Integrate BACKBEAT SDK and resolve KACHING license validation
Major integrations and fixes: - Added BACKBEAT SDK integration for P2P operation timing - Implemented beat-aware status tracking for distributed operations - Added Docker secrets support for secure license management - Resolved KACHING license validation via HTTPS/TLS - Updated docker-compose configuration for clean stack deployment - Disabled rollback policies to prevent deployment failures - Added license credential storage (CHORUS-DEV-MULTI-001) Technical improvements: - BACKBEAT P2P operation tracking with phase management - Enhanced configuration system with file-based secrets - Improved error handling for license validation - Clean separation of KACHING and CHORUS deployment stacks 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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vendor/github.com/ipld/go-ipld-prime/datamodel/nodeBuilder.go
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vendor/github.com/ipld/go-ipld-prime/datamodel/nodeBuilder.go
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package datamodel
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// NodeAssembler is the interface that describes all the ways we can set values
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// in a node that's under construction.
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//
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// A NodeAssembler is about filling in data.
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// To create a new Node, you should start with a NodeBuilder (which contains a
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// superset of the NodeAssembler methods, and can return the finished Node
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// from its `Build` method).
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// While continuing to build a recursive structure from there,
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// you'll see NodeAssembler for all the child values.
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//
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// For filling scalar data, there's a `Assign{Kind}` method for each kind;
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// after calling one of these methods, the data is filled in, and the assembler is done.
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// For recursives, there are `BeginMap` and `BeginList` methods,
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// which return an object that needs further manipulation to fill in the contents.
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//
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// There is also one special method: `AssignNode`.
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// `AssignNode` takes another `Node` as a parameter,
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// and should should internally call one of the other `Assign*` or `Begin*` (and subsequent) functions
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// as appropriate for the kind of the `Node` it is given.
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// This is roughly equivalent to using the `Copy` function (and is often implemented using it!), but
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// `AssignNode` may also try to take faster shortcuts in some implementations, when it detects they're possible.
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// (For example, for typed nodes, if they're the same type, lots of checking can be skipped.
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// For nodes implemented with pointers, lots of copying can be skipped.
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// For nodes that can detect the argument has the same memory layout, faster copy mechanisms can be used; etc.)
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//
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// Why do both this and the NodeBuilder interface exist?
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// In short: NodeBuilder is when you want to cause an allocation;
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// NodeAssembler can be used to just "fill in" memory.
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// (In the internal gritty details: separate interfaces, one of which lacks a
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// `Build` method, helps us write efficient library internals: avoiding the
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// requirement to be able to return a Node at any random point in the process
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// relieves internals from needing to implement 'freeze' features.
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// This is useful in turn because implementing those 'freeze' features in a
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// language without first-class/compile-time support for them (as golang is)
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// would tend to push complexity and costs to execution time; we'd rather not.)
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type NodeAssembler interface {
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BeginMap(sizeHint int64) (MapAssembler, error)
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BeginList(sizeHint int64) (ListAssembler, error)
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AssignNull() error
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AssignBool(bool) error
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AssignInt(int64) error
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AssignFloat(float64) error
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AssignString(string) error
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AssignBytes([]byte) error
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AssignLink(Link) error
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AssignNode(Node) error // if you already have a completely constructed subtree, this method puts the whole thing in place at once.
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// Prototype returns a NodePrototype describing what kind of value we're assembling.
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//
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// You often don't need this (because you should be able to
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// just feed data and check errors), but it's here.
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//
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// Using `this.Prototype().NewBuilder()` to produce a new `Node`,
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// then giving that node to `this.AssignNode(n)` should always work.
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// (Note that this is not necessarily an _exclusive_ statement on what
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// sort of values will be accepted by `this.AssignNode(n)`.)
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Prototype() NodePrototype
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}
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// MapAssembler assembles a map node! (You guessed it.)
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//
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// Methods on MapAssembler must be called in a valid order:
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// assemble a key, then assemble a value, then loop as long as desired;
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// when finished, call 'Finish'.
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//
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// Incorrect order invocations will panic.
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// Calling AssembleKey twice in a row will panic;
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// calling AssembleValue before finishing using the NodeAssembler from AssembleKey will panic;
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// calling AssembleValue twice in a row will panic;
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// etc.
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//
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// Note that the NodeAssembler yielded from AssembleKey has additional behavior:
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// if the node assembled there matches a key already present in the map,
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// that assembler will emit the error!
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type MapAssembler interface {
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AssembleKey() NodeAssembler // must be followed by call to AssembleValue.
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AssembleValue() NodeAssembler // must be called immediately after AssembleKey.
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AssembleEntry(k string) (NodeAssembler, error) // shortcut combining AssembleKey and AssembleValue into one step; valid when the key is a string kind.
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Finish() error
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// KeyPrototype returns a NodePrototype that knows how to build keys of a type this map uses.
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//
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// You often don't need this (because you should be able to
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// just feed data and check errors), but it's here.
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//
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// For all Data Model maps, this will answer with a basic concept of "string".
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// For Schema typed maps, this may answer with a more complex type
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// (potentially even a struct type or union type -- anything that can have a string representation).
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KeyPrototype() NodePrototype
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// ValuePrototype returns a NodePrototype that knows how to build values this map can contain.
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//
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// You often don't need this (because you should be able to
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// just feed data and check errors), but it's here.
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//
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// ValuePrototype requires a parameter describing the key in order to say what
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// NodePrototype will be acceptable as a value for that key, because when using
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// struct types (or union types) from the Schemas system, they behave as maps
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// but have different acceptable types for each field (or member, for unions).
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// For plain maps (that is, not structs or unions masquerading as maps),
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// the empty string can be used as a parameter, and the returned NodePrototype
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// can be assumed applicable for all values.
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// Using an empty string for a struct or union will return nil,
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// as will using any string which isn't a field or member of those types.
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//
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// (Design note: a string is sufficient for the parameter here rather than
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// a full Node, because the only cases where the value types vary are also
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// cases where the keys may not be complex.)
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ValuePrototype(k string) NodePrototype
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}
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type ListAssembler interface {
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AssembleValue() NodeAssembler
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Finish() error
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// ValuePrototype returns a NodePrototype that knows how to build values this map can contain.
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//
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// You often don't need this (because you should be able to
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// just feed data and check errors), but it's here.
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//
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// ValuePrototype, much like the matching method on the MapAssembler interface,
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// requires a parameter specifying the index in the list in order to say
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// what NodePrototype will be acceptable as a value at that position.
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// For many lists (and *all* lists which operate exclusively at the Data Model level),
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// this will return the same NodePrototype regardless of the value of 'idx';
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// the only time this value will vary is when operating with a Schema,
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// and handling the representation NodeAssembler for a struct type with
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// a representation of a list kind.
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// If you know you are operating in a situation that won't have varying
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// NodePrototypes, it is acceptable to call `ValuePrototype(0)` and use the
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// resulting NodePrototype for all reasoning.
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ValuePrototype(idx int64) NodePrototype
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}
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type NodeBuilder interface {
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NodeAssembler
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// Build returns the new value after all other assembly has been completed.
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//
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// A method on the NodeAssembler that finishes assembly of the data must
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// be called first (e.g., any of the "Assign*" methods, or "Finish" if
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// the assembly was for a map or a list); that finishing method still has
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// all responsibility for validating the assembled data and returning
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// any errors from that process.
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// (Correspondingly, there is no error return from this method.)
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//
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// Note that building via a representation-level NodePrototype or NodeBuilder
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// returns a node at the type level which implements schema.TypedNode.
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// To obtain the representation-level node, you can do:
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//
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// // builder is at the representation level, so it returns typed nodes
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// node := builder.Build().(schema.TypedNode)
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// reprNode := node.Representation()
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Build() Node
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// Resets the builder. It can hereafter be used again.
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// Reusing a NodeBuilder can reduce allocations and improve performance.
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//
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// Only call this if you're going to reuse the builder.
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// (Otherwise, it's unnecessary, and may cause an unwanted allocation).
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Reset()
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}
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