) { URLRequestFilter = InURLRequestFilter; }
FHttpStats GetHttpStats() const { return HttpStats; }
protected:
/**
* Create HTTP thread object
*
* @return the HTTP thread object
*/
HTTP_API virtual FHttpThreadBase* CreateHttpThread();
HTTP_API void ReloadFlushTimeLimits();
HTTP_API bool HasAnyBoundDelegate() const;
HTTP_API void UpdateUrlPatternsToLogResponse(IConsoleVariable* CVar);
HTTP_API void UpdateUrlPatternsToDisableFailedLog(IConsoleVariable* CVar);
HTTP_API void UpdateUrlPatternsToMockFailure(IConsoleVariable* CVar);
HTTP_API void AddRequest(const FHttpRequestRef& Request);
protected:
/** List of Http requests that are actively being processed */
TArray<FHttpRequestRef> Requests;
FHttpThreadBase* Thread;
/** This method will be called to generate a CorrelationId on all requests being sent if one is not already set */
TFunction<FString()> CorrelationIdMethod;
/** Ticker to run game thread tasks*/
FTSTicker GameThreadTicker;
FCriticalSection GameThreadTickerLock;
// This variable is set to true in Flush(EHttpFlushReason), and prevents new Http requests from being launched
bool bFlushing;
/** Delegate that will get called once request added */
FHttpManagerRequestAddedDelegate RequestAddedDelegate;
/** Delegate that will get called when a request completes */
FHttpManagerRequestCompletedDelegate RequestCompletedDelegate;
/** Url request filter, if specified in the config, it will launch http request only when the url is in the allowlist */
UE::Core::FURLRequestFilter URLRequestFilter;
struct FHttpFlushTimeLimit
{
/**
* Designates the amount of time we will wait during a flush before we try to cancel the request.
* This MUST be strictly < FlushTimeHardLimitSeconds for the logic to work and actually cancel the request, since we must Tick at least one time for the cancel to work.
* Setting this to 0 will immediately cancel all ongoing requests. A hard limit is still required for this to work.
* Setting this to < 0 will disable the cancel, but FlushTimeHardLimitSeconds can still be used to stop waiting on requests.
*/
double SoftLimitSeconds;
/**
* After we hit the soft time limit and cancel the requests, we wait some additional time for the canceled requests to go away.
* If they don't go away in time, we will hit this "hard" time limit that will just stop waiting.
* If we are shutting down, this is probably fine. If we are flushing for other reasons,
* This could indicate things lying around, and we'll put out some warning log messages to indicate this.
* Setting this to < 0 will disable all time limits and the code will wait infinitely for all requests to complete.
*/
double HardLimitSeconds;
FHttpFlushTimeLimit(double InSoftLimitSeconds, double InHardLimitSeconds)
: SoftLimitSeconds(InSoftLimitSeconds), HardLimitSeconds(InHardLimitSeconds)
{}
};
TMap<EHttpFlushReason, FHttpFlushTimeLimit> FlushTimeLimitsMap;
FHttpStats HttpStats;
struct FHttpStatsHistory
{
static constexpr int32 HttpHistoryCount = 16;
int32 HistoryIndex = 0;
int64 DownloadedBytes[HttpHistoryCount] = { 0 };
int64 DurationMs[HttpHistoryCount] = { 0 };
int64 TotalDownloadedBytes = 0;
int64 TotalUploadedBytes = 0;
int64 TotalDuration = 0;
};
FHttpStatsHistory HttpStatsHistory;
bool bUseEventLoop = true;
TArray<FString> UrlPatternsToLogResponse;
mutable FCriticalSection UrlPatternsToLogResponseCriticalSection;
TArray<FString> UrlPatternsToDisableFailedLog;
mutable FCriticalSection UrlPatternsToDisableFailedLogCriticalSection;
TMap<FString, int32> UrlPatternsToMockFailure;
mutable FCriticalSection UrlPatternsToMockFailureCriticalSection;
#if !UE_BUILD_SHIPPING
mutable FCriticalSection ThreadsCompletingRequestCriticalSection;
TMap<uint32, bool> ThreadsCompletingRequest;
#endif
PACKAGE_SCOPE:
/** Used to lock access to add/remove/find requests */
mutable FCriticalSection RequestLock;
/** Used to lock access to get completed requests */
FCriticalSection CompletedRequestLock;
/**
* Broadcast that a non-threaded HTTP request is complete.
* Called automatically internally for threaded requests.
* Called explicitly by non-threaded requests
*/
HTTP_API void BroadcastHttpRequestCompleted(const FHttpRequestRef& Request);
/**
* Access http thread of http manager for internal usage
*/
HTTP_API FHttpThreadBase* GetThread();
/** Record the time to connect, to have a general idea how long the client usually take to connect for success requests, to adjust the connection timeout */
HTTP_API void RecordStatTimeToConnect(float Duration);
/** Record the requests waiting in flight, to have an idea if there are too many concurrent requests */
HTTP_API void RecordStatRequestsInFlight(uint32 RequestsInFlight);
/** Record the requests waiting in queue, to have an idea if there are too many requests or if request number limit is too small */
HTTP_API void RecordStatRequestsInQueue(uint32 RequestsInQueue);
/** Record the time to wait in queue, to have a general idea how long the client usually wait before actually starting, to adjust the requests */
HTTP_API void RecordMaxTimeToWaitInQueue(float Duration);
/** Record platform specific stats */
HTTP_API void RecordPlatformStats(const FHttpStatsPlatform& PlatformStats);
HTTP_API bool ShouldLogResponse(FStringView Url) const;
HTTP_API bool ShouldDisableFailedLog(FStringView Url) const;
HTTP_API TOptional<int32> GetMockFailure(FStringView Url) const;
HTTP_API void MarkCurrentThreadCompletingRequest(bool bCompleting);
HTTP_API bool IsCurrentThreadCompletingRequest() const;
};