This file is indexed.

/usr/include/barry18/barry/m_desktop.h is in libbarry-dev 0.18.5-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
///
/// \file	m_desktop.h
///		Mode class for the Desktop mode
///

/*
    Copyright (C) 2005-2013, Net Direct Inc. (http://www.netdirect.ca/)

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

    See the GNU General Public License in the COPYING file at the
    root directory of this project for more details.
*/

#ifndef __BARRY_M_DESKTOP_H__
#define __BARRY_M_DESKTOP_H__

#include "dll.h"
#include "m_mode_base.h"
#include "data.h"
#include "socket.h"
#include "record.h"
#include "parser.h"
#include "builder.h"

namespace Barry {

// forward declarations
class Parser;
class IConverter;

namespace Mode {

class DBLoader;

//
// Desktop class
//
/// The main interface class to the device databases.
///
/// To use this class, use the following steps:
///
///	- Create a Controller object (see Controller class for more details)
///	- Create this Mode::Desktop object, passing in the Controller
///		object during construction
///	- Call Open() to open database socket and finish constructing.
///	- Call GetDBDB() to get the device's database database
///	- Call GetDBID() to get a database ID by name
///	- Call LoadDatabase() to retrieve and store a database
///
class BXEXPORT Desktop : public Mode
{
	friend class DBLoader;

public:
	enum CommandType { Unknown, DatabaseAccess };

private:
	// packet data
	Data m_command, m_response;

	CommandTable m_commandTable;
	DatabaseDatabase m_dbdb;

	// external objects (optional, can be null)
	const IConverter *m_ic;

protected:
	void LoadCommandTable();
	void LoadDBDB();

	//////////////////////////////////
	// overrides

	virtual void OnOpen();

public:
	Desktop(Controller &con);
	Desktop(Controller &con, const IConverter &ic);
	~Desktop();

	//////////////////////////////////
	// meta access

	/// Returns DatabaseDatabase object for this connection.
	/// Must call Open() first, which loads the DBDB.
	const DatabaseDatabase& GetDBDB() const { return m_dbdb; }
	unsigned int GetDBID(const std::string &name) const;
	unsigned int GetDBCommand(CommandType ct);

	void SetIConverter(const IConverter &ic);

	//////////////////////////////////
	// Desktop mode - database specific

	// dirty flag related functions, for sync operations
	void GetRecordStateTable(unsigned int dbId, RecordStateTable &result);
	void AddRecord(unsigned int dbId, Builder &build); // RecordId is
		// retrieved from build, and duplicate IDs are allowed,
		// but *not* recommended!
	void GetRecord(unsigned int dbId, unsigned int stateTableIndex, Parser &parser);
	void SetRecord(unsigned int dbId, unsigned int stateTableIndex, Builder &build);
	void ClearDirty(unsigned int dbId, unsigned int stateTableIndex);
	void DeleteRecord(unsigned int dbId, unsigned int stateTableIndex);

	// pure load/save operations
	void LoadDatabase(unsigned int dbId, Parser &parser);
	void ClearDatabase(unsigned int dbId);
	void SaveDatabase(unsigned int dbId, Builder &builder);

	template <class RecordT, class StorageT> void LoadDatabaseByType(StorageT &store);
	template <class RecordT, class StorageT> void SaveDatabaseByType(StorageT &store);

	template <class StorageT> void LoadDatabaseByName(const std::string &name, StorageT &store);
	template <class StorageT> void SaveDatabaseByName(const std::string &name, StorageT &store);

	template <class RecordT> void AddRecordByType(uint32_t recordId, const RecordT &rec);

};

// used to hold internal-only state
struct DBLoaderData;

//
// DBLoader
//
/// Database Loader operation class.  Encapsulates the load / save
/// logic of Desktop::LoadDatabase() and someday Desktop::SaveDatabase()
/// in such a way that the loading of individual records is
/// controllable by the user, instead of using the parser callback mechanism.
///
/// This class can be reused to load / save multiple databases, but
/// do not call Desktop members while a load operation is in progress.
///
class BXEXPORT DBLoader
{
	Desktop &m_desktop;
	Data m_send;
	bool m_loading;
	std::string m_dbName;
	DBLoaderData *m_loader;

public:
	explicit DBLoader(Desktop &desktop);
	~DBLoader();

	/// Do not call Desktop members if this is true.
	bool IsBusy() const { return m_loading; }

	// caller-controllable load/save operations... if
	// these functions return true, then new data has
	// just been loaded into the data object passed to
	// the constructor
	//
	// Both of these functions use a DBData object in order
	// to pass buffers from application code all the way down
	// to the socket level, to avoid copies wherever possible.
	bool StartDBLoad(unsigned int dbId, DBData &data);
	bool GetNextRecord(DBData &data);
};

} // namespace Barry::Mode





//
// DeviceBuilder
//
/// Takes a list of database dbId's and behaves like a Builder,
/// trying to avoid copies where possible on the device loading end.
///
class BXEXPORT DeviceBuilder : public Builder
{
	typedef unsigned int				dbid_type;

	struct DBLabel
	{
		dbid_type id;
		std::string name;

		DBLabel(dbid_type id, const std::string &name)
			: id(id)
			, name(name)
		{
		}
	};

	typedef std::vector<DBLabel>			list_type;

	// list of databases to fetch during build
	list_type m_dbIds;
	list_type::iterator m_current;
	bool m_started;

	Mode::Desktop &m_desktop;

	// loader object to use optimized batch loading while
	// giving per-record control
	Mode::DBLoader m_loader;

public:
	explicit DeviceBuilder(Mode::Desktop &desktop);

	// searches the dbdb from the desktop to find the dbId,
	// returns false if not found, and adds it to the list of
	// databases to retrieve if found
	bool Add(const std::string &dbname);

	// adds all databases found in the given dbdb
	void Add(const Barry::DatabaseDatabase &dbdb);

	/// sets the internal iterator to the start of the list
	/// in order to perform a fresh run
	void Restart() { m_current = m_dbIds.begin(); m_started = false; }

	//
	// Builder overrides
	//

	// has both BuildRecord() and Retrieve() functionality,
	// and uses data all the way down to the socket level copy
	virtual bool BuildRecord(DBData &data, size_t &offset,
		const IConverter *ic);
	virtual bool FetchRecord(DBData &data, const IConverter *ic);
	virtual bool EndOfFile() const;
};


//
// DeviceParser
//
/// A parser class that "parses" raw data into a device.  Basically this
/// is a pipe-oriented way to call SaveDatabase().
///
/// Note that this is a multi-record parser.  For each incoming DBData
/// that has a new DBName, a new save will be started.  There is no
/// way to filter out records, except via the callback, so the easiest
/// way to filter out records by database name is on the Builder side.
///
class BXEXPORT DeviceParser : public Barry::Parser
{
public:
	enum WriteMode {
		/// Similar to SaveDatabase().  Erases all records from
		/// the existing database and then uploads all new records.
		ERASE_ALL_WRITE_ALL,

		/// Adds any new records, and for records with Unique IDs
		/// that already exist, overwrite them.
		INDIVIDUAL_OVERWRITE,

		/// Adds any new records, but if a record exists with the
		/// current Unique ID, skip that record and don't write it
		/// to the device.
		ADD_BUT_NO_OVERWRITE,

		/// Adds all incoming records as brand new records, generating
		/// a new Unique ID for each one, and leaving any existing
		/// records intact.
		ADD_WITH_NEW_ID,

		/// Calls the virtual function DecideWrite(...) for each
		/// record, passing in the data.  DecideWrite() returns one
		/// of these WriteMode values.
		DECIDE_BY_CALLBACK,

		/// Primarily used by DecideWrite(), and causes the current
		/// record to not be written.
		DROP_RECORD
	};

private:
	Mode::Desktop &m_desktop;
	WriteMode m_mode;

	std::string m_current_db;
	unsigned int m_current_dbid;
	RecordStateTable m_rstate;

protected:
	void StartDB(const DBData &data, const IConverter *ic);
	void WriteNext(const DBData &data, const IConverter *ic);

public:
	DeviceParser(Mode::Desktop &desktop, WriteMode mode);
	virtual ~DeviceParser();

	/// Callback... you must derive and override this if you use
	/// the DECIDE_BY_CALLBACK mode.
	/// May be called multiple times per record.
	virtual WriteMode DecideWrite(const DBData &record) const
	{
		return DROP_RECORD;
	}

	/// Parser overrides
	virtual void ParseRecord(const DBData &data, const IConverter *ic);
};


} // namespace Barry

#endif