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LevelDB源码分析-MemTable

时间:2018-08-05 19:35:58      阅读:154      评论:0      收藏:0      [点我收藏+]

标签:ted   最大的   mmu   之间   变量   not   result   ice   block   

MemTable(db/memtable.h db/memtable.cc db/skiplist.h)

LevelDB中存储在内存中的那部分KV数据都存储在memtable中,而memtable中的数据实际是用跳表来存储的。MemTable使用Arena进行内存管理,并提供了添加、查找、迭代器的接口,而实际上这些接口都是调用SkipList的添加和迭代器接口来实现的。

MemTable类

MemTable类的声明:

class MemTable
{
  public:
    // ...

    // Increase reference count.
    void Ref() { ++refs_; }

    // Drop reference count.  Delete if no more references exist.
    void Unref()
    {
        --refs_;
        assert(refs_ >= 0);
        if (refs_ <= 0)
        {
            delete this;
        }
    }

    // ...

    // Return an iterator that yields the contents of the memtable.
    //
    // The caller must ensure that the underlying MemTable remains live
    // while the returned iterator is live.  The keys returned by this
    // iterator are internal keys encoded by AppendInternalKey in the
    // db/format.{h,cc} module.
    Iterator *NewIterator();

    // Add an entry into memtable that maps key to value at the
    // specified sequence number and with the specified type.
    // Typically value will be empty if type==kTypeDeletion.
    void Add(SequenceNumber seq, ValueType type,
             const Slice &key,
             const Slice &value);

    // If memtable contains a value for key, store it in *value and return true.
    // If memtable contains a deletion for key, store a NotFound() error
    // in *status and return true.
    // Else, return false.
    bool Get(const LookupKey &key, std::string *value, Status *s);

  private:
    // ...
    
    struct KeyComparator
    {
        const InternalKeyComparator comparator;
        explicit KeyComparator(const InternalKeyComparator &c) : comparator(c) {}
        int operator()(const char *a, const char *b) const;
    };
    friend class MemTableIterator;
    friend class MemTableBackwardIterator;

    typedef SkipList<const char *, KeyComparator> Table;

    KeyComparator comparator_;
    int refs_;
    Arena arena_;
    Table table_;

    // ...
};

MemTable的成员变量

table_变量即为实际存储KV数据的跳表,arena_用于内存管理,refs_用于引用计数,comparator_用于key之间的比较。

其中最简单的是ref_,调用Ref()函数则增加引用计数,调用Unref()函数减少引用次数,并且当引用次数为0时,Unref()函数会将对象自身delete。

Arena类

然后是arena_。Arena类为:

class Arena
{
  public:
    // ...

    // Return a pointer to a newly allocated memory block of "bytes" bytes.
    char *Allocate(size_t bytes);

    // Allocate memory with the normal alignment guarantees provided by malloc
    char *AllocateAligned(size_t bytes);

    // ...

  private:
    char *AllocateFallback(size_t bytes);
    char *AllocateNewBlock(size_t block_bytes);

    // Allocation state
    char *alloc_ptr_;
    size_t alloc_bytes_remaining_;

    // Array of new[] allocated memory blocks
    std::vector<char *> blocks_;

    // Total memory usage of the arena.
    port::AtomicPointer memory_usage_;

    // ...
};

alloc_ptr_指向当前可以被分配的内存起始位置(在某一个block中),alloc_bytes_remaining_为当前可以被分配的内存的大小,blocks_中包含了指向每一个block的指针,memory_usage_为使用的内存总量,并且使用了AtomicPointer,可以通过内存屏障或者c++的atomic接口实现原子操作。

Arena类提供的方法主要有两个,一个是Allocate(size_t bytes):

inline char *Arena::Allocate(size_t bytes)
{
    // The semantics of what to return are a bit messy if we allow
    // 0-byte allocations, so we disallow them here (we don‘t need
    // them for our internal use).
    assert(bytes > 0);
    if (bytes <= alloc_bytes_remaining_)
    {
        char *result = alloc_ptr_;
        alloc_ptr_ += bytes;
        alloc_bytes_remaining_ -= bytes;
        return result;
    }
    return AllocateFallback(bytes);
}

char *Arena::AllocateFallback(size_t bytes)
{
    if (bytes > kBlockSize / 4)
    {
        // Object is more than a quarter of our block size.  Allocate it separately
        // to avoid wasting too much space in leftover bytes.
        char *result = AllocateNewBlock(bytes);
        return result;
    }

    // We waste the remaining space in the current block.
    alloc_ptr_ = AllocateNewBlock(kBlockSize);
    alloc_bytes_remaining_ = kBlockSize;

    char *result = alloc_ptr_;
    alloc_ptr_ += bytes;
    alloc_bytes_remaining_ -= bytes;
    return result;
}

char *Arena::AllocateNewBlock(size_t block_bytes)
{
    char *result = new char[block_bytes];
    blocks_.push_back(result);
    memory_usage_.NoBarrier_Store(
        reinterpret_cast<void *>(MemoryUsage() + block_bytes + sizeof(char *)));
    return result;
}

Allocate(size_t bytes)函数分配的内存不保证对齐。首先检查当前可以被分配的内存空间是否足够,如果够的话,直接将从alloc_ptr_指向的位置开始的bytes个字节分配给调用者,并移动alloc_ptr_指向新的位置,调整alloc_bytes_remaining_。如果不够,就调用AllocateFallback(size_t bytes)函数。AllocateFallback(size_t bytes)函数首先检查bytes大小是否超过1/4个block,如果超过,则直接调用AllocateNewBlock(size_t block_bytes)函数分配一个新的block给调用者,并且这个新的block中除了当前的bytes个字节,其余部分将不会被使用,而alloc_ptr_的指向却不变,也就是说当前可以被分配的内存保持不变,因为此时剩余空间至少为1/4个block,这样设计就可以减少大块的内存碎片。如果没有超过1/4个block,就分配一个新的block,并且将alloc_ptr_指向新的block中的剩余空间。

还有一个内存分配函数是AllocateAligned(size_t bytes):

char *Arena::AllocateAligned(size_t bytes)
{
    const int align = (sizeof(void *) > 8) ? sizeof(void *) : 8;
    assert((align & (align - 1)) == 0); // Pointer size should be a power of 2
    size_t current_mod = reinterpret_cast<uintptr_t>(alloc_ptr_) & (align - 1);
    size_t slop = (current_mod == 0 ? 0 : align - current_mod);
    size_t needed = bytes + slop;
    char *result;
    if (needed <= alloc_bytes_remaining_)
    {
        result = alloc_ptr_ + slop;
        alloc_ptr_ += needed;
        alloc_bytes_remaining_ -= needed;
    }
    else
    {
        // AllocateFallback always returned aligned memory
        result = AllocateFallback(bytes);
    }
    assert((reinterpret_cast<uintptr_t>(result) & (align - 1)) == 0);
    return result;
}

这个函数保证内存对齐。首先,以下代码会调整alloc_ptr_的位置使其对齐:

const int align = (sizeof(void *) > 8) ? sizeof(void *) : 8;
assert((align & (align - 1)) == 0); // Pointer size should be a power of 2
size_t current_mod = reinterpret_cast<uintptr_t>(alloc_ptr_) & (align - 1);
size_t slop = (current_mod == 0 ? 0 : align - current_mod);
size_t needed = bytes + slop;

剩下的代码和Allocate(size_t bytes)中实现一致。

SkipList类

最后是最重要的跳表,跳表由SkipList类实现:

template <typename Key, class Comparator>
class SkipList
{
  private:
    struct Node;

  public:
    // ...

    // Insert key into the list.
    // REQUIRES: nothing that compares equal to key is currently in the list.
    void Insert(const Key &key);

    // Returns true iff an entry that compares equal to key is in the list.
    bool Contains(const Key &key) const;

    // Iteration over the contents of a skip list
    class Iterator
    {
        // ...
    };

  private:
    // ...

    // Immutable after construction
    Comparator const compare_;
    Arena *const arena_; // Arena used for allocations of nodes

    Node *const head_;

    // Modified only by Insert().  Read racily by readers, but stale
    // values are ok.
    port::AtomicPointer max_height_; // Height of the entire list

    // ...

    Node *NewNode(const Key &key, int height);
    // ...

    // Return true if key is greater than the data stored in "n"
    bool KeyIsAfterNode(const Key &key, Node *n) const;

    // Return the earliest node that comes at or after key.
    // Return nullptr if there is no such node.
    //
    // If prev is non-null, fills prev[level] with pointer to previous
    // node at "level" for every level in [0..max_height_-1].
    Node *FindGreaterOrEqual(const Key &key, Node **prev) const;

    // Return the latest node with a key < key.
    // Return head_ if there is no such node.
    Node *FindLessThan(const Key &key) const;

    // Return the last node in the list.
    // Return head_ if list is empty.
    Node *FindLast() const;

    // ...
};

跳表中主要有四个成员,一个是compare_用于key的比较,一个是arena_用于内存管理,一个是head_指向跳表开头的节点,最后一个是max_height_为跳表最大的高度。

当然跳表中还需要两个类和结构,一个是Iterator类,用于跳表的遍历,另一个是Node结构,用于表示跳表中的节点。

Node结构

首先是Node结构:

template <typename Key, class Comparator>
struct SkipList<Key, Comparator>::Node
{
    // ...

    Key const key;

    // Accessors/mutators for links.  Wrapped in methods so we can
    // add the appropriate barriers as necessary.
    Node *Next(int n)
    // ...
    void SetNext(int n, Node *x)
    // ...
    // No-barrier variants that can be safely used in a few locations.
    Node *NoBarrier_Next(int n)
    // ...
    void NoBarrier_SetNext(int n, Node *x)
    // ...

  private:
    // Array of length equal to the node height.  next_[0] is lowest level link.
    port::AtomicPointer next_[1];
};

Node中key存储了节点中实际存储的KV值,next_为一个变长数组(struct最后一个元素如果是数组,则长度可变),用于存储该节点在不同高度的链表上指向下一个节点的指针。

创建Node使用了一个很神奇的函数:

template <typename Key, class Comparator>
typename SkipList<Key, Comparator>::Node *
SkipList<Key, Comparator>::NewNode(const Key &key, int height)
{
    char *mem = arena_->AllocateAligned(
        sizeof(Node) + sizeof(port::AtomicPointer) * (height - 1));
    return new (mem) Node(key);
}

这个函数首先分配了一块对齐的内存,然后通过new (mem) Node(key)这个语句创建一个节点,我也不是很懂。

Iterator类

其次是iterator类:

    // Iteration over the contents of a skip list
    class Iterator
    {
      public:
        // ... 

        // Returns true iff the iterator is positioned at a valid node.
        bool Valid() const;

        // Returns the key at the current position.
        // REQUIRES: Valid()
        const Key &key() const;

        // Advances to the next position.
        // REQUIRES: Valid()
        void Next();

        // Advances to the previous position.
        // REQUIRES: Valid()
        void Prev();

        // Advance to the first entry with a key >= target
        void Seek(const Key &target);

        // Position at the first entry in list.
        // Final state of iterator is Valid() iff list is not empty.
        void SeekToFirst();

        // Position at the last entry in list.
        // Final state of iterator is Valid() iff list is not empty.
        void SeekToLast();

      private:
        const SkipList *list_;
        Node *node_;
        // ...
    };

这个类主要有两个成员,一个list_指向迭代的跳表,node_指向当前迭代的节点。

对跳表的遍历操作需要获取一个Iterator类型的迭代器,然后通过调用Iterator类提供的接口函数对跳表进行遍历。而Iterator类提供的接口函数实际上通过调用SkipList类提供的私有接口函数实现。

SkipList类的私有接口函数如下:

template <typename Key, class Comparator>
typename SkipList<Key, Comparator>::Node *SkipList<Key, Comparator>::FindGreaterOrEqual(const Key &key, Node **prev)
    const
{
    Node *x = head_;
    int level = GetMaxHeight() - 1;
    while (true)
    {
        Node *next = x->Next(level);
        if (KeyIsAfterNode(key, next))
        {
            // Keep searching in this list
            x = next;
        }
        else
        {
            if (prev != nullptr)
                prev[level] = x;
            if (level == 0)
            {
                return next;
            }
            else
            {
                // Switch to next list
                level--;
            }
        }
    }
}

template <typename Key, class Comparator>
typename SkipList<Key, Comparator>::Node *
SkipList<Key, Comparator>::FindLessThan(const Key &key) const
{
    Node *x = head_;
    int level = GetMaxHeight() - 1;
    while (true)
    {
        assert(x == head_ || compare_(x->key, key) < 0);
        Node *next = x->Next(level);
        if (next == nullptr || compare_(next->key, key) >= 0)
        {
            if (level == 0)
            {
                return x;
            }
            else
            {
                // Switch to next list
                level--;
            }
        }
        else
        {
            x = next;
        }
    }
}

template <typename Key, class Comparator>
typename SkipList<Key, Comparator>::Node *SkipList<Key, Comparator>::FindLast()
    const
{
    Node *x = head_;
    int level = GetMaxHeight() - 1;
    while (true)
    {
        Node *next = x->Next(level);
        if (next == nullptr)
        {
            if (level == 0)
            {
                return x;
            }
            else
            {
                // Switch to next list
                level--;
            }
        }
        else
        {
            x = next;
        }
    }
}

这三个函数的实现比较简单,类似于链表的遍历,就不做具体分析了。

另外,跳表还有两个接口函数用于插入和检查是否包含某个key,这两个函数的实现也使用了跳表的私有接口函数:

template <typename Key, class Comparator>
void SkipList<Key, Comparator>::Insert(const Key &key)

template <typename Key, class Comparator>
bool SkipList<Key, Comparator>::Contains(const Key &key) const

MemTable成员函数

分析完以上这些,我们开始分析MemTable提供的接口函数:

void MemTable::Add(SequenceNumber s, ValueType type,
                   const Slice &key,
                   const Slice &value)
{
    // Format of an entry is concatenation of:
    //  key_size     : varint32 of internal_key.size()
    //  key bytes    : char[internal_key.size()]
    //  value_size   : varint32 of value.size()
    //  value bytes  : char[value.size()]
    size_t key_size = key.size();
    size_t val_size = value.size();
    size_t internal_key_size = key_size + 8;
    const size_t encoded_len =
        VarintLength(internal_key_size) + internal_key_size +
        VarintLength(val_size) + val_size;
    char *buf = arena_.Allocate(encoded_len);
    char *p = EncodeVarint32(buf, internal_key_size);
    memcpy(p, key.data(), key_size);
    p += key_size;
    EncodeFixed64(p, (s << 8) | type);
    p += 8;
    p = EncodeVarint32(p, val_size);
    memcpy(p, value.data(), val_size);
    assert(p + val_size == buf + encoded_len);
    table_.Insert(buf);
}

Add函数将key和value组成key_size | sequencenumber | type | key | value_size | value这样的形式,然后调用SkipList类提供的Insert函数插入跳表中。

bool MemTable::Get(const LookupKey &key, std::string *value, Status *s)
{
    Slice memkey = key.memtable_key();
    Table::Iterator iter(&table_);
    iter.Seek(memkey.data());
    if (iter.Valid())
    {
        // entry format is:
        //    klength  varint32
        //    userkey  char[klength]
        //    tag      uint64
        //    vlength  varint32
        //    value    char[vlength]
        // Check that it belongs to same user key.  We do not check the
        // sequence number since the Seek() call above should have skipped
        // all entries with overly large sequence numbers.
        const char *entry = iter.key();
        uint32_t key_length;
        const char *key_ptr = GetVarint32Ptr(entry, entry + 5, &key_length);
        if (comparator_.comparator.user_comparator()->Compare(
                Slice(key_ptr, key_length - 8),
                key.user_key()) == 0)
        {
            // Correct user key
            const uint64_t tag = DecodeFixed64(key_ptr + key_length - 8);
            switch (static_cast<ValueType>(tag & 0xff))
            {
            case kTypeValue:
            {
                Slice v = GetLengthPrefixedSlice(key_ptr + key_length);
                value->assign(v.data(), v.size());
                return true;
            }
            case kTypeDeletion:
                *s = Status::NotFound(Slice());
                return true;
            }
        }
    }
    return false;
}

Get函数先用跳表的迭代器找到包含key的节点,然后将节点中的数据解码后封装为Slice存入value。

MemTableIterator类

MemTable还封装了一个MemTableIterator类用于MemTable的迭代:

class MemTableIterator : public Iterator
{
  public:
    explicit MemTableIterator(MemTable::Table *table) : iter_(table) {}

    virtual bool Valid() const { return iter_.Valid(); }
    virtual void Seek(const Slice &k) { iter_.Seek(EncodeKey(&tmp_, k)); }
    virtual void SeekToFirst() { iter_.SeekToFirst(); }
    virtual void SeekToLast() { iter_.SeekToLast(); }
    virtual void Next() { iter_.Next(); }
    virtual void Prev() { iter_.Prev(); }
    virtual Slice key() const { return GetLengthPrefixedSlice(iter_.key()); }
    virtual Slice value() const
    {
        Slice key_slice = GetLengthPrefixedSlice(iter_.key());
        return GetLengthPrefixedSlice(key_slice.data() + key_slice.size());
    }

    virtual Status status() const { return Status::OK(); }

  private:
    MemTable::Table::Iterator iter_;
    std::string tmp_; // For passing to EncodeKey

    // No copying allowed
    MemTableIterator(const MemTableIterator &);
    void operator=(const MemTableIterator &);
};

遍历MemTable就需要获得一个MemTableIterator类的迭代器,然后通过调用MemTableIterator类提供的接口函数进行遍历。MemTableIterator类其实就是实现了对跳表迭代器的封装,成员为一个跳表的迭代器iter_,接口函数通过调用跳表迭代器的接口函数实现。

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LevelDB源码分析-MemTable

标签:ted   最大的   mmu   之间   变量   not   result   ice   block   

原文地址:https://www.cnblogs.com/YuNanlong/p/9426795.html

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