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// Copyright 2015 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_STORAGE_STORAGE_MANAGER_H_
#define COBALT_STORAGE_STORAGE_MANAGER_H_
#include <vector>
#include "base/callback.h"
#include "base/memory/scoped_ptr.h"
#include "base/message_loop.h"
#include "base/synchronization/waitable_event.h"
#include "base/threading/thread.h"
#include "base/threading/thread_checker.h"
#include "base/timer.h"
#include "cobalt/storage/savegame_thread.h"
#include "cobalt/storage/sql_vfs.h"
#include "cobalt/storage/upgrade/upgrade_reader.h"
#include "cobalt/storage/virtual_file_system.h"
#include "sql/connection.h"
namespace cobalt {
namespace storage {
class SqlContext;
// StorageManager manages a SQLite database containing cookies and local
// storage data. On most platforms, this is written to disk as a savegame
// using platform APIs. On Linux/Windows, it's a regular file.
// Internally this runs two threads: one thread to perform blocking I/O,
// and one where SQL operations occur. Users are expected to access the
// database via an SqlContext, which can be obtained with GetSqlContext().
// The callback to GetSqlCallback will run on the SQL thread.
// Operations on SqlContext will block the SQL thread until the savegame
// is loaded.
class StorageManager {
public:
// Support for "upgrade" of legacy save data that may have been generated by
// a platform other than Steel/Cobalt. If save data in the upgrade format is
// detected, the |OnUpgrade| method will be called on |upgrade_handler_|.
class UpgradeHandler {
public:
virtual ~UpgradeHandler() {}
virtual void OnUpgrade(StorageManager* storage, const char* data,
int size) = 0;
};
struct Options {
Savegame::Options savegame_options;
};
typedef base::Callback<void(SqlContext*)> SqlCallback;
// Database version "2" indicates that this was created by Steel v1.x.
// Database version "0" indicates that this was created by v2.x beta,
// patches 0-3. Version "0" is a default from sqlite3 because these
// versions of the application did not set this value at all.
// Database version "3" indicates that the schema versions of individual
// tables should be tracked in SchemaTable.
static const int kDatabaseUserVersion = 3;
// Schema-related error codes. See GetSchemaVersion().
enum {
kSchemaTableIsNew = -1,
kSchemaVersionLost = -2,
};
StorageManager(scoped_ptr<UpgradeHandler> upgrade_handler,
const Options& options);
virtual ~StorageManager();
// Obtain the SqlContext for our database.
// |callback| will be called with an SqlContext that can be used to operate on
// the database. The callback will run on the storage manager's message loop.
void GetSqlContext(const SqlCallback& callback);
// Schedule a write of our database to disk to happen at some point in the
// future after a change occurs. Multiple calls to Flush() do not necessarily
// result in multiple writes to disk.
// This call returns immediately.
void FlushOnChange();
// Triggers a write to disk to happen immediately. Each call to FlushNow()
// will result in a write to disk.
// |callback|, if provided, will be called when the I/O has completed,
// and will be run on the storage manager's IO thread.
// This call returns immediately.
void FlushNow(const base::Closure& callback);
const Options& options() const { return options_; }
UpgradeHandler* upgrade_handler() const { return upgrade_handler_.get(); }
protected:
// Queues a flush to be executed as soon as possible. As soon as possible
// will be as soon as any existing flush completes, or right away if no
// existing flush is happening. Note that it is protected and virtual for
// white box testing purposes.
virtual void QueueFlush(const base::Closure& callback);
private:
// SqlContext needs access to our internal APIs.
friend class SqlContext;
// Give StorageManagerTest access, so we can more easily test some internals.
friend class StorageManagerTest;
// Flushes all queued flushes to the savegame thread.
virtual void FlushInternal();
// Initialize the SQLite database. This blocks until the savegame load is
// complete.
void FinishInit();
// Stops any timers that are currently running.
void StopFlushOnChangeTimers();
// Callback when flush timer has elapsed.
void OnFlushOnChangeTimerFired();
// Logic to be executed on the SQL thread when a flush completes. Will
// dispatch |flush_processing_callbacks_| callbacks and execute a new flush
// if |flush_requested_| is true.
void OnFlushIOCompletedSQLCallback();
// This function will not return until all queued I/O is completed. Since
// it will require the SQL message loop to process, it must be called from
// outside the SQL message loop (such as from StorageManager's destructor).
void FinishIO();
// Called by the destructor, to ensure we destroy certain objects on the
// sql thread.
void OnDestroy();
// Internal API for use by SqlContext.
sql::Connection* sql_connection();
bool GetSchemaVersion(const char* table_name, int* schema_version);
void UpdateSchemaVersion(const char* table_name, int version);
// Upgrade handler used if upgrade save data is detected.
scoped_ptr<UpgradeHandler> upgrade_handler_;
// Configuration options for the Storage Manager.
Options options_;
// Storage manager runs on its own thread. This is where SQL database
// operations are done.
scoped_ptr<base::Thread> sql_thread_;
scoped_refptr<base::MessageLoopProxy> sql_message_loop_;
// An interface to the storage manager's SQL database that will run on
// the correct thread.
scoped_ptr<SqlContext> sql_context_;
// The in-memory database connection.
scoped_ptr<sql::Connection> connection_;
// Virtual file system that contains our in-memory SQLite database.
scoped_ptr<VirtualFileSystem> vfs_;
// An interface between Sqlite and VirtualFileSystem.
scoped_ptr<SqlVfs> sql_vfs_;
// When the savegame is loaded at startup, we keep the raw data around
// until we can initialize the database on the correct thread.
scoped_ptr<Savegame::ByteVector> loaded_raw_bytes_;
// Timers that start running when FlushOnChange() is called. When the time
// elapses, we actually perform the write. This is a simple form of rate
// limiting I/O writes.
// |flush_on_last_change_timer_| is re-started on each change, enabling
// changes to collect if several happen within a short period of time.
// |flush_on_change_max_delay_timer_| starts on the first change and is never
// re-started, ensuring that the flush always occurs within its delay and
// cannot be pushed back indefinitely.
scoped_ptr<base::OneShotTimer<StorageManager> > flush_on_last_change_timer_;
scoped_ptr<base::OneShotTimer<StorageManager> >
flush_on_change_max_delay_timer_;
// See comments for for kDatabaseUserVersion.
int loaded_database_version_;
// false until the SQL database is fully configured.
bool initialized_;
// True if a flush is currently being processed on the storage message loop.
// In this case, we should not issue more flushes, but instead set
// |flush_requested_| to true to ensure that a new flush is submitted as
// soon as we are done processing the current one.
bool flush_processing_;
// The queue of callbacks that are should be called when the current flush
// completes. If this is not empty, then |flush_processing_| must be true.
std::vector<base::Closure> flush_processing_callbacks_;
// True if |flush_processing_| is true, but we would like to perform a new
// flush as soon as it completes.
bool flush_pending_;
// The queue of callbacks that will be called when the flush that follows
// the current flush completes. If this is non-empty, then |flush_pending_|
// must be true.
std::vector<base::Closure> flush_pending_callbacks_;
base::WaitableEvent no_flushes_pending_;
// An object that wraps Savegame inside of an I/O thread so that we can
// flush data asynchronously.
scoped_ptr<SavegameThread> savegame_thread_;
DISALLOW_COPY_AND_ASSIGN(StorageManager);
};
// Proxy for accessing StorageManager's SQL database in a thread-safe way.
// All access to the StorageManager's database should be done via an SqlContext.
// Only the StorageManager can create this class.
class SqlContext {
public:
sql::Connection* sql_connection() const {
return storage_manager_->sql_connection();
}
// Get the schema version for the given table.
// Returns false if the table does not exist, otherwise returns true
// and writes the version number to the schema_version pointer.
// schema_version will be set to kSchemaTableIsNew if the table exists,
// but the schema table was newly created in this session.
// schema_version will be set to kSchemaVersionLost if the table exists,
// and the schema table existed once before, but has since been lost.
// In this case, the schema version cannot be known or directly inferred.
bool GetSchemaVersion(const char* table_name, int* schema_version) {
return storage_manager_->GetSchemaVersion(table_name, schema_version);
}
// Updates the schema version for the given table.
// The version number must be greater than 0.
void UpdateSchemaVersion(const char* table_name, int version) {
return storage_manager_->UpdateSchemaVersion(table_name, version);
}
void FlushOnChange() { storage_manager_->FlushOnChange(); }
void FlushNow(const base::Closure& callback) {
storage_manager_->FlushNow(callback);
}
private:
StorageManager* storage_manager_;
explicit SqlContext(StorageManager* storage_manager)
: storage_manager_(storage_manager) {}
friend StorageManager::StorageManager(
scoped_ptr<StorageManager::UpgradeHandler> upgrade_handler,
const Options& options);
DISALLOW_COPY_AND_ASSIGN(SqlContext);
};
} // namespace storage
} // namespace cobalt
#endif // COBALT_STORAGE_STORAGE_MANAGER_H_