49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#pragma once
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#include <string>
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#include "data_structures/concurrent/concurrent_map.hpp"
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#include "utils/counters/atomic_counter.hpp"
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#include "utils/option.hpp"
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#include "storage/model/properties/property_family.hpp"
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#include "storage/vertex_record.hpp"
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class DbTransaction;
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class VertexAccessor;
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using VertexPropertyFamily = PropertyFamily<TypeGroupVertex>;
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template <class K>
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using VertexIndexBase = IndexBase<TypeGroupVertex, K>;
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class Vertices
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{
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public:
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using vertices_t = ConcurrentMap<uint64_t, VertexRecord>;
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using prop_familys_t =
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ConcurrentMap<std::string, std::unique_ptr<VertexPropertyFamily>>;
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vertices_t::Accessor access();
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Option<const VertexAccessor> find(DbTransaction &t, const Id &id);
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// Creates new Vertex and returns filled VertexAccessor.
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VertexAccessor insert(DbTransaction &t);
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// TODO: how can I know how many elements exist
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// without iterating through all of them? MVCC?
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VertexPropertyFamily &
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property_family_find_or_create(const std::string &name);
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prop_familys_t::Accessor property_family_access();
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private:
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vertices_t vertices;
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// TODO: Because families wont be removed this could be done with more
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// efficent
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// data structure.
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prop_familys_t prop_familys;
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AtomicCounter<uint64_t> counter;
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};
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