// filesys.cc 
//	Routines to manage the overall operation of the file system.
//	Implements routines to map from textual file names to files.
//
//	Each file in the file system has:
//	   A file header, stored in a sector on disk 
//		(the size of the file header data structure is arranged
//		to be precisely the size of 1 disk sector)
//	   A number of data blocks
//	   An entry in the file system directory
//
// 	The file system consists of several data structures:
//	   A bitmap of free disk sectors (cf. bitmap.h)
//	   A directory of file names and file headers
//
//      Both the bitmap and the directory are represented as normal
//	files.  Their file headers are located in specific sectors
//	(sector 0 and sector 1), so that the file system can find them 
//	on bootup.
//
//	The file system assumes that the bitmap and directory files are
//	kept "open" continuously while Nachos is running.
//
//	For those operations (such as Create, Remove) that modify the
//	directory and/or bitmap, if the operation succeeds, the changes
//	are written immediately back to disk (the two files are kept
//	open during all this time).  If the operation fails, and we have
//	modified part of the directory and/or bitmap, we simply discard
//	the changed version, without writing it back to disk.
//
// 	Our implementation at this point has the following restrictions:
//
//	   there is no synchronization for concurrent accesses
//	   files have a fixed size, set when the file is created
//	   files cannot be bigger than about 3KB in size
//	   there is no hierarchical directory structure, and only a limited
//	     number of files can be added to the system
//	   there is no attempt to make the system robust to failures
//	    (if Nachos exits in the middle of an operation that modifies
//	    the file system, it may corrupt the disk)
//
// Copyright (c) 1992-1993 The Regents of the University of California.
// All rights reserved.  See copyright.h for copyright notice and limitation 
// of liability and disclaimer of warranty provisions.
#include "copyright.h"
#include "disk.h"
#include "bitmap.h"
#include "directory.h"
#include "filehdr.h"
#include "filesys.h"
// Sectors containing the file headers for the bitmap of free sectors,
// and the directory of files.  These file headers are placed in well-known 
// sectors, so that they can be located on boot-up.
#define FreeMapSector 		0
#define DirectorySector 	1
// Initial file sizes for the bitmap and directory; until the file system
// supports extensible files, the directory size sets the maximum number 
// of files that can be loaded onto the disk.
#define FreeMapFileSize 	(NumSectors / BitsInByte)
#define NumDirEntries 		10
#define DirectoryFileSize 	(sizeof(DirectoryEntry) * NumDirEntries)
//----------------------------------------------------------------------
// FileSystem::FileSystem
// 	Initialize the file system.  If format = TRUE, the disk has
//	nothing on it, and we need to initialize the disk to contain
//	an empty directory, and a bitmap of free sectors (with almost but
//	not all of the sectors marked as free).  
//
//	If format = FALSE, we just have to open the files
//	representing the bitmap and the directory.
//
//	"format" -- should we initialize the disk?
//----------------------------------------------------------------------
FileSystem::FileSystem(bool format)
{ 
    DEBUG('f', "Initializing the file system.\n");
    if (format) {
        BitMap *freeMap = new BitMap(NumSectors);
        Directory *directory = new Directory(NumDirEntries);
	FileHeader *mapHdr = new FileHeader;
	FileHeader *dirHdr = new FileHeader;
        DEBUG('f', "Formatting the file system.\n");
    // First, allocate space for FileHeaders for the directory and bitmap
    // (make sure no one else grabs these!)
	freeMap->Mark(FreeMapSector);	    
	freeMap->Mark(DirectorySector);
    // Second, allocate space for the data blocks containing the contents
    // of the directory and bitmap files.  There better be enough space!
	ASSERT(mapHdr->Allocate(freeMap, FreeMapFileSize));
	ASSERT(dirHdr->Allocate(freeMap, DirectoryFileSize));
    // Flush the bitmap and directory FileHeaders back to disk
    // We need to do this before we can "Open" the file, since open
    // reads the file header off of disk (and currently the disk has garbage
    // on it!).
        DEBUG('f', "Writing headers back to disk.\n");
	mapHdr->WriteBack(FreeMapSector);    
	dirHdr->WriteBack(DirectorySector);
    // OK to open the bitmap and directory files now
    // The file system operations assume these two files are left open
    // while Nachos is running.
        freeMapFile = new OpenFile(FreeMapSector);
        directoryFile = new OpenFile(DirectorySector);
     
    // Once we have the files "open", we can write the initial version
    // of each file back to disk.  The directory at this point is completely
    // empty; but the bitmap has been changed to reflect the fact that
    // sectors on the disk have been allocated for the file headers and
    // to hold the file data for the directory and bitmap.
        DEBUG('f', "Writing bitmap and directory back to disk.\n");
	freeMap->WriteBack(freeMapFile);	 // flush changes to disk
	directory->WriteBack(directoryFile);
	if (DebugIsEnabled('f')) {
	    freeMap->Print();
	    directory->Print();
        delete freeMap; 
	delete directory; 
	delete mapHdr; 
	delete dirHdr;
	}
    } else {
    // if we are not formatting the disk, just open the files representing
    // the bitmap and directory; these are left open while Nachos is running
        freeMapFile = new OpenFile(FreeMapSector);
        directoryFile = new OpenFile(DirectorySector);
    }
}
//----------------------------------------------------------------------
// FileSystem::Create
// 	Create a file in the Nachos file system (similar to UNIX create).
//	Since we can't increase the size of files dynamically, we have
//	to give Create the initial size of the file.
//
//	The steps to create a file are:
//	  Make sure the file doesn't already exist
//        Allocate a sector for the file header
// 	  Allocate space on disk for the data blocks for the file
//	  Add the name to the directory
//	  Store the new file header on disk 
//	  Flush the changes to the bitmap and the directory back to disk
//
//	Return TRUE if everything goes ok, otherwise, return FALSE.
//
// 	Create fails if:
//   		file is already in directory
//	 	no free space for file header
//	 	no free entry for file in directory
//	 	no free space for data blocks for the file 
//
// 	Note that this implementation assumes there is no concurrent access
//	to the file system!
//
//	"name" -- name of file to be created
//	"initialSize" -- size of file to be created
//----------------------------------------------------------------------
bool FileSystem::Create(char *name, int initialSize)
{
    Directory *directory;
    BitMap *freeMap;
    FileHeader *hdr;
    int sector;
    bool success;
    DEBUG('f', "Creating file %s, size %d\n", name, initialSize);
    directory = new Directory(NumDirEntries);
    directory->FetchFrom(directoryFile);
    if (directory->Find(name) != -1)
      success = FALSE;			// file is already in directory
    else {	
        freeMap = new BitMap(NumSectors);
        freeMap->FetchFrom(freeMapFile);
        sector = freeMap->Find();	// find a sector to hold the file header
    	if (sector == -1) 		
            success = FALSE;		// no free block for file header 
        else if (!directory->Add(name, sector))
            success = FALSE;	// no space in directory
	else {
    	    hdr = new FileHeader;
	    if (!hdr->Allocate(freeMap, initialSize))
            	success = FALSE;	// no space on disk for data
	    else {	
	    	success = TRUE;
		// everthing worked, flush all changes back to disk
    	    	hdr->WriteBack(sector); 		
    	    	directory->WriteBack(