#pragma once #include #include #include #include #include #include class ThreadPool; namespace DB { class Context; class IStorage; using StoragePtr = std::shared_ptr; class IAST; using ASTPtr = std::shared_ptr; struct Settings; /** Allows to iterate over tables. */ class IDatabaseIterator { public: virtual void next() = 0; virtual bool isValid() const = 0; virtual const String & name() const = 0; virtual StoragePtr & table() const = 0; virtual ~IDatabaseIterator() {} }; using DatabaseIteratorPtr = std::unique_ptr; /** Database engine. * It is responsible for: * - initialization of set of known tables; * - checking existence of a table and getting a table object; * - retrieving a list of all tables; * - creating and dropping tables; * - renaming tables and moving between databases with same engine. */ class IDatabase : public std::enable_shared_from_this { public: /// Get name of database engine. virtual String getEngineName() const = 0; /// Load a set of existing tables. If thread_pool is specified, use it. /// You can call only once, right after the object is created. virtual void loadTables( Context & context, ThreadPool * thread_pool, bool has_force_restore_data_flag) = 0; /// Check the existence of the table. virtual bool isTableExist( const Context & context, const String & name) const = 0; /// Get the table for work. Return nullptr if there is no table. virtual StoragePtr tryGetTable( const Context & context, const String & name) const = 0; /// Get an iterator that allows you to pass through all the tables. /// It is possible to have "hidden" tables that are not visible when passing through, but are visible if you get them by name using the functions above. virtual DatabaseIteratorPtr getIterator(const Context & context) = 0; /// Is the database empty. virtual bool empty(const Context & context) const = 0; /// Add the table to the database. Record its presence in the metadata. virtual void createTable( const Context & context, const String & name, const StoragePtr & table, const ASTPtr & query) = 0; /// Delete the table from the database and return it. Delete the metadata. virtual void removeTable( const Context & context, const String & name) = 0; /// Add a table to the database, but do not add it to the metadata. The database may not support this method. virtual void attachTable(const String & name, const StoragePtr & table) = 0; /// Forget about the table without deleting it, and return it. The database may not support this method. virtual StoragePtr detachTable(const String & name) = 0; /// Rename the table and possibly move the table to another database. virtual void renameTable( const Context & context, const String & name, IDatabase & to_database, const String & to_name) = 0; using ASTModifier = std::function; /// Change the table structure in metadata. /// You must call under the TableStructureLock of the corresponding table . If engine_modifier is empty, then engine does not change. virtual void alterTable( const Context & context, const String & name, const NamesAndTypesList & columns, const NamesAndTypesList & materialized_columns, const NamesAndTypesList & alias_columns, const ColumnDefaults & column_defaults, const ASTModifier & engine_modifier) = 0; /// Returns time of table's metadata change, 0 if there is no corresponding metadata file. virtual time_t getTableMetadataModificationTime( const Context & context, const String & name) = 0; /// Get the CREATE TABLE query for the table or CREATE DATABASE query for database if name is empty. /// It can also provide information for detached tables for which there is metadata. virtual ASTPtr getCreateQuery( const Context & context, const String & name) const = 0; /// Returns path for persistent data storage if the database supports it, empty string otherwise virtual String getDataPath() const { return {}; } /// Returns metadata path if the database supports it, empty string otherwise virtual String getMetadataPath() const { return {}; } /// Returns metadata path of a concrete table if the database supports it, empty string otherwise virtual String getTableMetadataPath(const String & /*table_name*/) const { return {}; } /// Ask all tables to complete the background threads they are using and delete all table objects. virtual void shutdown() = 0; /// Delete metadata, the deletion of which differs from the recursive deletion of the directory, if any. virtual void drop() = 0; virtual ~IDatabase() {} }; using DatabasePtr = std::shared_ptr; using Databases = std::map; }