#include "ShardPartitionPiece.h" #include "ShardPartition.h" #include "TaskShard.h" #include namespace DB { ShardPartitionPiece::ShardPartitionPiece(ShardPartition & parent, size_t current_piece_number_, bool is_present_piece_) : is_absent_piece(!is_present_piece_) , current_piece_number(current_piece_number_) , shard_partition(parent) { } String ShardPartitionPiece::getPartitionPiecePath() const { return shard_partition.getPartitionPath() + "/piece_" + toString(current_piece_number); } String ShardPartitionPiece::getPartitionPieceCleanStartPath() const { return getPartitionPiecePath() + "/clean_start"; } String ShardPartitionPiece::getPartitionPieceIsDirtyPath() const { return getPartitionPiecePath() + "/is_dirty"; } String ShardPartitionPiece::getPartitionPieceIsCleanedPath() const { return getPartitionPieceIsDirtyPath() + "/cleaned"; } String ShardPartitionPiece::getPartitionPieceActiveWorkersPath() const { return getPartitionPiecePath() + "/partition_piece_active_workers"; } String ShardPartitionPiece::getActiveWorkerPath() const { return getPartitionPieceActiveWorkersPath() + "/" + toString(shard_partition.task_shard.numberInCluster()); } /// On what shards do we have current partition. String ShardPartitionPiece::getPartitionPieceShardsPath() const { return getPartitionPiecePath() + "/shards"; } String ShardPartitionPiece::getShardStatusPath() const { return getPartitionPieceShardsPath() + "/" + toString(shard_partition.task_shard.numberInCluster()); } String ShardPartitionPiece::getPartitionPieceCleanerPath() const { return getPartitionPieceIsDirtyPath() + "/cleaner"; } }