mirror of
https://github.com/nestriness/cdc-file-transfer.git
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98 lines
3.6 KiB
C++
98 lines
3.6 KiB
C++
/*
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* Copyright 2022 Google LLC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef CDC_STREAM_ASSET_STREAM_SERVER_H_
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#define CDC_STREAM_ASSET_STREAM_SERVER_H_
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#include <memory>
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#include <string>
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#include "absl/status/status.h"
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#include "absl/time/time.h"
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#include "manifest/manifest_proto_defs.h"
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namespace cdc_ft {
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// Handles an event when content is transmitted from the workstation to a
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// gamelet.
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// |byte_count| number of bytes transferred during the session so far.
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// |chunk_count| number of chunks transferred during the session so far.
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// |instance_id| instance id, which identifies the session.
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using ContentSentHandler = std::function<void(
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size_t byte_count, size_t chunk_count, std::string instance_id)>;
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// Handles requests to prioritize the given list of assets while updating the
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// manifest. |rel_paths| relative Unix paths of assets to prioritize.
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using PrioritizeAssetsHandler =
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std::function<void(std::vector<std::string> rel_paths)>;
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class DataStoreReader;
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class FileChunkMap;
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enum class AssetStreamServerType { kGrpc, kTest };
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class AssetStreamServer {
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public:
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// Returns AssetStreamServer of |type|.
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// |src_dir| is the directory on the workstation to mount.
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// |data_store_reader| is responsible for loading content by ID.
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// |file_chunks| is used for mapping data chunk ids to file locations.
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// |content_sent| handles event when data is transferred from the workstation
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// to a gamelet.
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static std::unique_ptr<AssetStreamServer> Create(
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AssetStreamServerType type, std::string src_dir,
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DataStoreReader* data_store_reader, FileChunkMap* file_chunks,
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ContentSentHandler content_sent, PrioritizeAssetsHandler prio_assets);
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AssetStreamServer(const AssetStreamServer& other) = delete;
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AssetStreamServer& operator=(const AssetStreamServer& other) = delete;
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virtual ~AssetStreamServer() = default;
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// Starts the asset stream server on the given |port|.
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// Asserts that the server is not yet running.
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virtual absl::Status Start(int port) = 0;
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// Sets |manifest_id| to be distributed to gamelets.
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// Thread-safe.
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virtual void SetManifestId(const ContentIdProto& manifest_id) = 0;
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// Waits until the FUSE for the given |instance| id has acknowledged the
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// reception of the currently set manifest id. Returns a DeadlineExceeded
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// error if the ack is not received within the given |timeout|.
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// Thread-safe.
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virtual absl::Status WaitForManifestAck(const std::string& instance,
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absl::Duration timeout) = 0;
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// Stops internal services and waits for the server to shut down.
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virtual void Shutdown() = 0;
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// Returns the used manifest id.
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// Thread-safe.
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virtual ContentIdProto GetManifestId() const = 0;
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protected:
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// Creates a new asset streaming server.
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// |src_dir| is the directory on the workstation to mount.
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// |data_store_reader| is responsible for loading content by ID.
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// |file_chunks| is used for mapping data chunk ids to file locations.
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AssetStreamServer(std::string src_dir, DataStoreReader* data_store_reader,
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FileChunkMap* file_chunks);
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};
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} // namespace cdc_ft
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#endif // CDC_STREAM_ASSET_STREAM_SERVER_H_
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