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UnrealEngine/Engine/Source/Runtime/Online/BuildPatchServices/Private/Installer/InstallChunkSource.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

632 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Installer/InstallChunkSource.h"
#include "Algo/Transform.h"
#include "Async/Mutex.h"
#include "BuildPatchHash.h"
#include "Common/FileSystem.h"
#include "Common/StatsCollector.h"
#include "Core/BlockStructure.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryReader.h"
#include "Tasks/Task.h"
DEFINE_LOG_CATEGORY_STATIC(LogInstallChunkSource, Log, All);
namespace BuildPatchServices
{
static FSHAHash GetShaHashForDataSet(const void* ChunkData, const uint32 ChunkSize)
{
FSHAHash ShaHashCheck;
FSHA1::HashBuffer(ChunkData, ChunkSize, ShaHashCheck.Hash);
return ShaHashCheck;
}
class FInstallChunkSource : public IConstructorInstallChunkSource
{
public:
FInstallChunkSource(IFileSystem* FileSystem, IInstallChunkSourceStat* InInstallChunkSourceStat, const TMultiMap<FString, FBuildPatchAppManifestRef>& InInstallationSources,
const TSet<FGuid>& ChunksThatWillBeNeeded);
~FInstallChunkSource();
virtual FRequestProcessFn CreateRequest(const FGuid& DataId, FMutableMemoryView DestinationBuffer, void* UserPtr, FChunkRequestCompleteDelegate CompleteFn) override;
virtual const TSet<FGuid>& GetAvailableChunks() const override
{
return AvailableInBuilds;
}
virtual void OnBeforeDeleteFile(const FString& FilePath) override
{
// Make sure we close our handle before the deletion occurs.
// With multiple files in flight in the constructor we can be deleting a file at the same time as we are
// reading chunks for other files, which means we can hit OpenedFileHandles from multiple threads.
UE::TUniqueLock _(OpenedFileHandlesLock);
{
TUniquePtr<FOpenedFile>* File = OpenedFileHandles.Find(FilePath);
if (File)
{
if ((*File)->FileHandleLock.TryLock() == false)
{
// We can't ever be trying to delete a file when a read is active on it,
// as this means that a file is trying to read from it after harvesting has
// completed, which should ensure no chunks are read.
UE_LOG(LogInstallChunkSource, Error, TEXT("Critical error: trying to delete %s while read lock is held."), *FilePath);
// We don't want to just crash, so take the lock in order to wait for the
// other thread to finish. Then we hope that nothing else is queued :grimacing:
(*File)->FileHandleLock.Lock();
}
OpenedFileHandles.Remove(FilePath);
}
}
}
virtual int32 GetChunkUnavailableAt(const FGuid& DataId) const override;
virtual void SetFileRetirementPositions(TMap<FString, int32>&& InFileRetirementPositions) override
{
FileRetirementPositions = MoveTemp(InFileRetirementPositions);
}
virtual void GetChunksForFile(const FString& FilePath, TSet<FGuid>& OutChunks) const override;
virtual void EnumerateFilesForChunk(const FGuid& DataId, TUniqueFunction<void(const FString& NormalizedInstallDirectory, const FString& NormalizedFileName)>&& Callback) const override
{
const FString* FoundInstallDirectory;
const FBuildPatchAppManifest* FoundInstallManifest;
FindChunkLocation(DataId, &FoundInstallDirectory, &FoundInstallManifest);
const TArray<FChunkSourceDetails>* ChunkSource = ChunkSources.Find(DataId);
if (FoundInstallDirectory == nullptr || FoundInstallManifest == nullptr || ChunkSource == nullptr)
{
return;
}
// The installation directory starts off normalized by then appends a directory which
// might be empty, leaving a trailing slash. Rather than chase down all possibilities we
// just re normalize.
FString NormalizedInstallDirectory = *FoundInstallDirectory;
FPaths::NormalizeDirectoryName(NormalizedInstallDirectory);
for (const FChunkSourceDetails& ChunkDetails : *ChunkSource)
{
// afaict the file manifest filename is normalized because in the manifest builder it
// generates it from file spans, which are created in directorybuildstreamer which makes them
// relative, and internal to that function they are normalized.
Callback(NormalizedInstallDirectory, ChunkDetails.InstalledFileManifest->Filename);
}
}
private:
void FindChunkLocation(const FGuid& DataId, const FString** FoundInstallDirectory, const FBuildPatchAppManifest** FoundInstallManifest) const;
private:
IFileSystem* FileSystem;
IInstallChunkSourceStat* InstallChunkSourceStat;
// Storage of enumerated chunks.
TSet<FGuid> AvailableInBuilds;
TArray<TPair<FString, FBuildPatchAppManifestRef>> InstallationSources;
struct FOpenedFile
{
FOpenedFile(TUniquePtr<FArchive>&& InFileHandle) : FileHandle(MoveTemp(InFileHandle)) {}
TUniquePtr<FArchive> FileHandle;
UE::FMutex FileHandleLock;
};
UE::FMutex OpenedFileHandlesLock;
TMap<FString, TUniquePtr<FOpenedFile>> OpenedFileHandles;
// The index (ChunkReferenceTracker->GetCurrentUsageIndex) at which our files will get deleted due to destructive install to make room for
// the new file.
TMap<FString, int32> FileRetirementPositions;
// Contains the info to build the chunk from various pieces strewn across the installation.
struct FChunkSourceDetails
{
const FFileManifest* InstalledFileManifest;
uint32 OffsetInChunk;
uint32 SizeOfChunkPart;
uint64 OffsetInInstalledFile;
};
// Contains the list of pieces to assemble chunks from, for each chunk.
TMap<FGuid, TArray<FChunkSourceDetails>> ChunkSources;
};
FInstallChunkSource::FInstallChunkSource(IFileSystem* InFileSystem, IInstallChunkSourceStat* InInstallChunkSourceStat,
const TMultiMap<FString, FBuildPatchAppManifestRef>& InInstallationSources, const TSet<FGuid>& ChunksThatWillBeNeeded)
: FileSystem(InFileSystem)
, InstallChunkSourceStat(InInstallChunkSourceStat)
{
TRACE_CPUPROFILER_EVENT_SCOPE(InstallChunkSource_ctor);
// InstallationSources is a map of installation directory to the manifest that was installed there.
for (const TPair<FString, FBuildPatchAppManifestRef>& InstallationSourcePair : InInstallationSources)
{
const FString& InstallationDirectory = InstallationSourcePair.Key;
const FBuildPatchAppManifestRef& InstalledManifest = InstallationSourcePair.Value;
// Patches are only allowed to pull chunks from the install of the same tags, otherwise they must be
// supplied via another source. However we can't get the tag list at this point; all we have is a list of
// "registered installations" from the caller, so we get the full list of files and filter based on chunks we care
// about. This may result in us attempting to pull chunks from files outside our tag if it can be serviced
// by a file in a different install tag, however if the file doesn't exist, we'll continue to check other
// files until we presumably find the correct file in our own tag.
TSet<FString> InstalledFiles;
InstalledManifest->GetFileList(InstalledFiles);
struct FChunkAssemblyInfo
{
TArray<FChunkSourceDetails> SourceDetails;
bool bComplete;
};
// Find the chunks we can get from these files.
TMap<FGuid, FBlockStructure> ChunkStructures;
TMap<FGuid, FChunkAssemblyInfo> ChunkAssemblyInfos;
int32 MaxChunkStructures = 0;
for (const FString& InstalledFileName : InstalledFiles)
{
const FFileManifest* InstalledFileManifest = InstalledManifest->GetFileManifest(InstalledFileName);
if (!InstalledFileManifest)
{
// Should never happen?
UE_LOG(LogInstallChunkSource, Error, TEXT("Missing file manifest from file provided from manifest? %s"), *InstalledFileName);
continue;
}
bool bExistenceCheckPassed = false;
uint32 ChunkPartSize = 0;
uint64 FileOffset = 0;
for (int32 ChunkPartIndex = 0; ChunkPartIndex < InstalledFileManifest->ChunkParts.Num(); ChunkPartIndex++, FileOffset += ChunkPartSize)
{
const FChunkPart& ChunkPart = InstalledFileManifest->ChunkParts[ChunkPartIndex];
ChunkPartSize = ChunkPart.Size;
if (!ChunksThatWillBeNeeded.Contains(ChunkPart.Guid))
{
continue;
}
// We do the file existence check _after_ we know we need the chunk so that we avoid
// hitting the disk for every single file in the manifest when the tag might only be installing
// 5 of them.
if (!bExistenceCheckPassed)
{
int64 SizeOnDisk = 0;
bool bGotFileSizeSuccessfully = InFileSystem->GetFileSize(*(InstallationDirectory / InstalledFileName), SizeOnDisk);
uint64 ExpectedSize = InstalledManifest->GetFileSize(InstalledFileName);
if (bGotFileSizeSuccessfully &&
(uint64)SizeOnDisk == ExpectedSize)
{
bExistenceCheckPassed = true;
}
else
{
// We can't get any chunks from this file, so bail.
break;
}
}
// If we get the full chunk here, we don't need to assemble anything.
FChunkAssemblyInfo& ChunkAssemblyInfo = ChunkAssemblyInfos.FindOrAdd(ChunkPart.Guid);
if (ChunkAssemblyInfo.SourceDetails.Num() == 0)
{
// First time we've seen this chunk - check if we are getting it all at once (often)
const FChunkInfo* ChunkInfoPtr = InstalledManifest->GetChunkInfo(ChunkPart.Guid);
if (!ChunkInfoPtr)
{
UE_LOG(LogInstallChunkSource, Display, TEXT("Missing chunk info for guid: %s"), *LexToString(ChunkPart.Guid));
continue;
}
if (ChunkPart.Offset == 0 &&
ChunkInfoPtr->WindowSize == ChunkPart.Size)
{
// Got the whole thing, don't need to fill out the chunk parts.
FChunkSourceDetails NewInfo;
NewInfo.InstalledFileManifest = InstalledFileManifest;
NewInfo.OffsetInInstalledFile = FileOffset;
NewInfo.OffsetInChunk = ChunkPart.Offset;
NewInfo.SizeOfChunkPart = ChunkPart.Size;
ChunkAssemblyInfo.SourceDetails.Add(NewInfo);
ChunkAssemblyInfo.bComplete = true;
continue;
}
// If it's just a part of the chunk we fall through
}
if (ChunkAssemblyInfo.bComplete)
{
// We already have all we need to make this chunk, anything else is redundant.
continue;
}
FBlockStructure& PartialStructure = ChunkStructures.FindOrAdd(ChunkPart.Guid);
PartialStructure.Add(ChunkPart.Offset, ChunkPart.Size, ESearchDir::FromEnd);
if (ChunkStructures.Num() > MaxChunkStructures)
{
MaxChunkStructures = ChunkStructures.Num();
}
FChunkSourceDetails PartInfo;
PartInfo.InstalledFileManifest = InstalledFileManifest;
PartInfo.OffsetInInstalledFile = FileOffset;
PartInfo.OffsetInChunk = ChunkPart.Offset;
PartInfo.SizeOfChunkPart = ChunkPart.Size;
ChunkAssemblyInfo.SourceDetails.Add(PartInfo);
const FChunkInfo* ChunkInfoPtr = InstalledManifest->GetChunkInfo(ChunkPart.Guid);
if (PartialStructure.GetHead() == PartialStructure.GetTail() &&
PartialStructure.GetHead()->GetSize() == ChunkInfoPtr->WindowSize)
{
// Done with this chunk, free the structures space.
ChunkAssemblyInfo.bComplete = true;
ChunkStructures.Remove(ChunkPart.Guid);
}
}
}
// Move the full chunks we have available over to our internal structures.
uint32 IncompleteChunks = 0;
uint32 ChunksInAnotherSource = 0;
uint32 CompleteChunks = 0;
for (TPair<FGuid, FChunkAssemblyInfo>& ChunkAssemblyPair : ChunkAssemblyInfos)
{
if (!ChunkAssemblyPair.Value.bComplete)
{
IncompleteChunks++;
continue;
}
TArray<FChunkSourceDetails>& ChunkSource = ChunkSources.FindOrAdd(ChunkAssemblyPair.Key);
if (ChunkSource.Num())
{
ChunksInAnotherSource++;
continue;
}
ChunkSource = MoveTemp(ChunkAssemblyPair.Value.SourceDetails);
CompleteChunks++;
AvailableInBuilds.Add(ChunkAssemblyPair.Key);
}
UE_LOG(LogInstallChunkSource, Verbose, TEXT("Got %u complete chunks, %u incomplete chunks, %u repeat chunks"), CompleteChunks, IncompleteChunks, ChunksInAnotherSource);
if (CompleteChunks)
{
InstallationSources.Add(InstallationSourcePair);
}
}
UE_LOG(LogInstallChunkSource, Log, TEXT("Useful Sources:%d. Available Chunks:%d."), InstallationSources.Num(), AvailableInBuilds.Num());
}
FInstallChunkSource::~FInstallChunkSource()
{
}
void FInstallChunkSource::GetChunksForFile(const FString& FilePath, TSet<FGuid>& OutChunks) const
{
const FFileManifest* FileManifest = nullptr;
for (const TPair<FString, FBuildPatchAppManifestRef>& Pair : InstallationSources)
{
if (FilePath.StartsWith(Pair.Key))
{
FString BuildRelativeFilePath = FilePath;
FPaths::MakePathRelativeTo(BuildRelativeFilePath, *(Pair.Key / TEXT("")));
FileManifest = Pair.Value->GetFileManifest(BuildRelativeFilePath);
break;
}
}
if (FileManifest != nullptr)
{
for (const TPair<FGuid, TArray<FChunkSourceDetails>>& ChunkSource : ChunkSources)
{
bool bNeedsThisFile = false;
for (const FChunkSourceDetails& Details : ChunkSource.Value)
{
if (Details.InstalledFileManifest == FileManifest)
{
bNeedsThisFile = true;
break;
}
}
if (bNeedsThisFile)
{
OutChunks.Add(ChunkSource.Key);
}
}
}
}
IConstructorChunkSource::FRequestProcessFn FInstallChunkSource::CreateRequest(const FGuid& DataId, FMutableMemoryView DestinationBuffer, void* UserPtr, FChunkRequestCompleteDelegate CompleteFn)
{
const FString* FoundInstallDirectory;
const FBuildPatchAppManifest* FoundInstallManifest;
FindChunkLocation(DataId, &FoundInstallDirectory, &FoundInstallManifest);
if (FoundInstallDirectory == nullptr || FoundInstallManifest == nullptr)
{
CompleteFn.Execute(DataId, false, true, UserPtr);
return [](bool) {return;};
}
// This request can be called from multiple threads, including on the same source file.
return [this, FoundInstallManifest, FoundInstallDirectory = *FoundInstallDirectory, DataId, DestinationBuffer, UserPtr, CompleteFn](bool bIsAborted)
{
ISpeedRecorder::FRecord ActivityRecord;
ActivityRecord.CyclesStart = FStatsCollector::GetCycles();
InstallChunkSourceStat->OnLoadStarted(DataId);
TRACE_CPUPROFILER_EVENT_SCOPE(InstallRead);
if (bIsAborted)
{
ActivityRecord.CyclesEnd = ActivityRecord.CyclesStart;
InstallChunkSourceStat->OnLoadComplete(DataId, IInstallChunkSourceStat::ELoadResult::Aborted, ActivityRecord);
CompleteFn.Execute(DataId, true, false, UserPtr);
return;
}
const TArray<FChunkSourceDetails>* ChunkSource = ChunkSources.Find(DataId);
const FChunkInfo* ChunkInfoPtr = FoundInstallManifest->GetChunkInfo(DataId);
if (!ChunkInfoPtr || !ChunkSource)
{
ActivityRecord.CyclesEnd = FStatsCollector::GetCycles();
InstallChunkSourceStat->OnLoadComplete(DataId, IInstallChunkSourceStat::ELoadResult::MissingPartInfo, ActivityRecord);
CompleteFn.Execute(DataId, false, true, UserPtr);
return;
}
FBlockStructure ChunkBlocks;
IInstallChunkSourceStat::ELoadResult Result = IInstallChunkSourceStat::ELoadResult::Success;
bool bLoadedWholeChunk = false;
for (int32 FileChunkPartsIdx = 0; FileChunkPartsIdx < ChunkSource->Num(); ++FileChunkPartsIdx)
{
if (bLoadedWholeChunk)
{
// The manifest gave us more chunk parts than we needed to generate the full chunk. This shouldn't happen,
// and so conceptually is an error, but since we have all the data we can technically proceed.
// This seems to happen with some regularity - need to understand why.
//UE_LOG(LogInstallChunkSource, Display, TEXT("Chunk %s had more chunk sources than necessary to re-assemble"), *WriteToString<40>(DataId));
break;
}
const FChunkSourceDetails& FileChunkPart = ChunkSource->operator[](FileChunkPartsIdx);
// Validate the chunk can load into the destination.
uint32 ChunkEndLocation = FileChunkPart.OffsetInChunk + FileChunkPart.SizeOfChunkPart;
if (ChunkEndLocation > DestinationBuffer.GetSize())
{
// The chunk metadata tried to assemble larger than the chunk itself - error
UE_LOG(LogInstallChunkSource, Error, TEXT("Chunk %s assembled larger than the actual chunk size (chunk wanted end %u vs buffer size %llu"), *WriteToString<40>(DataId), ChunkEndLocation, DestinationBuffer.GetSize());
Result = IInstallChunkSourceStat::ELoadResult::InvalidChunkParts;
break;
}
FString FullFilename = FoundInstallDirectory / FileChunkPart.InstalledFileManifest->Filename;
// We use the internal FArchive pointer so that we don't have to hold the file handle
// lock over the read - the uniqueptr might move around, but the managed pointer will not.
// We do know that our specific file won't get deleted until we are done, but it's possible that
// multiple threads are here looking for the same file.
FOpenedFile* OpenedFile = nullptr;
{
OpenedFileHandlesLock.Lock();
TUniquePtr<FOpenedFile>* OpenedFilePtr = OpenedFileHandles.Find(FullFilename);
if (OpenedFilePtr == nullptr)
{
TRACE_CPUPROFILER_EVENT_SCOPE(Install_OpenSource);
TUniquePtr<FArchive> NewReader = FileSystem->CreateFileReader(*FullFilename);
if (NewReader.IsValid())
{
TUniquePtr<FOpenedFile> NewOpenedFile = MakeUnique<FOpenedFile>(MoveTemp(NewReader));
OpenedFileHandles.Add(FullFilename, MoveTemp(NewOpenedFile));
OpenedFilePtr = OpenedFileHandles.Find(FullFilename);
}
}
if (OpenedFilePtr)
{
OpenedFile = OpenedFilePtr->Get();
}
OpenedFileHandlesLock.Unlock();
}
if (OpenedFile == nullptr)
{
UE_LOG(LogInstallChunkSource, Error, TEXT("Failed to open: %s on chunk %s"), *FileChunkPart.InstalledFileManifest->Filename, *LexToString(DataId));
Result = IInstallChunkSourceStat::ELoadResult::OpenFileFail;
break;
}
{
UE::TUniqueLock HandleLock(OpenedFile->FileHandleLock);
TRACE_CPUPROFILER_EVENT_SCOPE(Install_Serialize);
OpenedFile->FileHandle->Seek(FileChunkPart.OffsetInInstalledFile);
OpenedFile->FileHandle->Serialize((uint8*)DestinationBuffer.GetData() + FileChunkPart.OffsetInChunk, FileChunkPart.SizeOfChunkPart);
ActivityRecord.Size += FileChunkPart.SizeOfChunkPart;
FBlockStructure NewChunk;
NewChunk.Add(FileChunkPart.OffsetInChunk, FileChunkPart.SizeOfChunkPart);
if (NewChunk.Intersect(ChunkBlocks).GetHead() != nullptr)
{
// This used to be allowed but in advance of multi threaded reading we want to make sure this
// doesn't happen anymore (already shouldn't be...)
OpenedFile->FileHandleLock.Unlock();
UE_LOG(LogInstallChunkSource, Error, TEXT("Chunk %s had overlapping chunk parts"), *WriteToString<40>(DataId));
Result = IInstallChunkSourceStat::ELoadResult::InvalidChunkParts;
break;
}
ChunkBlocks.Add(FileChunkPart.OffsetInChunk, FileChunkPart.SizeOfChunkPart);
}
// The expectation is that we get the full chunk only once we've assembled all of the parts
// provided by the manifest, so the last iteration should set this to true. If it isn't the last
// iteration, then we'll hit the faux-error case at the top of the loop.
bLoadedWholeChunk = ChunkBlocks.GetHead() && ChunkBlocks.GetHead() == ChunkBlocks.GetTail() && ChunkBlocks.GetHead()->GetSize() == ChunkInfoPtr->WindowSize;
}
if (!bLoadedWholeChunk)
{
if (Result == IInstallChunkSourceStat::ELoadResult::Success)
{
// If we failed without hitting a different case, then we just didn't have enough parts.
Result = IInstallChunkSourceStat::ELoadResult::InvalidChunkParts;
}
ActivityRecord.CyclesEnd = FStatsCollector::GetCycles();
InstallChunkSourceStat->OnLoadComplete(DataId, IInstallChunkSourceStat::ELoadResult::MissingPartInfo, ActivityRecord);
CompleteFn.Execute(DataId, false, !bLoadedWholeChunk, UserPtr);
return;
}
// We set this here because it is used to compute the IO speeds, however we can't call OnLoadComplete because we don't know
// the hash result yet.
ActivityRecord.CyclesEnd = FStatsCollector::GetCycles();
// Check chunk hash.
UE::Tasks::Launch(TEXT("Install_Hash"), [DataId, UserPtr, DestinationBuffer, FoundInstallManifest, CompleteFn, ActivityRecord, InstallChunkSourceStat=InstallChunkSourceStat]()
{
IInstallChunkSourceStat::ELoadResult Result = IInstallChunkSourceStat::ELoadResult::Success;
{
TRACE_CPUPROFILER_EVENT_SCOPE(InstallHash);
FSHAHash ChunkShaHash;
uint64 ChunkRollingHash = 0;
if (FoundInstallManifest->GetChunkShaHash(DataId, ChunkShaHash))
{
if (GetShaHashForDataSet(DestinationBuffer.GetData(), DestinationBuffer.GetSize()) != ChunkShaHash)
{
Result = IInstallChunkSourceStat::ELoadResult::HashCheckFailed;
}
}
else if (FoundInstallManifest->GetChunkHash(DataId, ChunkRollingHash))
{
if (FRollingHash::GetHashForDataSet((const uint8*)DestinationBuffer.GetData(), DestinationBuffer.GetSize()) != ChunkRollingHash)
{
Result = IInstallChunkSourceStat::ELoadResult::HashCheckFailed;
}
}
else
{
Result = IInstallChunkSourceStat::ELoadResult::MissingHashInfo;
}
}
InstallChunkSourceStat->OnLoadComplete(
DataId,
Result,
ActivityRecord);
CompleteFn.Execute(DataId, false, Result != IInstallChunkSourceStat::ELoadResult::Success, UserPtr);
}
);
};
}
int32 FInstallChunkSource::GetChunkUnavailableAt(const FGuid& DataId) const
{
if (FileRetirementPositions.Num() == 0)
{
// If we aren't destructive then it's always available.
return TNumericLimits<int32>::Max();
}
const FString* FoundInstallDirectory;
const FBuildPatchAppManifest* FoundInstallManifest;
FindChunkLocation(DataId, &FoundInstallDirectory, &FoundInstallManifest);
if (FoundInstallDirectory == nullptr || FoundInstallManifest == nullptr)
{
return TNumericLimits<int32>::Max();
}
// This chunk is no longer available as soon as the first file containing a part is complete (if destructive install)
int32 ChunkUnavailableAt = TNumericLimits<int32>::Max();
const TArray<FChunkSourceDetails>* ChunkSource = ChunkSources.Find(DataId);
if (ChunkSource)
{
for (const FChunkSourceDetails& Part : *ChunkSource)
{
const int32* FirstIndexAfterFile = FileRetirementPositions.Find(Part.InstalledFileManifest->Filename);
if (FirstIndexAfterFile &&
*FirstIndexAfterFile < ChunkUnavailableAt)
{
ChunkUnavailableAt = *FirstIndexAfterFile;
}
}
}
return ChunkUnavailableAt;
}
void FInstallChunkSource::FindChunkLocation(const FGuid& DataId, const FString** FoundInstallDirectory, const FBuildPatchAppManifest** FoundInstallManifest) const
{
uint64 ChunkHash;
*FoundInstallDirectory = nullptr;
*FoundInstallManifest = nullptr;
for (const TPair<FString, FBuildPatchAppManifestRef>& Pair : InstallationSources)
{
// GetChunkHash can be used as a check for whether this manifest references this chunk.
if (Pair.Value->GetChunkHash(DataId, ChunkHash))
{
*FoundInstallDirectory = &Pair.Key;
*FoundInstallManifest = &Pair.Value.Get();
return;
}
}
}
IConstructorInstallChunkSource* IConstructorInstallChunkSource::CreateInstallSource(IFileSystem* FileSystem, IInstallChunkSourceStat* InstallChunkSourceStat,
const TMultiMap<FString, FBuildPatchAppManifestRef>& InstallationSources, const TSet<FGuid>& ChunksThatWillBeNeeded)
{
return new FInstallChunkSource(FileSystem, InstallChunkSourceStat, InstallationSources, ChunksThatWillBeNeeded);
}
const TCHAR* ToString(const IInstallChunkSourceStat::ELoadResult& LoadResult)
{
switch(LoadResult)
{
case IInstallChunkSourceStat::ELoadResult::Success:
return TEXT("Success");
case IInstallChunkSourceStat::ELoadResult::MissingHashInfo:
return TEXT("MissingHashInfo");
case IInstallChunkSourceStat::ELoadResult::MissingPartInfo:
return TEXT("MissingPartInfo");
case IInstallChunkSourceStat::ELoadResult::OpenFileFail:
return TEXT("OpenFileFail");
case IInstallChunkSourceStat::ELoadResult::HashCheckFailed:
return TEXT("HashCheckFailed");
case IInstallChunkSourceStat::ELoadResult::Aborted:
return TEXT("Aborted");
case IInstallChunkSourceStat::ELoadResult::InvalidChunkParts:
return TEXT("InvalidChunkParts");
default:
return TEXT("Unknown");
}
}
}