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diff --git a/src/leveldb/db/skiplist.h b/src/leveldb/db/skiplist.h
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-// Copyright (c) 2011 The LevelDB Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file. See the AUTHORS file for names of contributors.
-//
-// Thread safety
-// -------------
-//
-// Writes require external synchronization, most likely a mutex.
-// Reads require a guarantee that the SkipList will not be destroyed
-// while the read is in progress. Apart from that, reads progress
-// without any internal locking or synchronization.
-//
-// Invariants:
-//
-// (1) Allocated nodes are never deleted until the SkipList is
-// destroyed. This is trivially guaranteed by the code since we
-// never delete any skip list nodes.
-//
-// (2) The contents of a Node except for the next/prev pointers are
-// immutable after the Node has been linked into the SkipList.
-// Only Insert() modifies the list, and it is careful to initialize
-// a node and use release-stores to publish the nodes in one or
-// more lists.
-//
-// ... prev vs. next pointer ordering ...
-
-#include <assert.h>
-#include <stdlib.h>
-#include "port/port.h"
-#include "util/arena.h"
-#include "util/random.h"
-
-namespace leveldb {
-
-class Arena;
-
-template<typename Key, class Comparator>
-class SkipList {
- private:
- struct Node;
-
- public:
- // Create a new SkipList object that will use "cmp" for comparing keys,
- // and will allocate memory using "*arena". Objects allocated in the arena
- // must remain allocated for the lifetime of the skiplist object.
- explicit SkipList(Comparator cmp, Arena* arena);
-
- // 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 {
- public:
- // Initialize an iterator over the specified list.
- // The returned iterator is not valid.
- explicit Iterator(const SkipList* list);
-
- // 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_;
- // Intentionally copyable
- };
-
- private:
- enum { kMaxHeight = 12 };
-
- // 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
-
- inline int GetMaxHeight() const {
- return static_cast<int>(
- reinterpret_cast<intptr_t>(max_height_.NoBarrier_Load()));
- }
-
- // Read/written only by Insert().
- Random rnd_;
-
- Node* NewNode(const Key& key, int height);
- int RandomHeight();
- bool Equal(const Key& a, const Key& b) const { return (compare_(a, b) == 0); }
-
- // 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 NULL 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;
-
- // No copying allowed
- SkipList(const SkipList&);
- void operator=(const SkipList&);
-};
-
-// Implementation details follow
-template<typename Key, class Comparator>
-struct SkipList<Key,Comparator>::Node {
- explicit Node(const Key& k) : key(k) { }
-
- Key const key;
-
- // Accessors/mutators for links. Wrapped in methods so we can
- // add the appropriate barriers as necessary.
- Node* Next(int n) {
- assert(n >= 0);
- // Use an 'acquire load' so that we observe a fully initialized
- // version of the returned Node.
- return reinterpret_cast<Node*>(next_[n].Acquire_Load());
- }
- void SetNext(int n, Node* x) {
- assert(n >= 0);
- // Use a 'release store' so that anybody who reads through this
- // pointer observes a fully initialized version of the inserted node.
- next_[n].Release_Store(x);
- }
-
- // No-barrier variants that can be safely used in a few locations.
- Node* NoBarrier_Next(int n) {
- assert(n >= 0);
- return reinterpret_cast<Node*>(next_[n].NoBarrier_Load());
- }
- void NoBarrier_SetNext(int n, Node* x) {
- assert(n >= 0);
- next_[n].NoBarrier_Store(x);
- }
-
- private:
- // Array of length equal to the node height. next_[0] is lowest level link.
- port::AtomicPointer next_[1];
-};
-
-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);
-}
-
-template<typename Key, class Comparator>
-inline SkipList<Key,Comparator>::Iterator::Iterator(const SkipList* list) {
- list_ = list;
- node_ = NULL;
-}
-
-template<typename Key, class Comparator>
-inline bool SkipList<Key,Comparator>::Iterator::Valid() const {
- return node_ != NULL;
-}
-
-template<typename Key, class Comparator>
-inline const Key& SkipList<Key,Comparator>::Iterator::key() const {
- assert(Valid());
- return node_->key;
-}
-
-template<typename Key, class Comparator>
-inline void SkipList<Key,Comparator>::Iterator::Next() {
- assert(Valid());
- node_ = node_->Next(0);
-}
-
-template<typename Key, class Comparator>
-inline void SkipList<Key,Comparator>::Iterator::Prev() {
- // Instead of using explicit "prev" links, we just search for the
- // last node that falls before key.
- assert(Valid());
- node_ = list_->FindLessThan(node_->key);
- if (node_ == list_->head_) {
- node_ = NULL;
- }
-}
-
-template<typename Key, class Comparator>
-inline void SkipList<Key,Comparator>::Iterator::Seek(const Key& target) {
- node_ = list_->FindGreaterOrEqual(target, NULL);
-}
-
-template<typename Key, class Comparator>
-inline void SkipList<Key,Comparator>::Iterator::SeekToFirst() {
- node_ = list_->head_->Next(0);
-}
-
-template<typename Key, class Comparator>
-inline void SkipList<Key,Comparator>::Iterator::SeekToLast() {
- node_ = list_->FindLast();
- if (node_ == list_->head_) {
- node_ = NULL;
- }
-}
-
-template<typename Key, class Comparator>
-int SkipList<Key,Comparator>::RandomHeight() {
- // Increase height with probability 1 in kBranching
- static const unsigned int kBranching = 4;
- int height = 1;
- while (height < kMaxHeight && ((rnd_.Next() % kBranching) == 0)) {
- height++;
- }
- assert(height > 0);
- assert(height <= kMaxHeight);
- return height;
-}
-
-template<typename Key, class Comparator>
-bool SkipList<Key,Comparator>::KeyIsAfterNode(const Key& key, Node* n) const {
- // NULL n is considered infinite
- return (n != NULL) && (compare_(n->key, key) < 0);
-}
-
-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 != NULL) 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 == NULL || 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 == NULL) {
- if (level == 0) {
- return x;
- } else {
- // Switch to next list
- level--;
- }
- } else {
- x = next;
- }
- }
-}
-
-template<typename Key, class Comparator>
-SkipList<Key,Comparator>::SkipList(Comparator cmp, Arena* arena)
- : compare_(cmp),
- arena_(arena),
- head_(NewNode(0 /* any key will do */, kMaxHeight)),
- max_height_(reinterpret_cast<void*>(1)),
- rnd_(0xdeadbeef) {
- for (int i = 0; i < kMaxHeight; i++) {
- head_->SetNext(i, NULL);
- }
-}
-
-template<typename Key, class Comparator>
-void SkipList<Key,Comparator>::Insert(const Key& key) {
- // TODO(opt): We can use a barrier-free variant of FindGreaterOrEqual()
- // here since Insert() is externally synchronized.
- Node* prev[kMaxHeight];
- Node* x = FindGreaterOrEqual(key, prev);
-
- // Our data structure does not allow duplicate insertion
- assert(x == NULL || !Equal(key, x->key));
-
- int height = RandomHeight();
- if (height > GetMaxHeight()) {
- for (int i = GetMaxHeight(); i < height; i++) {
- prev[i] = head_;
- }
- //fprintf(stderr, "Change height from %d to %d\n", max_height_, height);
-
- // It is ok to mutate max_height_ without any synchronization
- // with concurrent readers. A concurrent reader that observes
- // the new value of max_height_ will see either the old value of
- // new level pointers from head_ (NULL), or a new value set in
- // the loop below. In the former case the reader will
- // immediately drop to the next level since NULL sorts after all
- // keys. In the latter case the reader will use the new node.
- max_height_.NoBarrier_Store(reinterpret_cast<void*>(height));
- }
-
- x = NewNode(key, height);
- for (int i = 0; i < height; i++) {
- // NoBarrier_SetNext() suffices since we will add a barrier when
- // we publish a pointer to "x" in prev[i].
- x->NoBarrier_SetNext(i, prev[i]->NoBarrier_Next(i));
- prev[i]->SetNext(i, x);
- }
-}
-
-template<typename Key, class Comparator>
-bool SkipList<Key,Comparator>::Contains(const Key& key) const {
- Node* x = FindGreaterOrEqual(key, NULL);
- if (x != NULL && Equal(key, x->key)) {
- return true;
- } else {
- return false;
- }
-}
-
-} // namespace leveldb