8477255da3
Summary: By removing some includes form options.h and reply on forward declaration, we can more easily reason the dependencies. Test Plan: make all check Reviewers: kailiu, haobo, igor, dhruba Reviewed By: kailiu CC: leveldb Differential Revision: https://reviews.facebook.net/D15411
201 lines
7.8 KiB
C++
201 lines
7.8 KiB
C++
// Copyright (c) 2013, Facebook, Inc. All rights reserved.
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// This source code is licensed under the BSD-style license found in the
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// LICENSE file in the root directory of this source tree. An additional grant
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// of patent rights can be found in the PATENTS file in the same directory.
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//
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// This file contains the interface that must be implemented by any collection
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// to be used as the backing store for a MemTable. Such a collection must
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// satisfy the following properties:
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// (1) It does not store duplicate items.
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// (2) It uses MemTableRep::KeyComparator to compare items for iteration and
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// equality.
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// (3) It can be accessed concurrently by multiple readers and can support
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// during reads. However, it needn't support multiple concurrent writes.
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// (4) Items are never deleted.
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// The liberal use of assertions is encouraged to enforce (1).
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//
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// The factory will be passed an Arena object when a new MemTableRep is
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// requested. The API for this object is in rocksdb/arena.h.
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//
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// Users can implement their own memtable representations. We include three
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// types built in:
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// - SkipListRep: This is the default; it is backed by a skip list.
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// - HashSkipListRep: The memtable rep that is best used for keys that are
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// structured like "prefix:suffix" where iteration withing a prefix is
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// common and iteration across different prefixes is rare. It is backed by
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// a hash map where each bucket is a skip list.
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// - VectorRep: This is backed by an unordered std::vector. On iteration, the
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// vector is sorted. It is intelligent about sorting; once the MarkReadOnly()
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// has been called, the vector will only be sorted once. It is optimized for
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// random-write-heavy workloads.
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//
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// The last four implementations are designed for situations in which
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// iteration over the entire collection is rare since doing so requires all the
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// keys to be copied into a sorted data structure.
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#ifndef STORAGE_ROCKSDB_DB_MEMTABLEREP_H_
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#define STORAGE_ROCKSDB_DB_MEMTABLEREP_H_
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#include <memory>
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namespace rocksdb {
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class Arena;
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class Slice;
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class SliceTransform;
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class MemTableRep {
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public:
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// KeyComparator provides a means to compare keys, which are internal keys
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// concatenated with values.
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class KeyComparator {
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public:
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// Compare a and b. Return a negative value if a is less than b, 0 if they
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// are equal, and a positive value if a is greater than b
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virtual int operator()(const char* a, const char* b) const = 0;
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virtual ~KeyComparator() { }
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};
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// Insert key into the collection. (The caller will pack key and value into a
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// single buffer and pass that in as the parameter to Insert)
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// REQUIRES: nothing that compares equal to key is currently in the
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// collection.
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virtual void Insert(const char* key) = 0;
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// Returns true iff an entry that compares equal to key is in the collection.
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virtual bool Contains(const char* key) const = 0;
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// Notify this table rep that it will no longer be added to. By default, does
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// nothing.
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virtual void MarkReadOnly() { }
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// Report an approximation of how much memory has been used other than memory
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// that was allocated through the arena.
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virtual size_t ApproximateMemoryUsage() = 0;
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virtual ~MemTableRep() { }
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// Iteration over the contents of a skip collection
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class Iterator {
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public:
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// Initialize an iterator over the specified collection.
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// The returned iterator is not valid.
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// explicit Iterator(const MemTableRep* collection);
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virtual ~Iterator() { };
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// Returns true iff the iterator is positioned at a valid node.
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virtual bool Valid() const = 0;
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// Returns the key at the current position.
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// REQUIRES: Valid()
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virtual const char* key() const = 0;
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// Advances to the next position.
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// REQUIRES: Valid()
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virtual void Next() = 0;
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// Advances to the previous position.
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// REQUIRES: Valid()
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virtual void Prev() = 0;
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// Advance to the first entry with a key >= target
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virtual void Seek(const char* target) = 0;
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// Position at the first entry in collection.
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// Final state of iterator is Valid() iff collection is not empty.
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virtual void SeekToFirst() = 0;
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// Position at the last entry in collection.
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// Final state of iterator is Valid() iff collection is not empty.
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virtual void SeekToLast() = 0;
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};
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// Return an iterator over the keys in this representation.
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virtual Iterator* GetIterator() = 0;
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// Return an iterator over at least the keys with the specified user key. The
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// iterator may also allow access to other keys, but doesn't have to. Default:
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// GetIterator().
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virtual Iterator* GetIterator(const Slice& user_key) { return GetIterator(); }
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// Return an iterator over at least the keys with the specified prefix. The
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// iterator may also allow access to other keys, but doesn't have to. Default:
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// GetIterator().
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virtual Iterator* GetPrefixIterator(const Slice& prefix) {
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return GetIterator();
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}
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// Return an iterator that has a special Seek semantics. The result of
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// a Seek might only include keys with the same prefix as the target key.
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virtual Iterator* GetDynamicPrefixIterator() { return GetIterator(); }
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protected:
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// When *key is an internal key concatenated with the value, returns the
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// user key.
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virtual Slice UserKey(const char* key) const;
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};
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// This is the base class for all factories that are used by RocksDB to create
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// new MemTableRep objects
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class MemTableRepFactory {
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public:
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virtual ~MemTableRepFactory() { };
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virtual MemTableRep* CreateMemTableRep(MemTableRep::KeyComparator&,
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Arena*) = 0;
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virtual const char* Name() const = 0;
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};
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// This creates MemTableReps that are backed by an std::vector. On iteration,
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// the vector is sorted. This is useful for workloads where iteration is very
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// rare and writes are generally not issued after reads begin.
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//
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// Parameters:
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// count: Passed to the constructor of the underlying std::vector of each
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// VectorRep. On initialization, the underlying array will be at least count
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// bytes reserved for usage.
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class VectorRepFactory : public MemTableRepFactory {
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const size_t count_;
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public:
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explicit VectorRepFactory(size_t count = 0) : count_(count) { }
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virtual MemTableRep* CreateMemTableRep(MemTableRep::KeyComparator&,
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Arena*) override;
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virtual const char* Name() const override {
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return "VectorRepFactory";
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}
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};
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// This uses a skip list to store keys. It is the default.
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class SkipListFactory : public MemTableRepFactory {
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public:
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virtual MemTableRep* CreateMemTableRep(MemTableRep::KeyComparator&,
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Arena*) override;
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virtual const char* Name() const override {
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return "SkipListFactory";
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}
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};
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// HashSkipListRep is backed by hash map of buckets. Each bucket is a skip
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// list. All the keys with the same prefix will be in the same bucket.
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// The prefix is determined using user supplied SliceTransform. It has
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// to match prefix_extractor in options.prefix_extractor.
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//
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// Iteration over the entire collection is implemented by dumping all the keys
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// into a separate skip list. Thus, these data structures are best used when
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// iteration over the entire collection is rare.
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//
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// Parameters:
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// transform: The prefix extractor that returns prefix when supplied a user
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// key. Has to match options.prefix_extractor
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// bucket_count: Number of buckets in a hash_map. Each bucket needs
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// 8 bytes. By default, we set buckets to one million, which
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// will take 8MB of memory. If you know the number of keys you'll
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// keep in hash map, set bucket count to be approximately twice
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// the number of keys
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extern MemTableRepFactory* NewHashSkipListRepFactory(
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const SliceTransform* transform, size_t bucket_count = 1000000);
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}
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#endif // STORAGE_ROCKSDB_DB_MEMTABLEREP_H_
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