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All rights reserved. */ // A lot of the code in here wouldn't be needed if the destructor // for BEntryList was virtual // ToDo: // get rid of all BEntryList API's in here, replace them with EntryListBase ones #ifndef __ENTRY_ITERATOR__ #define __ENTRY_ITERATOR__ #include #include "ObjectList.h" #include "NodeWalker.h" namespace BPrivate { class EntryListBase : public BEntryList { // this is what BEntryList should have been public: EntryListBase(); virtual ~EntryListBase() {} virtual status_t InitCheck() const; virtual status_t GetNextEntry(BEntry *entry, bool traverse = false) = 0; virtual status_t GetNextRef(entry_ref *ref) = 0; virtual int32 GetNextDirents(struct dirent *buffer, size_t length, int32 count = INT_MAX) = 0; virtual status_t Rewind() = 0; virtual int32 CountEntries() = 0; static dirent *Next(dirent *); protected: status_t fStatus; }; class TWalkerWrapper : public EntryListBase { // this is to be able to use TWalker polymorfically as BEntryListBase public: TWalkerWrapper(WALKER_NS::TWalker *walker); virtual ~TWalkerWrapper(); virtual status_t InitCheck() const; virtual status_t GetNextEntry(BEntry *entry, bool traverse = false); virtual status_t GetNextRef(entry_ref *ref); virtual int32 GetNextDirents(struct dirent *buffer, size_t length, int32 count = INT_MAX); virtual status_t Rewind(); virtual int32 CountEntries(); protected: WALKER_NS::TWalker *fWalker; status_t fStatus; }; const int32 kDirentBufferSize = 10 * 1024; class CachedEntryIterator : public EntryListBase { public: // takes any iterator and runs it through a cache of a specified size // used to cluster entry_ref reads together, away from node accesses // // each chunk of iterators in the cache are then returned in an order, // sorted by their i-node number -- this turns out to give quite a bit // better performance over just using the order in which they show up using // the default BEntryList iterator subclass CachedEntryIterator(BEntryList *iterator, int32 numEntries, bool sortInodes = false); // CachedEntryIterator does not get to own the virtual ~CachedEntryIterator(); virtual status_t GetNextEntry(BEntry *entry, bool traverse = false); virtual status_t GetNextRef(entry_ref *ref); virtual int32 GetNextDirents(struct dirent *buffer, size_t length, int32 count = INT_MAX); virtual status_t Rewind(); virtual int32 CountEntries(); virtual void SetTo(BEntryList *iterator); // CachedEntryIterator does not get to own the private: BEntryList *fIterator; entry_ref *fEntryRefBuffer; int32 fCacheSize; int32 fNumEntries; int32 fIndex; dirent *fDirentBuffer; dirent *fCurrentDirent; bool fSortInodes; BObjectList *fSortedList; BEntry *fEntryBuffer; }; class DirectoryEntryList : public EntryListBase { public: DirectoryEntryList(const BDirectory &); virtual status_t GetNextEntry(BEntry *entry, bool traverse = false); virtual status_t GetNextRef(entry_ref *ref); virtual int32 GetNextDirents(struct dirent *buffer, size_t length, int32 count = INT_MAX); virtual status_t Rewind(); virtual int32 CountEntries(); private: BDirectory fDir; }; class CachedDirectoryEntryList : public CachedEntryIterator { // this class is to work around not being able to delete // BEntryList polymorfically - need to have a special // caching entry list iterator for directories public: CachedDirectoryEntryList(const BDirectory &); virtual ~CachedDirectoryEntryList(); private: BDirectory fDir; }; class EntryIteratorList : public EntryListBase { // This wraps up several BEntryList style iterators and // iterates them all, going from one to the other as it finishes // up each of them public: EntryIteratorList(); virtual ~EntryIteratorList(); void AddItem(BEntryList *); // list gets to own walkers virtual status_t GetNextEntry(BEntry *entry, bool traverse = false); virtual status_t GetNextRef(entry_ref *ref); virtual int32 GetNextDirents(struct dirent *buffer, size_t length, int32 count = INT_MAX); virtual status_t Rewind(); virtual int32 CountEntries(); protected: BObjectList fList; int32 fCurrentIndex; }; class CachedEntryIteratorList : public CachedEntryIterator { public: CachedEntryIteratorList(); void AddItem(BEntryList *); protected: EntryIteratorList fIteratorList; }; } // namespace BPrivate using namespace BPrivate; #endif