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merge impl-v2: server
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89
server/src/file_route.rs
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89
server/src/file_route.rs
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use std::path::{Path, PathBuf, Component};
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use partition::Partition;
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// TODO: Change backing data structure to use a single allocation with slices
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// taken out of it for each portion
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
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pub struct FileRoute {
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pub partition: String,
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pub route: Vec<String>,
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}
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impl FileRoute {
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pub fn from_path(path: &Path, partition: &Partition) -> Option<FileRoute> {
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assert!(path.is_absolute());
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let relative_path = path.strip_prefix(&partition.path).ok()?;
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let mut route = Vec::new();
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for component in relative_path.components() {
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match component {
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Component::Normal(piece) => {
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route.push(piece.to_string_lossy().into_owned());
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},
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_ => panic!("Unexpected path component: {:?}", component),
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}
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}
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Some(FileRoute {
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partition: partition.name.clone(),
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route,
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})
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}
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pub fn parent(&self) -> Option<FileRoute> {
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if self.route.len() == 0 {
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return None;
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}
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let mut new_route = self.route.clone();
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new_route.pop();
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Some(FileRoute {
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partition: self.partition.clone(),
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route: new_route,
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})
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}
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/// Creates a PathBuf out of the `FileRoute` based on the given partition
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/// `Path`.
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pub fn to_path_buf(&self, partition_path: &Path) -> PathBuf {
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let mut result = partition_path.to_path_buf();
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for route_piece in &self.route {
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result.push(route_piece);
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}
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result
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}
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/// Creates a version of the FileRoute with the given extra pieces appended
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/// to the end.
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pub fn extended_with(&self, pieces: &[&str]) -> FileRoute {
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let mut result = self.clone();
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for piece in pieces {
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result.route.push(piece.to_string());
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}
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result
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}
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/// This function is totally wrong and should be handled by middleware, heh.
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pub fn name(&self, partition: &Partition) -> String { // I guess??
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if self.route.len() == 0 {
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// This FileRoute refers to the partition itself
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if partition.target.len() == 0 {
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// We're targeting the game!
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"game".to_string()
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} else {
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partition.target.last().unwrap().clone()
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}
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} else {
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// This FileRoute refers to an item in a partition
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self.route.last().unwrap().clone()
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}
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}
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}
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