99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
#pragma once
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#include <solanaceae/contact/components.hpp>
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#include <solanaceae/message3/components.hpp>
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#include <solanaceae/message3/registry_message_model.hpp>
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#include <solanaceae/util/bitset.hpp>
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#include <entt/container/dense_set.hpp>
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#include "./ft1_sha1_info.hpp"
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#include "./hash_utils.hpp"
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#include <vector>
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// TODO: rename to object components
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namespace Components {
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struct Messages {
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// dense set instead?
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std::vector<Message3Handle> messages;
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};
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using FT1InfoSHA1 = FT1InfoSHA1;
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struct FT1InfoSHA1Data {
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std::vector<uint8_t> data;
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};
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struct FT1InfoSHA1Hash {
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std::vector<uint8_t> hash;
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};
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struct FT1ChunkSHA1Cache {
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// TODO: extract have_chunk, have_all and have_count to generic comp
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// have_chunk is the size of info.chunks.size(), or empty if have_all
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// keep in mind bitset rounds up to 8s
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BitSet have_chunk{0};
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bool have_all {false};
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size_t have_count {0};
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entt::dense_map<SHA1Digest, std::vector<size_t>> chunk_hash_to_index;
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std::vector<size_t> chunkIndices(const SHA1Digest& hash) const;
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bool haveChunk(const SHA1Digest& hash) const;
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};
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struct FT1ChunkSHA1Requested {
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// requested chunks with a timer since last request
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struct Entry {
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float timer {0.f};
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Contact3 c {entt::null};
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};
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entt::dense_map<size_t, Entry> chunks;
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};
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// TODO: once announce is shipped, remove the "Suspected"
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struct SuspectedParticipants {
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entt::dense_set<Contact3> participants;
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};
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struct RemoteHave {
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struct Entry {
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bool have_all {false};
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BitSet have;
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};
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entt::dense_map<Contact3, Entry> others;
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};
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struct ReRequestInfoTimer {
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float timer {0.f};
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};
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struct DownloadPriority {
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// download/retreival priority in comparison to other objects
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// not all backends implement this
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// priority can be weak, meaning low priority dls will still get transfer activity, just less often
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enum class Priority {
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HIGHER,
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HIGH,
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NORMAL,
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LOW,
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LOWER,
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} p = Priority::NORMAL;
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};
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struct ReadHeadHint {
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// points to the first byte we want
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// this is just a hint, that can be set from outside
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// to guide the sequential "piece picker" strategy
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// ? the strategy *should* set this to the first byte we dont yet have
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uint64_t offset_into_file {0u};
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};
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} // Components
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