Files
WireMock.Net-wiremock/src/WireMock.Net.Minimal/Handlers/FileBasedScenarioStateStore.cs
2026-03-30 19:49:28 +02:00

145 lines
4.1 KiB
C#

// Copyright © WireMock.Net
using System.Collections.Concurrent;
using System.Diagnostics.CodeAnalysis;
using Newtonsoft.Json;
using Stef.Validation;
namespace WireMock.Handlers;
/// <summary>
/// Provides a file-based implementation of <see cref="IScenarioStateStore" /> that persists scenario states to disk and allows concurrent access.
/// </summary>
public class FileBasedScenarioStateStore : IScenarioStateStore
{
private readonly ConcurrentDictionary<string, ScenarioState> _scenarios = new(StringComparer.OrdinalIgnoreCase);
private readonly string _scenariosFolder;
private readonly object _lock = new();
/// <summary>
/// Initializes a new instance of the FileBasedScenarioStateStore class using the specified root folder as the base directory for scenario state storage.
/// </summary>
/// <param name="rootFolder">The root directory under which scenario state data will be stored. Must be a valid file system path.</param>
public FileBasedScenarioStateStore(string rootFolder)
{
Guard.NotNullOrEmpty(rootFolder);
_scenariosFolder = Path.Combine(rootFolder, "__admin", "scenarios");
Directory.CreateDirectory(_scenariosFolder);
LoadScenariosFromDisk();
}
/// <inheritdoc />
public bool TryGet(string name, [NotNullWhen(true)] out ScenarioState? state)
{
return _scenarios.TryGetValue(name, out state);
}
/// <inheritdoc />
public IReadOnlyList<ScenarioState> GetAll()
{
return _scenarios.Values.ToArray();
}
/// <inheritdoc />
public bool ContainsKey(string name)
{
return _scenarios.ContainsKey(name);
}
/// <inheritdoc />
public bool TryAdd(string name, ScenarioState scenarioState)
{
if (_scenarios.TryAdd(name, scenarioState))
{
WriteScenarioToFile(name, scenarioState);
return true;
}
return false;
}
/// <inheritdoc />
public ScenarioState AddOrUpdate(string name, Func<string, ScenarioState> addFactory, Func<string, ScenarioState, ScenarioState> updateFactory)
{
lock (_lock)
{
var result = _scenarios.AddOrUpdate(name, addFactory, updateFactory);
WriteScenarioToFile(name, result);
return result;
}
}
/// <inheritdoc />
public ScenarioState? Update(string name, Action<ScenarioState> updateAction)
{
lock (_lock)
{
if (_scenarios.TryGetValue(name, out var state))
{
updateAction(state);
WriteScenarioToFile(name, state);
return state;
}
return null;
}
}
/// <inheritdoc />
public bool TryRemove(string name)
{
if (_scenarios.TryRemove(name, out _))
{
DeleteScenarioFile(name);
return true;
}
return false;
}
/// <inheritdoc />
public void Clear()
{
_scenarios.Clear();
foreach (var file in Directory.GetFiles(_scenariosFolder, "*.json"))
{
File.Delete(file);
}
}
private string GetScenarioFilePath(string name)
{
var sanitized = string.Concat(name.Select(c => Path.GetInvalidFileNameChars().Contains(c) ? '_' : c));
return Path.Combine(_scenariosFolder, sanitized + ".json");
}
private void WriteScenarioToFile(string name, ScenarioState state)
{
var json = JsonConvert.SerializeObject(state, Formatting.Indented);
File.WriteAllText(GetScenarioFilePath(name), json);
}
private void DeleteScenarioFile(string name)
{
var path = GetScenarioFilePath(name);
if (File.Exists(path))
{
File.Delete(path);
}
}
private void LoadScenariosFromDisk()
{
foreach (var file in Directory.GetFiles(_scenariosFolder, "*.json"))
{
var json = File.ReadAllText(file);
var state = JsonConvert.DeserializeObject<ScenarioState>(json);
if (state != null)
{
_scenarios.TryAdd(state.Name, state);
}
}
}
}