blob: fb51f0dc97290cebbb37569f62e74c65e03e340e [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_
#define WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_
#include <string>
#include <vector>
#include "base/file_path.h"
#include "base/memory/scoped_ptr.h"
#include "base/time.h"
namespace tracked_objects {
class Location;
}
namespace leveldb {
class DB;
class Status;
class WriteBatch;
}
namespace fileapi {
// This class WILL NOT protect you against producing directory loops, giving an
// empty directory a backing data file, giving two files the same backing file,
// or pointing to a nonexistent backing file. It does no file IO other than
// that involved with talking to its underlying database. It does not create or
// in any way touch real files; it only creates path entries in its database.
// TODO(ericu): Safe mode, which does more checks such as the above on debug
// builds.
// TODO(ericu): Add a method that will give a unique filename for a data file.
class FileSystemDirectoryDatabase {
public:
typedef int64 FileId;
struct FileInfo {
FileInfo();
~FileInfo();
bool is_directory() const {
return data_path.empty();
}
FileId parent_id;
FilePath data_path;
FilePath::StringType name;
// This modification time is valid only for directories, not files, as
// FileWriter will get the files out of sync.
// For files, look at the modification time of the underlying data_path.
base::Time modification_time;
};
explicit FileSystemDirectoryDatabase(
const FilePath& filesystem_data_directory);
~FileSystemDirectoryDatabase();
bool GetChildWithName(
FileId parent_id, const FilePath::StringType& name, FileId* child_id);
bool GetFileWithPath(const FilePath& path, FileId* file_id);
// ListChildren will succeed, returning 0 children, if parent_id doesn't
// exist.
bool ListChildren(FileId parent_id, std::vector<FileId>* children);
bool GetFileInfo(FileId file_id, FileInfo* info);
bool AddFileInfo(const FileInfo& info, FileId* file_id);
bool RemoveFileInfo(FileId file_id);
// This does a full update of the FileInfo, and is what you'd use for moves
// and renames. If you just want to update the modification_time, use
// UpdateModificationTime.
bool UpdateFileInfo(FileId file_id, const FileInfo& info);
bool UpdateModificationTime(
FileId file_id, const base::Time& modification_time);
// This is used for an overwriting move of a file [not a directory] on top of
// another file [also not a directory]; we need to alter two files' info in a
// single transaction to avoid weird backing file references in the event of a
// partial failure.
bool OverwritingMoveFile(FileId src_file_id, FileId dest_file_id);
// This produces the series 0, 1, 2..., starting at 0 when the underlying
// filesystem is first created, and maintaining state across
// creation/destruction of FileSystemDirectoryDatabase objects.
bool GetNextInteger(int64* next);
// Returns true if the database looks consistent with local filesystem.
bool IsFileSystemConsistent();
static bool DestroyDatabase(const FilePath& path);
private:
enum RecoveryOption {
DELETE_ON_CORRUPTION,
REPAIR_ON_CORRUPTION,
FAIL_ON_CORRUPTION,
};
friend class FileSystemDirectoryDatabaseTest;
bool Init(RecoveryOption recovery_option);
bool RepairDatabase(const std::string& db_path);
void ReportInitStatus(const leveldb::Status& status);
bool StoreDefaultValues();
bool GetLastFileId(FileId* file_id);
bool VerifyIsDirectory(FileId file_id);
bool AddFileInfoHelper(
const FileInfo& info, FileId file_id, leveldb::WriteBatch* batch);
bool RemoveFileInfoHelper(FileId file_id, leveldb::WriteBatch* batch);
void HandleError(const tracked_objects::Location& from_here,
const leveldb::Status& status);
FilePath filesystem_data_directory_;
scoped_ptr<leveldb::DB> db_;
base::Time last_reported_time_;
DISALLOW_COPY_AND_ASSIGN(FileSystemDirectoryDatabase);
};
} // namespace fileapi
#endif // WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_