solanaceae_ngc_ft1/solanaceae/ngc_ft1_sha1/components.hpp

130 lines
2.9 KiB
C++

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