# Filesystem ```admonish warning I have *no* idea what I'm doing here. If you do, *please* let me know, and fix this! This is just some light brainstorming of how I think this might work. ``` ## Prelude Right now, [actors](/development/design/actor.md) are stored in **RAM** only. But, what if we want them to be persistent on system reboot? They need to be saved to the disk. I don't want to provide a simple filesystem interface to programs like **UNIX** does however. Instead, all data should be just stored in *actors*, then the actors will decide whether or not they should be saved. They can save at any time, save immediately, or just save on a *shutdown* signal. Therefore, the "filesystem" code will just be a library that's simple a low-level interface for the `kernel` to use. *Actors* will simply make requests to save. ## Filesystem Layout ### Partition A virtual section of the disk. It's identified simply by numerical order. ```rust const BOOT_SIZE: u64; // How large the BOOT partition will be const LABEL_SIZE: u64; // Number of characters that can be used in the partition label struct PartitionHeader { boot: bool, // Boot flag label: [char; LABEL_SIZE], // Human-readable label. Not UTF-8 though :/ num_chunks: u64, // Chunks in this partition } ``` ### Chunk Small pieces that each partition is split into. Contains fixed-length metadata (checksum, extension flag, uuid) at the beginning, and then arbitrary data afterwards. If the saved data exceeds past a single chunk, the `extends` flag is set. Additionally, it has a **UUID** generated via [lolid](https://lib.rs/crates/lolid) to enable identifying a specific chunk. ```rust const CHUNK_SIZE: u16; // Example static chunk size struct Chunk { checksum: u64, extends: bool, encrypted: bool, uuid: Uuid, data: [u8; CHUNK_SIZE], } ``` This struct is then encoded into bytes and written to the disk. Drivers for the disk are *to be implemented*. It *should* be possible to do autodetection, and maybe for *Actors* to specify which disk/partition they want to be saved to. Compression of the data should also be possible, due to `bincode` supporting [flate2](https://lib.rs/crates/flate2) compression. Similarely **AES** encryption can be used, and this allows for only specific chunks to be encrypted.[^encryption] ### Reading On boot, we start executing code from the beginning of the disk (the boot partition, although that's meaningless at this point). 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). 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. 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. Also, we are able to verify data. Before passing off the data, we re-hash it using [HighwayHash](https://lib.rs/crates/highway) to see if it matches. If it does, we simply pass it along like normal. If not, we refuse, and send an error [message](/development/design/actor.md#messages). ### Writing 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. We *hash* the data first to generate a checksum, and set proper metadata if the data extends past the `CHUNK_SIZE`. ### Permissions Again, whether actors can: - Write to a specific disk/partition - Write to disk at all - Read from disk will be determined via [capabilities](/development/design/actor.md#ocap) ### To-Do - Snapshots - Isolation [^encryption]: Specific details to be figured out later [^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**? [^free_chunk]: Again, no idea how.