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hanzoai/s3 was an AGPL-3.0 MinIO fork whose network-copyleft blocks embedding
and reselling as a managed service. Replace it wholesale with a fork of
SeaweedFS (github.com/seaweedfs/seaweedfs, Apache-2.0, Go) which ships a
built-in S3 gateway + Filer.
- License: AGPL-3.0 -> Apache-2.0 (upstream LICENSE kept verbatim, incl.
"Copyright 2025 Chris Lu"); NOTICE added crediting SeaweedFS. No AGPL/BUSL/
SSPL/GPL or enterprise ("ee") files remain.
- Module: go.mod path set to github.com/hanzoai/s3 with a self-replace
(replace github.com/seaweedfs/seaweedfs => ./) so the ~1800 internal Go files
keep their upstream import paths with zero churn. Internal identifiers and
import paths are intentionally NOT renamed.
- CLI rebrand: the binary is built as `s3` (was `weed`); root usage, per-command
help/usage/flag strings, shell autocomplete program name, and the product name
in CLI output now read "Hanzo S3" / `s3`. Users never see `weed`.
(e.g. `s3 server`, `s3 filer`, `s3 master`, `s3 volume`, `s3 s3`, `s3 mount`.)
- Build: `make` (or `go build -o s3 ./weed`) builds the `s3` binary green;
`cmd/weed-db` and `cmd/weed-sql` also build; `go vet ./weed/command/` clean.
- README/LLM.md rewritten for Hanzo S3; AGENTS.md/CLAUDE.md symlinks preserved.
- Dropped a 33MB prebuilt Mach-O `stress` binary upstream had committed; `.gitignore`
updated to ignore the `s3` build output.
157 lines
3.4 KiB
Go
157 lines
3.4 KiB
Go
package buffered_queue
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import (
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"fmt"
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"sync"
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)
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// ItemChunkNode represents a node in the linked list of job chunks
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type ItemChunkNode[T any] struct {
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items []T
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headIndex int
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tailIndex int
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next *ItemChunkNode[T]
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nodeId int
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}
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// BufferedQueue implements a buffered queue using a linked list of job chunks
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type BufferedQueue[T any] struct {
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chunkSize int // Maximum number of items per chunk
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head *ItemChunkNode[T]
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tail *ItemChunkNode[T]
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last *ItemChunkNode[T] // Pointer to the last chunk, for reclaiming memory
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count int // Total number of items in the queue
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mutex sync.Mutex
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nodeCounter int
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waitCond *sync.Cond
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isClosed bool
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}
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// NewBufferedQueue creates a new buffered queue with the specified chunk size
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func NewBufferedQueue[T any](chunkSize int) *BufferedQueue[T] {
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// Create an empty chunk to initialize head and tail
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chunk := &ItemChunkNode[T]{items: make([]T, chunkSize), nodeId: 0}
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bq := &BufferedQueue[T]{
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chunkSize: chunkSize,
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head: chunk,
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tail: chunk,
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last: chunk,
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count: 0,
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mutex: sync.Mutex{},
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}
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bq.waitCond = sync.NewCond(&bq.mutex)
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return bq
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}
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// Enqueue adds a job to the queue
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func (q *BufferedQueue[T]) Enqueue(job T) error {
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if q.isClosed {
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return fmt.Errorf("queue is closed")
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}
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q.mutex.Lock()
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defer q.mutex.Unlock()
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// If the tail chunk is full, create a new chunk (reusing empty chunks if available)
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if q.tail.tailIndex == q.chunkSize {
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if q.tail == q.last {
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// Create a new chunk
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q.nodeCounter++
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newChunk := &ItemChunkNode[T]{items: make([]T, q.chunkSize), nodeId: q.nodeCounter}
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q.tail.next = newChunk
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q.tail = newChunk
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q.last = newChunk
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} else {
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// Reuse an empty chunk
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q.tail = q.tail.next
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q.tail.headIndex = 0
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q.tail.tailIndex = 0
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// println("tail moved to chunk", q.tail.nodeId)
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}
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}
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// Add the job to the tail chunk
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q.tail.items[q.tail.tailIndex] = job
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q.tail.tailIndex++
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q.count++
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if q.count == 1 {
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q.waitCond.Signal()
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}
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return nil
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}
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// Dequeue removes and returns a job from the queue
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func (q *BufferedQueue[T]) Dequeue() (T, bool) {
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q.mutex.Lock()
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defer q.mutex.Unlock()
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for q.count <= 0 && !q.isClosed {
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q.waitCond.Wait()
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}
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if q.count <= 0 && q.isClosed {
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var a T
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return a, false
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}
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q.maybeAdjustHeadIndex()
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job := q.head.items[q.head.headIndex]
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q.head.headIndex++
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q.count--
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return job, true
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}
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func (q *BufferedQueue[T]) maybeAdjustHeadIndex() {
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if q.head.headIndex == q.chunkSize {
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q.last.next = q.head
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q.head = q.head.next
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q.last = q.last.next
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q.last.next = nil
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//println("reusing chunk", q.last.nodeId)
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//fmt.Printf("head: %+v\n", q.head)
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//fmt.Printf("tail: %+v\n", q.tail)
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//fmt.Printf("last: %+v\n", q.last)
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//fmt.Printf("count: %d\n", q.count)
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//for p := q.head; p != nil ; p = p.next {
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// fmt.Printf("Node: %+v\n", p)
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//}
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}
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}
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func (q *BufferedQueue[T]) PeekHead() (T, bool) {
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q.mutex.Lock()
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defer q.mutex.Unlock()
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if q.count <= 0 {
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var a T
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return a, false
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}
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q.maybeAdjustHeadIndex()
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job := q.head.items[q.head.headIndex]
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return job, true
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}
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// Size returns the number of items in the queue
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func (q *BufferedQueue[T]) Size() int {
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q.mutex.Lock()
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defer q.mutex.Unlock()
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return q.count
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}
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// IsEmpty returns true if the queue is empty
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func (q *BufferedQueue[T]) IsEmpty() bool {
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return q.Size() == 0
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}
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func (q *BufferedQueue[T]) CloseInput() {
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q.mutex.Lock()
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defer q.mutex.Unlock()
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q.isClosed = true
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q.waitCond.Broadcast()
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}
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