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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
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