blob: cf6da5016fcdfa0a6ee06c0dbed23c70526a0b87 [file] [log] [blame]
// Copyright 2017 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 COMPONENTS_FEATURE_ENGAGEMENT_INTERNAL_IN_MEMORY_EVENT_STORE_H_
#define COMPONENTS_FEATURE_ENGAGEMENT_INTERNAL_IN_MEMORY_EVENT_STORE_H_
#include <vector>
#include "base/macros.h"
#include "components/feature_engagement/internal/event_store.h"
namespace feature_engagement {
// An InMemoryEventStore provides a DB layer that stores all data in-memory.
// All data is made available to this class during construction, and can be
// loaded once by a caller. All calls to WriteEvent(...) are ignored.
class InMemoryEventStore : public EventStore {
public:
explicit InMemoryEventStore(std::unique_ptr<std::vector<Event>> events);
InMemoryEventStore();
~InMemoryEventStore() override;
// EventStore implementation.
void Load(const OnLoadedCallback& callback) override;
bool IsReady() const override;
void WriteEvent(const Event& event) override;
void DeleteEvent(const std::string& event_name) override;
protected:
// Posts the result of loading and sets up the ready state.
// Protected and virtual for testing.
virtual void HandleLoadResult(const OnLoadedCallback& callback, bool success);
private:
// All events that this in-memory store was constructed with. This will be
// reset when Load(...) is called.
std::unique_ptr<std::vector<Event>> events_;
// Whether the store is ready or not. It is true after Load(...) has been
// invoked.
bool ready_;
DISALLOW_COPY_AND_ASSIGN(InMemoryEventStore);
};
} // namespace feature_engagement
#endif // COMPONENTS_FEATURE_ENGAGEMENT_INTERNAL_IN_MEMORY_EVENT_STORE_H_