コード例 #1
0
ファイル: Collection.cpp プロジェクト: PickUpSU/UnrealEngine4
bool FCollection::Save(FText& OutError)
{
	if ( !ensure(SourceFilename.Len()) )
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
		return false;
	}

	// Store the start time for profiling reasons
	double SaveStartTime = FPlatformTime::Seconds();

	// Keep track of save progress to update the slow task dialog
	const int32 SaveProgressDenominator = 3;
	int32 SaveProgressNumerator = 0;


	GWarn->BeginSlowTask( FText::Format( LOCTEXT("SavingCollection", "Saving Collection {0}"), FText::FromName( CollectionName ) ), true);
	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bUseSCC )
	{
		// Checkout the file
		if ( !CheckoutCollection(OutError) )
		{
			UE_LOG(LogCollectionManager, Error, TEXT("Failed to check out a collection file: %s"), *CollectionName.ToString());
			GWarn->EndSlowTask();
			return false;
		}
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	// Generate a string with the file contents
	FString FileOutput;

	// Start with the header
	TMap<FString,FString> HeaderPairs;
	SaveHeaderPairs(HeaderPairs);
	for (const auto& HeaderPair : HeaderPairs)
	{
		FileOutput += HeaderPair.Key + TEXT(":") + HeaderPair.Value + LINE_TERMINATOR;
	}
	FileOutput += LINE_TERMINATOR;

	// Now for the content
	if ( IsDynamic() )
	{
		// @todo Dynamic collections
	}
	else
	{
		// Write out the set as a sorted array to keep things in a known order for diffing
		TArray<FName> ObjectList = ObjectSet.Array();
		ObjectList.Sort();

		// Static collection. Save a flat list of all objects in the collection.
		for (const FName& ObjectName : ObjectList)
		{
			FileOutput += ObjectName.ToString() + LINE_TERMINATOR;
		}
	}

	// Attempt to save the file
	bool bSaveSuccessful = false;
	if ( ensure(FileOutput.Len()) )
	{
		// We have some output, write it to file
		if ( FFileHelper::SaveStringToFile(FileOutput, *SourceFilename) )
		{
			bSaveSuccessful = true;
		}
		else
		{
			OutError = FText::Format(LOCTEXT("Error_WriteFailed", "Failed to write to collection file: {0}"), FText::FromString(SourceFilename));
			UE_LOG(LogCollectionManager, Error, TEXT("%s"), *OutError.ToString());
		}
	}
	else
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bSaveSuccessful )
	{
		if ( bUseSCC )
		{
			// Check in the file if the save was successful
			if ( bSaveSuccessful )
			{
				if ( !CheckinCollection(OutError) )
				{
					UE_LOG(LogCollectionManager, Error, TEXT("Failed to check in a collection successfully saving: %s"), *CollectionName.ToString());
					bSaveSuccessful = false;
				}
			}
		
			// If the save was not successful or the checkin failed, revert
			if ( !bSaveSuccessful )
			{
				FText Unused;
				if ( !RevertCollection(Unused) )
				{
					// The revert failed... file will be left on disk as it was saved.
					// DiskAssetList will still hold the version of the file when this collection was last loaded or saved successfully so nothing will be out of sync.
					// If the user closes the editor before successfully saving, this file may not be exactly what was seen at the time the editor closed.
					UE_LOG(LogCollectionManager, Warning, TEXT("Failed to revert a checked out collection after failing to save or checkin: %s"), *CollectionName.ToString());
				}
			}
		}
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bSaveSuccessful )
	{
		// Files are always saved at the latest version as loading should take care of data upgrades
		FileVersion = ECollectionVersion::CurrentVersion;

		DiskSnapshot.TakeSnapshot(*this);
	}

	GWarn->EndSlowTask();

	UE_LOG(LogCollectionManager, Verbose, TEXT("Saved collection %s in %0.6f seconds"), *CollectionName.ToString(), FPlatformTime::Seconds() - SaveStartTime);

	return bSaveSuccessful;
}
コード例 #2
0
bool FCollection::Save(FText& OutError)
{
	if ( !ensure(SourceFilename.Len()) )
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
		return false;
	}

	// Store the start time for profiling reasons
	double SaveStartTime = FPlatformTime::Seconds();

	// Keep track of save progress to update the slow task dialog
	const int32 SaveProgressDenominator = 3;
	int32 SaveProgressNumerator = 0;


	GWarn->BeginSlowTask( FText::Format( LOCTEXT("SavingCollection", "Saving Collection {0}"), FText::FromName( CollectionName ) ), true);
	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bUseSCC )
	{
		// Checkout the file
		if ( !CheckoutCollection(OutError) )
		{
			UE_LOG(LogCollectionManager, Error, TEXT("Failed to check out a collection file: %s"), *CollectionName.ToString());
			GWarn->EndSlowTask();
			return false;
		}
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	// Generate a string with the file contents
	FString FileOutput;

	// Start with the header
	TMap<FString,FString> HeaderPairs;
	GenerateHeaderPairs(HeaderPairs);
	for (TMap<FString,FString>::TConstIterator HeaderIt(HeaderPairs); HeaderIt; ++HeaderIt)
	{
		FileOutput += HeaderIt.Key() + TEXT(":") + HeaderIt.Value() + LINE_TERMINATOR;
	}
	FileOutput += LINE_TERMINATOR;

	// Now for the content
	if ( IsDynamic() )
	{
		// @todo Dynamic collections
	}
	else
	{
		// Static collection. Save a flat list of all assets in the collection.
		for (int32 AssetIdx = 0; AssetIdx < AssetList.Num(); ++AssetIdx)
		{
			FileOutput += AssetList[AssetIdx].ToString() + LINE_TERMINATOR;
		}
	}

	// Attempt to save the file
	bool bSaveSuccessful = false;
	if ( ensure(FileOutput.Len()) )
	{
		// We have some output, write it to file
		if ( FFileHelper::SaveStringToFile(FileOutput, *SourceFilename) )
		{
			bSaveSuccessful = true;
		}
		else
		{
			OutError = LOCTEXT("Error_WriteFailed", "Failed to write to collection file.");
			UE_LOG(LogCollectionManager, Error, TEXT("%s %s"), *OutError.ToString(), *CollectionName.ToString());
		}
	}
	else
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bSaveSuccessful )
	{
		if ( bUseSCC )
		{
			// Check in the file if the save was successful
			if ( bSaveSuccessful )
			{
				if ( !CheckinCollection(OutError) )
				{
					UE_LOG(LogCollectionManager, Error, TEXT("Failed to check in a collection successfully saving: %s"), *CollectionName.ToString());
					bSaveSuccessful = false;
				}
			}
		
			// If the save was not successful or the checkin failed, revert
			if ( !bSaveSuccessful )
			{
				FText Unused;
				if ( !RevertCollection(Unused) )
				{
					// The revert failed... file will be left on disk as it was saved.
					// DiskAssetList will still hold the version of the file when this collection was last loaded or saved successfully so nothing will be out of sync.
					// If the user closes the editor before successfully saving, this file may not be exactly what was seen at the time the editor closed.
					UE_LOG(LogCollectionManager, Warning, TEXT("Failed to revert a checked out collection after failing to save or checkin: %s"), *CollectionName.ToString());
				}
			}
		}
	}

	GWarn->UpdateProgress(SaveProgressNumerator++, SaveProgressDenominator);

	if ( bSaveSuccessful )
	{
		DiskAssetList = AssetList;
	}

	GWarn->EndSlowTask();

	UE_LOG(LogCollectionManager, Verbose, TEXT("Saved collection %s in %0.6f seconds"), *CollectionName.ToString(), FPlatformTime::Seconds() - SaveStartTime);

	return bSaveSuccessful;
}