Add basic filesystem ideas writeup
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- [Security Features]()
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- [Microkernel]()
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- [GUI]()
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- [Filesystem]()
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- [Filesystem](development/design/filesystem.md)
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- [Configuring a Build Environment](development/environment.md)
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- [Development Workflow](development/workflow.md)
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- [Using the OS](user/README.md)
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# Filesystem
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```admonish warning
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I have *no* idea what I'm doing here. If you do, *please* let me know, and fix this!
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This is just some light brainstorming of how I think this might work.
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```
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## Prelude
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Right now, [actors](/development/design/actor.md) are stored in **RAM** only.
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But, what if we want them to be persistent on system reboot? They need to be saved to the disk.
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I don't want to provide a simple filesystem interface to programs like **UNIX** does however.
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Instead, all data should be just stored in *actors*, then the actors will decide whether or not they should be saved.
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They can save at any time, save immediately, or just save on a *shutdown* signal.
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Therefore, the "filesystem" code will just be a library that's simple a low-level interface for actors to use.
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## Filesystem Layout
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### Partition
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A virtual section of the disk.
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- **BOOT Partition:** Fixed-size partition at the beginning of the disk, containing the kernel code, and info about the other partitions.
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- **DATA Partition:** Fixed-size partition containing misc. *Actor* data
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- **USER Partition:** Contains all data from the `User` [namespace](/development/design/actor.md#namespaces)
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```rust
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enum PartitionLabel {
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Boot,
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Data,
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User,
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}
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struct PartitionHeader {
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label: PartitionLabel,
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num_chunks: u64, // Chunks in this partition
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}
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```
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### Chunk
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Small pieces that each partition is split into.
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Contains fixed-length metadata (checksum, dates) at the beginning, and then arbitrary data afterwards.
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If the saved data exceeds past a single chunk, the metadata lists this.
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```rust
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struct Chunk {
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checksum: u64,
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extends: bool,
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data: [u8; 512],
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}
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```
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This struct is then encoded into bytes and written to the disk. Drivers for the disk are *to be implemented*.
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It *should* be possible to do autodetection, and maybe for *Actors* to specify which disk/partition they want to be saved to.
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### Reading
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On boot, we start executing code from the beginning of the disk (the boot partition, although that's meaningless at this point).
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The `kernel` then reads in bytes from the first partition *(as the **BOOT** partition is fixed-size, we know when this starts)* into memory, serializing it into a `PartitionHeader` struct via [bincode](https://lib.rs/crates/bincode).
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From here, as we have a fixed `CHUNK_SIZE`, and know how many chunks are in our first partition, we can read from any chunk on any partition now.
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On startup, an *Actor* can request to read data from the disk. If it has the right [capabilities](/development/design/actor.md#ocap), we find the chunk it's looking for[^find_chunk], parse the data (using `bincode` again), and send it back.
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Also, we are able to verify data. Before passing off the data, we re-hash it using [ahash](https://lib.rs/crates/ahash) to see if it matches.
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If it does, we simply pass it along like normal. If not, we refuse, and send an error [message](/development/design/actor.md#messages).
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### Writing
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Writing uses a similar process. An *Actor* can request to write data. If it has proper capabilties, we serialize the data, allocate a free chunk[^free_chunk], and write to it.
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We *hash* the data first to generate a checksum, and set proper metadata if the data extends past the `CHUNK_SIZE`.
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### Permissions
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Again, whether actors can:
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- Write to a specific disk/partition
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- Write to disk at all
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- Read from disk
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will be determined via [capabilities](/development/design/actor.md#ocap)
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[^find_chunk]: Currently via magic. I have no idea how to do this other than a simple search. Maybe generate an index, or use a **UUID**?
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[^free_chunk]: Again, no idea how.
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