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// Copyright Epic Games, Inc. All Rights Reserved.
#include "FileCas.h"
#include <zencore/except.h>
#include <zencore/filesystem.h>
#include <zencore/fmtutils.h>
#include <zencore/logging.h>
#include <zencore/memory.h>
#include <zencore/string.h>
#include <zencore/thread.h>
#include <zencore/uid.h>
#include <zenstore/basicfile.h>
#include <gsl/gsl-lite.hpp>
#include <filesystem>
#include <functional>
#include <unordered_map>
// clang-format off
#include <zencore/prewindows.h>
struct IUnknown; // Workaround for "combaseapi.h(229): error C2187: syntax error: 'identifier' was unexpected here" when using /permissive-
#include <atlfile.h>
#include <zencore/postwindows.h>
// clang-format on
namespace zen {
using namespace fmt::literals;
FileCasStrategy::FileCasStrategy(const CasStoreConfiguration& Config) : m_Config(Config)
{
}
FileCasStrategy::~FileCasStrategy()
{
}
WideStringBuilderBase&
FileCasStrategy::MakeShardedPath(WideStringBuilderBase& ShardedPath, const IoHash& ChunkHash, size_t& OutShard2len)
{
ExtendableStringBuilder<96> HashString;
ChunkHash.ToHexString(HashString);
const char* str = HashString.c_str();
// Shard into a path with two directory levels containing 12 bits and 8 bits
// respectively.
//
// This results in a maximum of 4096 * 256 directories
//
// The numbers have been chosen somewhat arbitrarily but are large to scale
// to very large chunk repositories. It may or may not make sense to make
// this a configurable policy, and it would probably be a good idea to
// measure performance for different policies and chunk counts
ShardedPath.AppendAsciiRange(str, str + 3);
ShardedPath.Append('\\');
ShardedPath.AppendAsciiRange(str + 3, str + 5);
OutShard2len = ShardedPath.Size();
ShardedPath.Append('\\');
ShardedPath.AppendAsciiRange(str + 5, str + 64);
return ShardedPath;
}
CasStore::InsertResult
FileCasStrategy::InsertChunk(IoBuffer Chunk, const IoHash& ChunkHash)
{
// File-based chunks have special case handling whereby we move the file into
// place in the file store directory, thus avoiding unnecessary copying
IoBufferFileReference FileRef;
if (Chunk.IsWholeFile() && Chunk.GetFileReference(/* out */ FileRef))
{
size_t Shard2len = 0;
ExtendableWideStringBuilder<128> ShardedPath;
ShardedPath.Append(m_Config.RootDirectory.c_str());
ShardedPath.Append(std::filesystem::path::preferred_separator);
MakeShardedPath(ShardedPath, ChunkHash, /* out */ Shard2len);
auto DeletePayloadFileOnClose = [&] {
// This will cause the file to be deleted when the last handle to it is closed
FILE_DISPOSITION_INFO Fdi{};
Fdi.DeleteFile = TRUE;
BOOL Success = SetFileInformationByHandle(FileRef.FileHandle, FileDispositionInfo, &Fdi, sizeof Fdi);
if (!Success)
{
ZEN_WARN("Failed to flag temporary payload file for deletion: '{}'", PathFromHandle(FileRef.FileHandle));
}
};
// See if file already exists
//
// Future improvement: maintain Bloom filter to avoid expensive file system probes?
RwLock::ExclusiveLockScope _(LockForHash(ChunkHash));
{
CAtlFile PayloadFile;
if (HRESULT hRes = PayloadFile.Create(ShardedPath.c_str(), GENERIC_READ, FILE_SHARE_READ, OPEN_EXISTING); SUCCEEDED(hRes))
{
// If we succeeded in opening the target file then we don't need to do anything else because it already exists
// and should contain the content we were about to insert
// We do need to ensure the source file goes away on close, however
DeletePayloadFileOnClose();
return CasStore::InsertResult{.New = false};
}
}
std::filesystem::path FullPath(ShardedPath.c_str());
std::filesystem::path FilePath = FullPath.parent_path();
std::wstring FileName = FullPath.native();
const DWORD BufferSize = sizeof(FILE_RENAME_INFO) + gsl::narrow<DWORD>(FileName.size() * sizeof(WCHAR));
FILE_RENAME_INFO* RenameInfo = reinterpret_cast<FILE_RENAME_INFO*>(Memory::Alloc(BufferSize));
memset(RenameInfo, 0, BufferSize);
RenameInfo->ReplaceIfExists = FALSE;
RenameInfo->FileNameLength = gsl::narrow<DWORD>(FileName.size());
memcpy(RenameInfo->FileName, FileName.c_str(), FileName.size() * sizeof(WCHAR));
RenameInfo->FileName[FileName.size()] = 0;
// Try to move file into place
BOOL Success = SetFileInformationByHandle(FileRef.FileHandle, FileRenameInfo, RenameInfo, BufferSize);
if (!Success)
{
// The rename/move could fail because the target directory does not yet exist. This code attempts
// to create it
CAtlFile DirHandle;
auto InternalCreateDirectoryHandle = [&] {
return DirHandle.Create(FilePath.c_str(),
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
OPEN_EXISTING,
FILE_FLAG_BACKUP_SEMANTICS);
};
// It's possible for several threads to enter this logic trying to create the same
// directory. Only one will create the directory of course, but all threads will
// make it through okay
HRESULT hRes = InternalCreateDirectoryHandle();
if (FAILED(hRes))
{
zen::CreateDirectories(FilePath.c_str());
hRes = InternalCreateDirectoryHandle();
}
if (FAILED(hRes))
{
ThrowSystemException(hRes, "Failed to open shard directory '{}'"_format(FilePath));
}
// Retry
Success = SetFileInformationByHandle(FileRef.FileHandle, FileRenameInfo, RenameInfo, BufferSize);
}
Memory::Free(RenameInfo);
if (Success)
{
return CasStore::InsertResult{.New = true};
}
ZEN_WARN("rename of CAS payload file failed ('{}'), falling back to regular write for insert of {}",
GetLastErrorAsString(),
ChunkHash);
DeletePayloadFileOnClose();
}
return InsertChunk(Chunk.Data(), Chunk.Size(), ChunkHash);
}
CasStore::InsertResult
FileCasStrategy::InsertChunk(const void* const ChunkData, const size_t ChunkSize, const IoHash& ChunkHash)
{
size_t Shard2len = 0;
ExtendableWideStringBuilder<128> ShardedPath;
ShardedPath.Append(m_Config.RootDirectory.c_str());
ShardedPath.Append(std::filesystem::path::preferred_separator);
MakeShardedPath(ShardedPath, ChunkHash, /* out */ Shard2len);
// See if file already exists
//
// Future improvement: maintain Bloom filter to avoid expensive file system probes?
CAtlFile PayloadFile;
HRESULT hRes = PayloadFile.Create(ShardedPath.c_str(), GENERIC_READ, FILE_SHARE_READ, OPEN_EXISTING);
if (SUCCEEDED(hRes))
{
// If we succeeded in opening the file then we don't need to do anything else because it already exists and should contain the
// content we were about to insert
return CasStore::InsertResult{.New = false};
}
PayloadFile.Close();
RwLock::ExclusiveLockScope _(LockForHash(ChunkHash));
// For now, use double-checked locking to see if someone else was first
hRes = PayloadFile.Create(ShardedPath.c_str(), GENERIC_READ, FILE_SHARE_READ, OPEN_EXISTING);
if (SUCCEEDED(hRes))
{
// If we succeeded in opening the file then we don't need to do anything
// else because someone else managed to create the file before we did. Just return.
return {.New = false};
}
if ((hRes != HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND)) && (hRes != HRESULT_FROM_WIN32(ERROR_PATH_NOT_FOUND)))
{
ZEN_WARN("Unexpected error code when opening shard file for read: {:#x}", uint32_t(hRes));
}
auto InternalCreateFile = [&] { return PayloadFile.Create(ShardedPath.c_str(), GENERIC_WRITE, FILE_SHARE_DELETE, CREATE_ALWAYS); };
hRes = InternalCreateFile();
if (hRes == HRESULT_FROM_WIN32(ERROR_PATH_NOT_FOUND))
{
// Ensure parent directories exist and retry file creation
std::filesystem::create_directories(std::wstring_view(ShardedPath.c_str(), Shard2len));
hRes = InternalCreateFile();
}
if (FAILED(hRes))
{
ThrowSystemException(hRes, "Failed to open shard file '{}'"_format(WideToUtf8(ShardedPath)));
}
size_t ChunkRemain = ChunkSize;
auto ChunkCursor = reinterpret_cast<const uint8_t*>(ChunkData);
while (ChunkRemain != 0)
{
uint32_t ByteCount = uint32_t(std::min<size_t>(4 * 1024 * 1024ull, ChunkRemain));
PayloadFile.Write(ChunkCursor, ByteCount);
ChunkCursor += ByteCount;
ChunkRemain -= ByteCount;
}
// We cannot rely on RAII to close the file handle since it would be closed
// *after* the lock is released due to the initialization order
PayloadFile.Close();
return {.New = true};
}
IoBuffer
FileCasStrategy::FindChunk(const IoHash& ChunkHash)
{
size_t Shard2len = 0;
ExtendableWideStringBuilder<128> ShardedPath;
ShardedPath.Append(m_Config.RootDirectory.c_str());
ShardedPath.Append(std::filesystem::path::preferred_separator);
MakeShardedPath(ShardedPath, ChunkHash, /* out */ Shard2len);
RwLock::SharedLockScope _(LockForHash(ChunkHash));
return IoBufferBuilder::MakeFromFile(ShardedPath.c_str());
}
bool
FileCasStrategy::HaveChunk(const IoHash& ChunkHash)
{
size_t Shard2len = 0;
ExtendableWideStringBuilder<128> ShardedPath;
ShardedPath.Append(m_Config.RootDirectory.c_str());
ShardedPath.Append(std::filesystem::path::preferred_separator);
MakeShardedPath(ShardedPath, ChunkHash, /* out */ Shard2len);
RwLock::SharedLockScope _(LockForHash(ChunkHash));
std::error_code Ec;
if (std::filesystem::exists(ShardedPath.c_str(), Ec))
{
return true;
}
return false;
}
void
FileCasStrategy::FilterChunks(CasChunkSet& InOutChunks)
{
// NOTE: it's not a problem now, but in the future if a GC should happen while this
// is in flight, the result could be wrong since chunks could go away in the meantime.
//
// It would be good to have a pinning mechanism to make this less likely but
// given that chunks could go away at any point after the results are returned to
// a caller, this is something which needs to be taken into account by anyone consuming
// this functionality in any case
std::unordered_set<IoHash> HaveSet;
for (const IoHash& Hash : InOutChunks.GetChunkSet())
{
if (HaveChunk(Hash))
{
HaveSet.insert(Hash);
}
}
for (const IoHash& Hash : HaveSet)
{
InOutChunks.RemoveIfPresent(Hash);
}
}
void
FileCasStrategy::IterateChunks(std::function<void(const IoHash& Hash, BasicFile& PayloadFile)>&& Callback)
{
struct Visitor : public FileSystemTraversal::TreeVisitor
{
Visitor(const std::filesystem::path& RootDir) : RootDirectory(RootDir) {}
virtual void VisitFile(const std::filesystem::path& Parent, const std::wstring_view& File, uint64_t FileSize) override
{
ZEN_UNUSED(FileSize);
std::filesystem::path RelPath = std::filesystem::relative(Parent, RootDirectory);
std::wstring PathString = RelPath.native();
if ((PathString.size() == (3 + 2 + 1)) && (File.size() == (40 - 3 - 2)))
{
if (PathString.at(3) == std::filesystem::path::preferred_separator)
{
PathString.erase(3, 1);
}
PathString.append(File);
StringBuilder<64> Utf8;
WideToUtf8(PathString, Utf8);
// TODO: should validate that we're actually dealing with a valid hex string here
IoHash NameHash = IoHash::FromHexString({Utf8.Data(), Utf8.Size()});
BasicFile PayloadFile;
std::error_code Ec;
PayloadFile.Open(Parent / File, false, Ec);
if (!Ec)
{
Callback(NameHash, PayloadFile);
}
}
}
virtual bool VisitDirectory([[maybe_unused]] const std::filesystem::path& Parent,
[[maybe_unused]] const std::wstring_view& DirectoryName)
{
return true;
}
const std::filesystem::path& RootDirectory;
std::function<void(const IoHash& Hash, BasicFile& PayloadFile)> Callback;
} CasVisitor{m_Config.RootDirectory};
CasVisitor.Callback = std::move(Callback);
FileSystemTraversal Traversal;
Traversal.TraverseFileSystem(m_Config.RootDirectory, CasVisitor);
}
void
FileCasStrategy::Flush()
{
// Since we don't keep files open after writing there's nothing specific
// to flush here.
//
// Depending on what semantics we want Flush() to provide, it could be
// argued that this should just flush the volume which we are using to
// store the CAS files on here, to ensure metadata is flushed along
// with file data
//
// Related: to facilitate more targeted validation during recovery we could
// maintain a log of when chunks were created
}
void
FileCasStrategy::Scrub(ScrubContext& Ctx)
{
std::vector<IoHash> BadHashes;
IterateChunks([&](const IoHash& Hash, BasicFile& Payload) {
IoHashStream Hasher;
Payload.StreamFile([&](const void* Data, size_t Size) { Hasher.Append(Data, Size); });
IoHash ComputedHash = Hasher.GetHash();
if (ComputedHash != Hash)
{
BadHashes.push_back(Hash);
}
});
Ctx.ReportBadChunks(BadHashes);
}
void
FileCasStrategy::GarbageCollect(GcContext& GcCtx)
{
ZEN_UNUSED(GcCtx);
}
} // namespace zen
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