godot/core/io/remote_filesystem_client.h

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/**************************************************************************/
/* remote_filesystem_client.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef REMOTE_FILESYSTEM_CLIENT_H
#define REMOTE_FILESYSTEM_CLIENT_H
#include "core/io/ip_address.h"
#include "core/string/ustring.h"
#include "core/templates/hash_set.h"
#include "core/templates/local_vector.h"
class RemoteFilesystemClient {
String cache_path;
HashSet<String> validated_directories;
protected:
String _get_cache_path() { return cache_path; }
struct FileCache {
String path; // Local path (as in "folder/to/file.png")
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uint64_t server_modified_time = 0; // MD5 checksum.
uint64_t modified_time = 0;
};
virtual bool _is_configured() { return !cache_path.is_empty(); }
// Can be re-implemented per platform. If so, feel free to ignore get_cache_path()
virtual Vector<FileCache> _load_cache_file();
virtual Error _store_file(const String &p_path, const LocalVector<uint8_t> &p_file, uint64_t &modified_time);
virtual Error _remove_file(const String &p_path);
virtual Error _store_cache_file(const Vector<FileCache> &p_cache);
virtual Error _synchronize_with_server(const String &p_host, int p_port, const String &p_password, String &r_cache_path);
virtual void _update_cache_path(String &r_cache_path);
public:
Error synchronize_with_server(const String &p_host, int p_port, const String &p_password, String &r_cache_path);
virtual ~RemoteFilesystemClient() {}
};
#endif // REMOTE_FILESYSTEM_CLIENT_H