Files
neon/pageserver/compaction/src/simulator/draw.rs
Arpad Müller 045bc6af8b Add new compaction abstraction, simulator, and implementation. (#6830)
Rebased version of #5234, part of #6768

This consists of three parts:

1. A refactoring and new contract for implementing and testing
compaction.

The logic is now in a separate crate, with no dependency on the
'pageserver' crate. It defines an interface that the real pageserver
must implement, in order to call the compaction algorithm. The interface
models things like delta and image layers, but just the parts that the
compaction algorithm needs to make decisions. That makes it easier unit
test the algorithm and experiment with different implementations.

I did not convert the current code to the new abstraction, however. When
compaction algorithm is set to "Legacy", we just use the old code. It
might be worthwhile to convert the old code to the new abstraction, so
that we can compare the behavior of the new algorithm against the old
one, using the same simulated cases. If we do that, have to be careful
that the converted code really is equivalent to the old.

This inclues only trivial changes to the main pageserver code. All the
new code is behind a tenant config option. So this should be pretty safe
to merge, even if the new implementation is buggy, as long as we don't
enable it.

2. A new compaction algorithm, implemented using the new abstraction.

The new algorithm is tiered compaction. It is inspired by the PoC at PR
#4539, although I did not use that code directly, as I needed the new
implementation to fit the new abstraction. The algorithm here is less
advanced, I did not implement partial image layers, for example. I
wanted to keep it simple on purpose, so that as we add bells and
whistles, we can see the effects using the included simulator.

One difference to #4539 and your typical LSM tree implementations is how
we keep track of the LSM tree levels. This PR doesn't have a permanent
concept of a level, tier or sorted run at all. There are just delta and
image layers. However, when compaction starts, we look at the layers
that exist, and arrange them into levels, depending on their shapes.
That is ephemeral: when the compaction finishes, we forget that
information. This allows the new algorithm to work without any extra
bookkeeping. That makes it easier to transition from the old algorithm
to new, and back again.

There is just a new tenant config option to choose the compaction
algorithm. The default is "Legacy", meaning the current algorithm in
'main'. If you set it to "Tiered", the new algorithm is used.

3. A simulator, which implements the new abstraction.

The simulator can be used to analyze write and storage amplification,
without running a test with the full pageserver. It can also draw an SVG
animation of the simulation, to visualize how layers are created and
deleted.

To run the simulator:

    cargo run --bin compaction-simulator run-suite

---------

Co-authored-by: Heikki Linnakangas <heikki@neon.tech>
2024-02-27 17:15:46 +01:00

412 lines
12 KiB
Rust

use super::Key;
use anyhow::Result;
use std::cmp::Ordering;
use std::{
collections::{BTreeMap, BTreeSet, HashSet},
fmt::Write,
ops::Range,
};
use svg_fmt::{rgb, BeginSvg, EndSvg, Fill, Stroke, Style};
use utils::lsn::Lsn;
// Map values to their compressed coordinate - the index the value
// would have in a sorted and deduplicated list of all values.
struct CoordinateMap<T: Ord + Copy> {
map: BTreeMap<T, usize>,
stretch: f32,
}
impl<T: Ord + Copy> CoordinateMap<T> {
fn new(coords: Vec<T>, stretch: f32) -> Self {
let set: BTreeSet<T> = coords.into_iter().collect();
let mut map: BTreeMap<T, usize> = BTreeMap::new();
for (i, e) in set.iter().enumerate() {
map.insert(*e, i);
}
Self { map, stretch }
}
// This assumes that the map contains an exact point for this.
// Use map_inexact for values inbetween
fn map(&self, val: T) -> f32 {
*self.map.get(&val).unwrap() as f32 * self.stretch
}
// the value is still assumed to be within the min/max bounds
// (this is currently unused)
fn _map_inexact(&self, val: T) -> f32 {
let prev = *self.map.range(..=val).next().unwrap().1;
let next = *self.map.range(val..).next().unwrap().1;
// interpolate
(prev as f32 + (next - prev) as f32) * self.stretch
}
fn max(&self) -> f32 {
self.map.len() as f32 * self.stretch
}
}
#[derive(PartialEq, Hash, Eq)]
pub enum LayerTraceOp {
Flush,
CreateDelta,
CreateImage,
Delete,
}
impl std::fmt::Display for LayerTraceOp {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> Result<(), std::fmt::Error> {
let op_str = match self {
LayerTraceOp::Flush => "flush",
LayerTraceOp::CreateDelta => "create_delta",
LayerTraceOp::CreateImage => "create_image",
LayerTraceOp::Delete => "delete",
};
f.write_str(op_str)
}
}
#[derive(PartialEq, Hash, Eq, Clone)]
pub struct LayerTraceFile {
pub filename: String,
pub key_range: Range<Key>,
pub lsn_range: Range<Lsn>,
}
impl LayerTraceFile {
fn is_image(&self) -> bool {
self.lsn_range.end == self.lsn_range.start
}
}
pub struct LayerTraceEvent {
pub time_rel: u64,
pub op: LayerTraceOp,
pub file: LayerTraceFile,
}
pub fn draw_history<W: std::io::Write>(history: &[LayerTraceEvent], mut output: W) -> Result<()> {
let mut files: Vec<LayerTraceFile> = Vec::new();
for event in history {
files.push(event.file.clone());
}
let last_time_rel = history.last().unwrap().time_rel;
// Collect all coordinates
let mut keys: Vec<Key> = vec![];
let mut lsns: Vec<Lsn> = vec![];
for f in files.iter() {
keys.push(f.key_range.start);
keys.push(f.key_range.end);
lsns.push(f.lsn_range.start);
lsns.push(f.lsn_range.end);
}
// Analyze
let key_map = CoordinateMap::new(keys, 2.0);
// Stretch out vertically for better visibility
let lsn_map = CoordinateMap::new(lsns, 3.0);
let mut svg = String::new();
// Draw
writeln!(
svg,
"{}",
BeginSvg {
w: key_map.max(),
h: lsn_map.max(),
}
)?;
let lsn_max = lsn_map.max();
// Sort the files by LSN, but so that image layers go after all delta layers
// The SVG is painted in the order the elements appear, and we want to draw
// image layers on top of the delta layers if they overlap
//
// (This could also be implemented via z coordinates: image layers get one z
// coord, delta layers get another z coord.)
let mut files_sorted: Vec<LayerTraceFile> = files.into_iter().collect();
files_sorted.sort_by(|a, b| {
if a.is_image() && !b.is_image() {
Ordering::Greater
} else if !a.is_image() && b.is_image() {
Ordering::Less
} else {
a.lsn_range.end.cmp(&b.lsn_range.end)
}
});
writeln!(svg, "<!-- layers -->")?;
let mut files_seen = HashSet::new();
for f in files_sorted {
if files_seen.contains(&f) {
continue;
}
let key_start = key_map.map(f.key_range.start);
let key_end = key_map.map(f.key_range.end);
let key_diff = key_end - key_start;
if key_start >= key_end {
panic!("Invalid key range {}-{}", key_start, key_end);
}
let lsn_start = lsn_map.map(f.lsn_range.start);
let lsn_end = lsn_map.map(f.lsn_range.end);
// Fill in and thicken rectangle if it's an
// image layer so that we can see it.
let mut style = Style::default();
style.fill = Fill::Color(rgb(0x80, 0x80, 0x80));
style.stroke = Stroke::Color(rgb(0, 0, 0), 0.5);
let y_start = lsn_max - lsn_start;
let y_end = lsn_max - lsn_end;
let x_margin = 0.25;
let y_margin = 0.5;
match f.lsn_range.start.cmp(&f.lsn_range.end) {
Ordering::Less => {
write!(
svg,
r#" <rect id="layer_{}" x="{}" y="{}" width="{}" height="{}" ry="{}" style="{}">"#,
f.filename,
key_start + x_margin,
y_end + y_margin,
key_diff - x_margin * 2.0,
y_start - y_end - y_margin * 2.0,
1.0, // border_radius,
style,
)?;
write!(svg, "<title>{}</title>", f.filename)?;
writeln!(svg, "</rect>")?;
}
Ordering::Equal => {
//lsn_diff = 0.3;
//lsn_offset = -lsn_diff / 2.0;
//margin = 0.05;
style.fill = Fill::Color(rgb(0x80, 0, 0x80));
style.stroke = Stroke::Color(rgb(0x80, 0, 0x80), 3.0);
write!(
svg,
r#" <line id="layer_{}" x1="{}" y1="{}" x2="{}" y2="{}" style="{}">"#,
f.filename,
key_start + x_margin,
y_end,
key_end - x_margin,
y_end,
style,
)?;
write!(
svg,
"<title>{}<br>{} - {}</title>",
f.filename, lsn_end, y_end
)?;
writeln!(svg, "</line>")?;
}
Ordering::Greater => panic!("Invalid lsn range {}-{}", lsn_start, lsn_end),
}
files_seen.insert(f);
}
let mut record_style = Style::default();
record_style.fill = Fill::Color(rgb(0x80, 0x80, 0x80));
record_style.stroke = Stroke::None;
writeln!(svg, "{}", EndSvg)?;
let mut layer_events_str = String::new();
let mut first = true;
for e in history {
if !first {
writeln!(layer_events_str, ",")?;
}
write!(
layer_events_str,
r#" {{"time_rel": {}, "filename": "{}", "op": "{}"}}"#,
e.time_rel, e.file.filename, e.op
)?;
first = false;
}
writeln!(layer_events_str)?;
writeln!(
output,
r#"<!DOCTYPE html>
<html>
<head>
<style>
/* Keep the slider pinned at top */
.topbar {{
display: block;
overflow: hidden;
background-color: lightgrey;
position: fixed;
top: 0;
width: 100%;
/* width: 500px; */
}}
.slidercontainer {{
float: left;
width: 50%;
margin-right: 200px;
}}
.slider {{
float: left;
width: 100%;
}}
.legend {{
width: 200px;
float: right;
}}
/* Main content */
.main {{
margin-top: 50px; /* Add a top margin to avoid content overlay */
}}
</style>
</head>
<body onload="init()">
<script type="text/javascript">
var layer_events = [{layer_events_str}]
let ticker;
function init() {{
for (let i = 0; i < layer_events.length; i++) {{
var layer = document.getElementById("layer_" + layer_events[i].filename);
layer.style.visibility = "hidden";
}}
last_layer_event = -1;
moveSlider(last_slider_pos)
}}
function startAnimation() {{
ticker = setInterval(animateStep, 100);
}}
function stopAnimation() {{
clearInterval(ticker);
}}
function animateStep() {{
if (last_layer_event < layer_events.length - 1) {{
var slider = document.getElementById("time-slider");
let prevPos = slider.value
let nextEvent = last_layer_event + 1
while (nextEvent <= layer_events.length - 1) {{
if (layer_events[nextEvent].time_rel > prevPos) {{
break;
}}
nextEvent += 1;
}}
let nextPos = layer_events[nextEvent].time_rel
slider.value = nextPos
moveSlider(nextPos)
}}
}}
function redoLayerEvent(n, dir) {{
var layer = document.getElementById("layer_" + layer_events[n].filename);
switch (layer_events[n].op) {{
case "flush":
layer.style.visibility = "visible";
break;
case "create_delta":
layer.style.visibility = "visible";
break;
case "create_image":
layer.style.visibility = "visible";
break;
case "delete":
layer.style.visibility = "hidden";
break;
}}
}}
function undoLayerEvent(n) {{
var layer = document.getElementById("layer_" + layer_events[n].filename);
switch (layer_events[n].op) {{
case "flush":
layer.style.visibility = "hidden";
break;
case "create_delta":
layer.style.visibility = "hidden";
break;
case "create_image":
layer.style.visibility = "hidden";
break;
case "delete":
layer.style.visibility = "visible";
break;
}}
}}
var last_slider_pos = 0
var last_layer_event = 0
var moveSlider = function(new_pos) {{
if (new_pos > last_slider_pos) {{
while (last_layer_event < layer_events.length - 1) {{
if (layer_events[last_layer_event + 1].time_rel > new_pos) {{
break;
}}
last_layer_event += 1;
redoLayerEvent(last_layer_event)
}}
}}
if (new_pos < last_slider_pos) {{
while (last_layer_event >= 0) {{
if (layer_events[last_layer_event].time_rel <= new_pos) {{
break;
}}
undoLayerEvent(last_layer_event)
last_layer_event -= 1;
}}
}}
last_slider_pos = new_pos;
document.getElementById("debug_pos").textContent=new_pos;
if (last_layer_event >= 0) {{
document.getElementById("debug_layer_event").textContent=last_layer_event + " " + layer_events[last_layer_event].time_rel + " " + layer_events[last_layer_event].op;
}} else {{
document.getElementById("debug_layer_event").textContent="begin";
}}
}}
</script>
<div class="topbar">
<div class="slidercontainer">
<label for="time-slider">TIME</label>:
<input id="time-slider" class="slider" type="range" min="0" max="{last_time_rel}" value="0" oninput="moveSlider(this.value)"><br>
pos: <span id="debug_pos"></span><br>
event: <span id="debug_layer_event"></span><br>
gc: <span id="debug_gc_event"></span><br>
</div>
<button onclick="startAnimation()">Play</button>
<button onclick="stopAnimation()">Stop</button>
<svg class="legend">
<rect x=5 y=0 width=20 height=20 style="fill:rgb(128,128,128);stroke:rgb(0,0,0);stroke-width:0.5;fill-opacity:1;stroke-opacity:1;"/>
<line x1=5 y1=30 x2=25 y2=30 style="fill:rgb(128,0,128);stroke:rgb(128,0,128);stroke-width:3;fill-opacity:1;stroke-opacity:1;"/>
<line x1=0 y1=40 x2=30 y2=40 style="fill:none;stroke:rgb(255,0,0);stroke-width:0.5;fill-opacity:1;stroke-opacity:1;"/>
</svg>
</div>
<div class="main">
{svg}
</div>
</body>
</html>
"#
)?;
Ok(())
}