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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