// 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 #include #include "port/port.h" #include "util/arena.h" #include "util/random.h" namespace leveldb { class Arena; template 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 reinterpret_cast(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 struct SkipList::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(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(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 SkipList::Node* SkipList::NewNode(const Key& key, int height) { char* mem = arena_->AllocateAligned( sizeof(Node) + sizeof(port::AtomicPointer) * (height - 1)); return new (mem) Node(key); } template inline SkipList::Iterator::Iterator(const SkipList* list) { list_ = list; node_ = NULL; } template inline bool SkipList::Iterator::Valid() const { return node_ != NULL; } template inline const Key& SkipList::Iterator::key() const { assert(Valid()); return node_->key; } template inline void SkipList::Iterator::Next() { assert(Valid()); node_ = node_->Next(0); } template inline void SkipList::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 inline void SkipList::Iterator::Seek(const Key& target) { node_ = list_->FindGreaterOrEqual(target, NULL); } template inline void SkipList::Iterator::SeekToFirst() { node_ = list_->head_->Next(0); } template inline void SkipList::Iterator::SeekToLast() { node_ = list_->FindLast(); if (node_ == list_->head_) { node_ = NULL; } } template int SkipList::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 bool SkipList::KeyIsAfterNode(const Key& key, Node* n) const { // NULL n is considered infinite return (n != NULL) && (compare_(n->key, key) < 0); } template typename SkipList::Node* SkipList::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 SkipList::Node* SkipList::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 SkipList::Node* SkipList::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 SkipList::SkipList(Comparator cmp, Arena* arena) : compare_(cmp), arena_(arena), head_(NewNode(0 /* any key will do */, kMaxHeight)), max_height_(reinterpret_cast(1)), rnd_(0xdeadbeef) { for (int i = 0; i < kMaxHeight; i++) { head_->SetNext(i, NULL); } } template void SkipList::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(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 bool SkipList::Contains(const Key& key) const { Node* x = FindGreaterOrEqual(key, NULL); if (x != NULL && Equal(key, x->key)) { return true; } else { return false; } } } // namespace leveldb