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/* This file is part of sled-overlay
*
* Copyright (C) 2023 Dyne.org foundation
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
use std::collections::BTreeMap;
use sled::transaction::{ConflictableTransactionError, TransactionError};
use sled::{IVec, Transactional};
use crate::SledTreeOverlay;
/// Struct representing [`SledDbOverlay`] cache state
#[derive(Clone)]
pub struct SledDbOverlayState {
/// New trees that have been opened, but didn't exist in `db` before.
new_tree_names: Vec<IVec>,
/// Pointers to sled trees that we have opened.
trees: BTreeMap<IVec, sled::Tree>,
/// Pointers to [`SledTreeOverlay`] instances that have been created.
caches: BTreeMap<IVec, SledTreeOverlay>,
/// Trees that were dropped.
dropped_tree_names: Vec<IVec>,
}
impl SledDbOverlayState {
/// Instantiate a new [`SledDbOverlayState`].
pub fn new() -> Self {
Self {
new_tree_names: vec![],
trees: BTreeMap::new(),
caches: BTreeMap::new(),
dropped_tree_names: vec![],
}
}
}
impl Default for SledDbOverlayState {
fn default() -> Self {
Self::new()
}
}
/// An overlay on top of an entire [`sled::Db`] which can span multiple trees
pub struct SledDbOverlay {
/// The [`sled::Db`] that is being overlayed.
db: sled::Db,
/// Existing trees in `db` at the time of instantiation, so we can track newly opened trees.
initial_tree_names: Vec<IVec>,
/// Current overlay cache state
state: SledDbOverlayState,
/// Checkpointed cache state to revert to
checkpoint: SledDbOverlayState,
}
impl SledDbOverlay {
/// Instantiate a new [`SledDbOverlay`] on top of a given [`sled::Db`].
pub fn new(db: &sled::Db) -> Self {
Self {
db: db.clone(),
initial_tree_names: db.tree_names(),
state: SledDbOverlayState::new(),
checkpoint: SledDbOverlayState::new(),
}
}
/// Create a new [`SledTreeOverlay`] on top of a given `tree_name`.
/// This function will also open a new tree inside `db` regardless of if it has
/// existed before, so for convenience, we also provide [`SledDbOverlay::purge_new_trees`]
/// in case we decide we don't want to write the batches, and drop the new trees.
pub fn open_tree(&mut self, tree_name: &[u8]) -> Result<(), sled::Error> {
let tree_key: IVec = tree_name.into();
// We don't allow reopening a dropped tree.
if self.state.dropped_tree_names.contains(&tree_key) {
return Err(sled::Error::CollectionNotFound(tree_key));
}
if self.state.trees.contains_key(&tree_key) {
// We have already opened this tree.
return Ok(());
}
// Open this tree in sled. In case it hasn't existed before, we also need
// to track it in `self.new_tree_names`.
let tree = self.db.open_tree(&tree_key)?;
let cache = SledTreeOverlay::new(&tree);
if !self.initial_tree_names.contains(&tree_key) {
self.state.new_tree_names.push(tree_key.clone());
}
self.state.trees.insert(tree_key.clone(), tree);
self.state.caches.insert(tree_key, cache);
Ok(())
}
/// Drop a sled tree from the overlay.
pub fn drop_tree(&mut self, tree_name: &[u8]) -> Result<(), sled::Error> {
let tree_key: IVec = tree_name.into();
// Check if already removed
if self.state.dropped_tree_names.contains(&tree_key) {
return Err(sled::Error::CollectionNotFound(tree_key));
}
// Check if its a new tree we created
if self.state.new_tree_names.contains(&tree_key) {
self.state.trees.remove(&tree_key);
self.state.new_tree_names.retain(|x| *x != tree_key);
self.state.dropped_tree_names.push(tree_key);
return Ok(());
}
// Check if tree existed in the database
if !self.initial_tree_names.contains(&tree_key) {
return Err(sled::Error::CollectionNotFound(tree_key));
}
self.state.trees.remove(&tree_key);
self.state.dropped_tree_names.push(tree_key);
Ok(())
}
/// Drop newly created trees from the sled database. This is a convenience
/// function that should be used when we decide that we don't want to apply
/// any cache changes, and we want to revert back to the initial state.
pub fn purge_new_trees(&self) -> Result<(), sled::Error> {
for i in &self.state.new_tree_names {
self.db.drop_tree(i)?;
}
Ok(())
}
/// Fetch the cache for a given tree.
fn get_cache(&self, tree_key: &IVec) -> Result<&SledTreeOverlay, sled::Error> {
if self.state.dropped_tree_names.contains(tree_key) {
return Err(sled::Error::CollectionNotFound(tree_key.into()));
}
if let Some(v) = self.state.caches.get(tree_key) {
return Ok(v);
}
Err(sled::Error::CollectionNotFound(tree_key.into()))
}
/// Fetch a mutable reference to the cache for a given tree.
fn get_cache_mut(&mut self, tree_key: &IVec) -> Result<&mut SledTreeOverlay, sled::Error> {
if self.state.dropped_tree_names.contains(tree_key) {
return Err(sled::Error::CollectionNotFound(tree_key.into()));
}
if let Some(v) = self.state.caches.get_mut(tree_key) {
return Ok(v);
}
Err(sled::Error::CollectionNotFound(tree_key.clone()))
}
/// Returns `true` if the overlay contains a value for a specified key in the specified
/// tree cache.
pub fn contains_key(&self, tree_key: &[u8], key: &[u8]) -> Result<bool, sled::Error> {
let cache = self.get_cache(&tree_key.into())?;
cache.contains_key(key)
}
/// Retrieve a value from the overlay if it exists in the specified tree cache.
pub fn get(&self, tree_key: &[u8], key: &[u8]) -> Result<Option<IVec>, sled::Error> {
let cache = self.get_cache(&tree_key.into())?;
cache.get(key)
}
/// Returns `true` if specified tree cache is empty.
pub fn is_empty(&self, tree_key: &[u8]) -> Result<bool, sled::Error> {
let cache = self.get_cache(&tree_key.into())?;
Ok(cache.is_empty())
}
/// Returns last value from the overlay if the specified tree cache is not empty.
pub fn last(&self, tree_key: &[u8]) -> Result<Option<(IVec, IVec)>, sled::Error> {
let cache = self.get_cache(&tree_key.into())?;
cache.last()
}
/// Insert a key to a new value in the specified tree cache, returning the last value
/// if it was set.
pub fn insert(
&mut self,
tree_key: &[u8],
key: &[u8],
value: &[u8],
) -> Result<Option<IVec>, sled::Error> {
let cache = self.get_cache_mut(&tree_key.into())?;
cache.insert(key, value)
}
/// Delete a value in the specified tree cache, returning the old value if it existed.
pub fn remove(&mut self, tree_key: &[u8], key: &[u8]) -> Result<Option<IVec>, sled::Error> {
let cache = self.get_cache_mut(&tree_key.into())?;
cache.remove(key)
}
/// Aggregate all the current overlay changes into [`sled::Batch`] instances and
/// return vectors of [`sled::Tree`] and their respective [`sled::Batch`] that can
/// be used for further operations. If there are no changes, both vectors will be empty.
fn aggregate(&self) -> Result<(Vec<sled::Tree>, Vec<sled::Batch>), sled::Error> {
let mut trees = vec![];
let mut batches = vec![];
for (key, tree) in &self.state.trees {
let cache = self.get_cache(key)?;
if let Some(batch) = cache.aggregate() {
trees.push(tree.clone());
batches.push(batch);
}
}
Ok((trees, batches))
}
/// Ensure all new trees that have been opened exist in sled by reopening them,
/// atomically apply all batches on all trees as a transaction, and drop dropped
/// trees from sled.
/// This function **does not** perform a db flush. This should be done externally,
/// since then there is a choice to perform either blocking or async IO.
/// After execution is successful, caller should *NOT* use the overlay again.
pub fn apply(&mut self) -> Result<(), TransactionError<sled::Error>> {
// Ensure new trees exist
for tree_key in &self.state.new_tree_names {
let tree = self.db.open_tree(tree_key)?;
self.state.trees.insert(tree_key.clone(), tree);
}
// Drop removed trees
for tree in &self.state.dropped_tree_names {
self.db.drop_tree(tree)?;
}
// Aggregate batches
let (trees, batches) = self.aggregate()?;
if trees.is_empty() {
return Ok(());
}
// Perform an atomic transaction over all the collected trees and
// apply the batches.
trees.transaction(|trees| {
for (index, tree) in trees.iter().enumerate() {
tree.apply_batch(&batches[index])?;
}
Ok::<(), ConflictableTransactionError<sled::Error>>(())
})?;
Ok(())
}
/// Checkpoint current cache state so we can revert to it, if needed.
pub fn checkpoint(&mut self) {
self.checkpoint = self.state.clone();
}
/// Revert to current cache state checkpoint.
pub fn revert_to_checkpoint(&mut self) -> Result<(), sled::Error> {
// We first check if any new trees were opened, so we can remove them.
let new_trees: Vec<_> = self
.state
.new_tree_names
.iter()
.filter(|tree| !self.checkpoint.new_tree_names.contains(tree))
.collect();
for tree in &new_trees {
self.db.drop_tree(tree)?;
}
self.state = self.checkpoint.clone();
Ok(())
}
}