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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include <zencore/zencore.h>

#include <zencore/iobuffer.h>
#include <zencore/iohash.h>
#include <zencore/string.h>
#include <zencore/thread.h>
#include <zenstore/cas.h>

#include <functional>

namespace zen {

class BasicFile;

/** CAS storage strategy using a file-per-chunk storage strategy
*/

struct FileCasStrategy
{
	FileCasStrategy(const CasStoreConfiguration& Config);
	~FileCasStrategy();

	CasStore::InsertResult InsertChunk(const void* ChunkData, size_t ChunkSize, const IoHash& ChunkHash);
	CasStore::InsertResult InsertChunk(IoBuffer Chunk, const IoHash& ChunkHash);
	IoBuffer			   FindChunk(const IoHash& ChunkHash);
	bool				   HaveChunk(const IoHash& ChunkHash);
	void				   FilterChunks(CasChunkSet& InOutChunks);
	void				   Flush();
	void				   GarbageCollect(GcContext& GcCtx);
	void				   Scrub(ScrubContext& Ctx);

private:
	const CasStoreConfiguration& m_Config;
	RwLock						 m_Lock;
	RwLock						 m_ShardLocks[256];	 // TODO: these should be spaced out so they don't share cache lines

	inline RwLock&				  LockForHash(const IoHash& Hash) { return m_ShardLocks[Hash.Hash[19]]; }
	static WideStringBuilderBase& MakeShardedPath(WideStringBuilderBase& ShardedPath, const IoHash& ChunkHash, size_t& OutShard2len);
	void						  IterateChunks(std::function<void(const IoHash& Hash, BasicFile& PayloadFile)>&& Callback);
};

}  // namespace zen