solanaceae_ngc_ft1/solanaceae/ngc_ft1_sha1/chunk_picker.hpp

77 lines
1.9 KiB
C++

#pragma once
#include <solanaceae/contact/contact_model3.hpp>
#include <solanaceae/object_store/object_store.hpp>
#include "./components.hpp"
#include "./receiving_transfers.hpp"
#include <entt/container/dense_map.hpp>
#include <entt/container/dense_set.hpp>
#include <cstddef>
#include <cstdint>
#include <random>
//#include <solanaceae/ngc_ft1/ngcft1.hpp>
// goal is to always keep 2 transfers running and X(6) requests queued up
// per peer
struct ChunkPickerUpdateTag {};
struct ChunkPickerTimer {
// adds update tag on 0
float timer {0.f};
};
// contact component?
struct ChunkPicker {
// max transfers
static constexpr size_t max_tf_info_requests {1};
static constexpr size_t max_tf_chunk_requests {3}; // TODO: dynamic, function/factor of (window(delay*speed)/chunksize)
// TODO: cheaper init? tls rng for deep seeding?
std::minstd_rand _rng{std::random_device{}()};
// TODO: handle with hash utils?
struct ParticipationEntry {
ParticipationEntry(void) {}
ParticipationEntry(uint16_t s) : should_skip(s) {}
// skips in round robin -> lower should_skip => higher priority
// TODO: replace with enum value
uint16_t should_skip {2}; // 0 high, 8 low (double each time? 0,1,2,4,8)
uint16_t skips {0};
};
entt::dense_map<Object, ParticipationEntry> participating_unfinished;
Object participating_in_last {entt::null};
private: // TODO: properly sort
// updates participating_unfinished
void updateParticipation(
Contact3Handle c,
ObjectRegistry& objreg
);
public:
// ---------- tick ----------
//void sendInfoRequests();
// is this like a system?
struct ContentChunkR {
ObjectHandle object;
size_t chunk_index;
};
// returns list of chunks to request
[[nodiscard]] std::vector<ContentChunkR> updateChunkRequests(
Contact3Handle c,
ObjectRegistry& objreg,
ReceivingTransfers& rt,
const size_t open_requests
//NGCFT1& nft
);
};