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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include <zencore/httpserver.h>
#include "cachestore.h"
#include "upstream/jupiter.h"
namespace zen {
/**
* New-style cache service. Imposes constraints on keys, supports blobs and
* structured values
*
* Keys are structured as:
*
* {BucketId}/{KeyHash}
*
* Where BucketId is an alphanumeric string, and KeyHash is a 40-character hexadecimal
* sequence. The hash value may be derived in any number of ways, it's up to the
* application to pick an approach.
*
* Values may be structured or unstructured. Structured values are encoded using Unreal
* Engine's compact binary encoding
*
* Additionally, attachments may be addressed as:
*
* {BucketId}/{KeyHash}/{PayloadHash}
*
* Where the two initial components are the same as for the main endpoint
*
* The storage strategy is as follows:
*
* - Structured values are stored in a dedicated backing store per bucket
* - Unstructured values and attachments are stored in the CAS pool
*
*/
class HttpStructuredCacheService : public zen::HttpService
{
public:
HttpStructuredCacheService(std::filesystem::path RootPath, zen::CasStore& InStore);
~HttpStructuredCacheService();
virtual const char* BaseUri() const override;
virtual void HandleRequest(zen::HttpServerRequest& Request) override;
private:
struct CacheRef
{
std::string BucketSegment;
IoHash HashKey;
};
[[nodiscard]] bool ValidateUri(zen::HttpServerRequest& Request, CacheRef& OutRef);
zen::CasStore& m_CasStore;
ZenCacheStore m_CacheStore;
};
} // namespace zen
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