525 lines
18 KiB
Markdown
525 lines
18 KiB
Markdown
leveldb
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=======
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_Jeff Dean, Sanjay Ghemawat_
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The leveldb library provides a persistent key value store. Keys and values are
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arbitrary byte arrays. The keys are ordered within the key value store
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according to a user-specified comparator function.
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## Opening A Database
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A leveldb database has a name which corresponds to a file system directory. All
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of the contents of database are stored in this directory. The following example
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shows how to open a database, creating it if necessary:
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```c++
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#include <cassert>
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#include "leveldb/db.h"
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leveldb::DB* db;
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leveldb::Options options;
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options.create_if_missing = true;
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leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db);
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assert(status.ok());
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...
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```
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If you want to raise an error if the database already exists, add the following
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line before the `leveldb::DB::Open` call:
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```c++
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options.error_if_exists = true;
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```
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## Status
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You may have noticed the `leveldb::Status` type above. Values of this type are
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returned by most functions in leveldb that may encounter an error. You can check
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if such a result is ok, and also print an associated error message:
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```c++
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leveldb::Status s = ...;
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if (!s.ok()) cerr << s.ToString() << endl;
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```
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## Closing A Database
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When you are done with a database, just delete the database object. Example:
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```c++
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... open the db as described above ...
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... do something with db ...
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delete db;
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```
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## Reads And Writes
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The database provides Put, Delete, and Get methods to modify/query the database.
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For example, the following code moves the value stored under key1 to key2.
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```c++
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std::string value;
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leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value);
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if (s.ok()) s = db->Put(leveldb::WriteOptions(), key2, value);
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if (s.ok()) s = db->Delete(leveldb::WriteOptions(), key1);
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```
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## Atomic Updates
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Note that if the process dies after the Put of key2 but before the delete of
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key1, the same value may be left stored under multiple keys. Such problems can
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be avoided by using the `WriteBatch` class to atomically apply a set of updates:
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```c++
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#include "leveldb/write_batch.h"
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...
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std::string value;
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leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value);
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if (s.ok()) {
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leveldb::WriteBatch batch;
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batch.Delete(key1);
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batch.Put(key2, value);
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s = db->Write(leveldb::WriteOptions(), &batch);
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}
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```
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The `WriteBatch` holds a sequence of edits to be made to the database, and these
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edits within the batch are applied in order. Note that we called Delete before
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Put so that if key1 is identical to key2, we do not end up erroneously dropping
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the value entirely.
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Apart from its atomicity benefits, `WriteBatch` may also be used to speed up
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bulk updates by placing lots of individual mutations into the same batch.
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## Synchronous Writes
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By default, each write to leveldb is asynchronous: it returns after pushing the
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write from the process into the operating system. The transfer from operating
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system memory to the underlying persistent storage happens asynchronously. The
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sync flag can be turned on for a particular write to make the write operation
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not return until the data being written has been pushed all the way to
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persistent storage. (On Posix systems, this is implemented by calling either
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`fsync(...)` or `fdatasync(...)` or `msync(..., MS_SYNC)` before the write
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operation returns.)
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```c++
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leveldb::WriteOptions write_options;
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write_options.sync = true;
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db->Put(write_options, ...);
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```
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Asynchronous writes are often more than a thousand times as fast as synchronous
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writes. The downside of asynchronous writes is that a crash of the machine may
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cause the last few updates to be lost. Note that a crash of just the writing
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process (i.e., not a reboot) will not cause any loss since even when sync is
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false, an update is pushed from the process memory into the operating system
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before it is considered done.
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Asynchronous writes can often be used safely. For example, when loading a large
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amount of data into the database you can handle lost updates by restarting the
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bulk load after a crash. A hybrid scheme is also possible where every Nth write
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is synchronous, and in the event of a crash, the bulk load is restarted just
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after the last synchronous write finished by the previous run. (The synchronous
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write can update a marker that describes where to restart on a crash.)
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`WriteBatch` provides an alternative to asynchronous writes. Multiple updates
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may be placed in the same WriteBatch and applied together using a synchronous
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write (i.e., `write_options.sync` is set to true). The extra cost of the
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synchronous write will be amortized across all of the writes in the batch.
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## Concurrency
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A database may only be opened by one process at a time. The leveldb
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implementation acquires a lock from the operating system to prevent misuse.
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Within a single process, the same `leveldb::DB` object may be safely shared by
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multiple concurrent threads. I.e., different threads may write into or fetch
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iterators or call Get on the same database without any external synchronization
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(the leveldb implementation will automatically do the required synchronization).
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However other objects (like Iterator and `WriteBatch`) may require external
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synchronization. If two threads share such an object, they must protect access
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to it using their own locking protocol. More details are available in the public
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header files.
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## Iteration
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The following example demonstrates how to print all key,value pairs in a
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database.
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```c++
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leveldb::Iterator* it = db->NewIterator(leveldb::ReadOptions());
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for (it->SeekToFirst(); it->Valid(); it->Next()) {
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cout << it->key().ToString() << ": " << it->value().ToString() << endl;
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}
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assert(it->status().ok()); // Check for any errors found during the scan
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delete it;
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```
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The following variation shows how to process just the keys in the range
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[start,limit):
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```c++
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for (it->Seek(start);
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it->Valid() && it->key().ToString() < limit;
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it->Next()) {
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...
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}
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```
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You can also process entries in reverse order. (Caveat: reverse iteration may be
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somewhat slower than forward iteration.)
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```c++
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for (it->SeekToLast(); it->Valid(); it->Prev()) {
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...
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}
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```
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## Snapshots
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Snapshots provide consistent read-only views over the entire state of the
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key-value store. `ReadOptions::snapshot` may be non-NULL to indicate that a
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read should operate on a particular version of the DB state. If
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`ReadOptions::snapshot` is NULL, the read will operate on an implicit snapshot
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of the current state.
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Snapshots are created by the `DB::GetSnapshot()` method:
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```c++
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leveldb::ReadOptions options;
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options.snapshot = db->GetSnapshot();
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... apply some updates to db ...
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leveldb::Iterator* iter = db->NewIterator(options);
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... read using iter to view the state when the snapshot was created ...
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delete iter;
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db->ReleaseSnapshot(options.snapshot);
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```
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Note that when a snapshot is no longer needed, it should be released using the
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`DB::ReleaseSnapshot` interface. This allows the implementation to get rid of
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state that was being maintained just to support reading as of that snapshot.
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## Slice
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The return value of the `it->key()` and `it->value()` calls above are instances
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of the `leveldb::Slice` type. Slice is a simple structure that contains a length
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and a pointer to an external byte array. Returning a Slice is a cheaper
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alternative to returning a `std::string` since we do not need to copy
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potentially large keys and values. In addition, leveldb methods do not return
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null-terminated C-style strings since leveldb keys and values are allowed to
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contain `'\0'` bytes.
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C++ strings and null-terminated C-style strings can be easily converted to a
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Slice:
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```c++
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leveldb::Slice s1 = "hello";
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std::string str("world");
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leveldb::Slice s2 = str;
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```
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A Slice can be easily converted back to a C++ string:
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```c++
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std::string str = s1.ToString();
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assert(str == std::string("hello"));
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```
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Be careful when using Slices since it is up to the caller to ensure that the
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external byte array into which the Slice points remains live while the Slice is
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in use. For example, the following is buggy:
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```c++
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leveldb::Slice slice;
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if (...) {
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std::string str = ...;
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slice = str;
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}
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Use(slice);
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```
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When the if statement goes out of scope, str will be destroyed and the backing
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storage for slice will disappear.
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## Comparators
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The preceding examples used the default ordering function for key, which orders
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bytes lexicographically. You can however supply a custom comparator when opening
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a database. For example, suppose each database key consists of two numbers and
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we should sort by the first number, breaking ties by the second number. First,
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define a proper subclass of `leveldb::Comparator` that expresses these rules:
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```c++
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class TwoPartComparator : public leveldb::Comparator {
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public:
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// Three-way comparison function:
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// if a < b: negative result
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// if a > b: positive result
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// else: zero result
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int Compare(const leveldb::Slice& a, const leveldb::Slice& b) const {
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int a1, a2, b1, b2;
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ParseKey(a, &a1, &a2);
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ParseKey(b, &b1, &b2);
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if (a1 < b1) return -1;
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if (a1 > b1) return +1;
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if (a2 < b2) return -1;
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if (a2 > b2) return +1;
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return 0;
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}
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// Ignore the following methods for now:
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const char* Name() const { return "TwoPartComparator"; }
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void FindShortestSeparator(std::string*, const leveldb::Slice&) const {}
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void FindShortSuccessor(std::string*) const {}
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};
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```
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Now create a database using this custom comparator:
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```c++
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TwoPartComparator cmp;
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leveldb::DB* db;
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leveldb::Options options;
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options.create_if_missing = true;
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options.comparator = &cmp;
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leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db);
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...
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```
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### Backwards compatibility
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The result of the comparator's Name method is attached to the database when it
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is created, and is checked on every subsequent database open. If the name
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changes, the `leveldb::DB::Open` call will fail. Therefore, change the name if
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and only if the new key format and comparison function are incompatible with
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existing databases, and it is ok to discard the contents of all existing
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databases.
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You can however still gradually evolve your key format over time with a little
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bit of pre-planning. For example, you could store a version number at the end of
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each key (one byte should suffice for most uses). When you wish to switch to a
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new key format (e.g., adding an optional third part to the keys processed by
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`TwoPartComparator`), (a) keep the same comparator name (b) increment the
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version number for new keys (c) change the comparator function so it uses the
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version numbers found in the keys to decide how to interpret them.
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## Performance
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Performance can be tuned by changing the default values of the types defined in
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`include/options.h`.
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### Block size
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leveldb groups adjacent keys together into the same block and such a block is
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the unit of transfer to and from persistent storage. The default block size is
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approximately 4096 uncompressed bytes. Applications that mostly do bulk scans
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over the contents of the database may wish to increase this size. Applications
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that do a lot of point reads of small values may wish to switch to a smaller
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block size if performance measurements indicate an improvement. There isn't much
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benefit in using blocks smaller than one kilobyte, or larger than a few
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megabytes. Also note that compression will be more effective with larger block
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sizes.
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### Compression
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Each block is individually compressed before being written to persistent
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storage. Compression is on by default since the default compression method is
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very fast, and is automatically disabled for uncompressible data. In rare cases,
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applications may want to disable compression entirely, but should only do so if
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benchmarks show a performance improvement:
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```c++
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leveldb::Options options;
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options.compression = leveldb::kNoCompression;
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... leveldb::DB::Open(options, name, ...) ....
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```
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### Cache
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The contents of the database are stored in a set of files in the filesystem and
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each file stores a sequence of compressed blocks. If options.block_cache is
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non-NULL, it is used to cache frequently used uncompressed block contents.
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```c++
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#include "leveldb/cache.h"
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leveldb::Options options;
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options.block_cache = leveldb::NewLRUCache(100 * 1048576); // 100M cache capacity
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leveldb::DB* db;
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leveldb::DB::Open(options, name, &db);
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... use the db ...
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delete db
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delete options.block_cache;
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```
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Note that the cache holds uncompressed data, and therefore it should be sized
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according to application level data sizes, without any reduction from
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compression. (Caching of compressed blocks is left to the operating system
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buffer cache, or any custom Env implementation provided by the client.)
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When performing a bulk read, the application may wish to disable caching so that
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the data processed by the bulk read does not end up displacing most of the
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cached contents. A per-iterator option can be used to achieve this:
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```c++
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leveldb::ReadOptions options;
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options.fill_cache = false;
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leveldb::Iterator* it = db->NewIterator(options);
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for (it->SeekToFirst(); it->Valid(); it->Next()) {
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...
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}
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delete it;
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```
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### Key Layout
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Note that the unit of disk transfer and caching is a block. Adjacent keys
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(according to the database sort order) will usually be placed in the same block.
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Therefore the application can improve its performance by placing keys that are
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accessed together near each other and placing infrequently used keys in a
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separate region of the key space.
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For example, suppose we are implementing a simple file system on top of leveldb.
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The types of entries we might wish to store are:
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filename -> permission-bits, length, list of file_block_ids
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file_block_id -> data
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We might want to prefix filename keys with one letter (say '/') and the
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`file_block_id` keys with a different letter (say '0') so that scans over just
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the metadata do not force us to fetch and cache bulky file contents.
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### Filters
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Because of the way leveldb data is organized on disk, a single `Get()` call may
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involve multiple reads from disk. The optional FilterPolicy mechanism can be
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used to reduce the number of disk reads substantially.
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```c++
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leveldb::Options options;
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options.filter_policy = NewBloomFilterPolicy(10);
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leveldb::DB* db;
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leveldb::DB::Open(options, "/tmp/testdb", &db);
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... use the database ...
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delete db;
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delete options.filter_policy;
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```
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The preceding code associates a Bloom filter based filtering policy with the
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database. Bloom filter based filtering relies on keeping some number of bits of
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data in memory per key (in this case 10 bits per key since that is the argument
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we passed to `NewBloomFilterPolicy`). This filter will reduce the number of
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unnecessary disk reads needed for Get() calls by a factor of approximately
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a 100. Increasing the bits per key will lead to a larger reduction at the cost
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of more memory usage. We recommend that applications whose working set does not
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fit in memory and that do a lot of random reads set a filter policy.
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If you are using a custom comparator, you should ensure that the filter policy
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you are using is compatible with your comparator. For example, consider a
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comparator that ignores trailing spaces when comparing keys.
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`NewBloomFilterPolicy` must not be used with such a comparator. Instead, the
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application should provide a custom filter policy that also ignores trailing
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spaces. For example:
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```c++
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class CustomFilterPolicy : public leveldb::FilterPolicy {
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private:
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leveldb::FilterPolicy* builtin_policy_;
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public:
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CustomFilterPolicy() : builtin_policy_(leveldb::NewBloomFilterPolicy(10)) {}
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~CustomFilterPolicy() { delete builtin_policy_; }
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const char* Name() const { return "IgnoreTrailingSpacesFilter"; }
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void CreateFilter(const leveldb::Slice* keys, int n, std::string* dst) const {
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// Use builtin bloom filter code after removing trailing spaces
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std::vector<leveldb::Slice> trimmed(n);
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for (int i = 0; i < n; i++) {
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trimmed[i] = RemoveTrailingSpaces(keys[i]);
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}
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builtin_policy_->CreateFilter(trimmed.data(), n, dst);
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}
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};
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```
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Advanced applications may provide a filter policy that does not use a bloom
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filter but uses some other mechanism for summarizing a set of keys. See
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`leveldb/filter_policy.h` for detail.
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## Checksums
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leveldb associates checksums with all data it stores in the file system. There
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are two separate controls provided over how aggressively these checksums are
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verified:
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`ReadOptions::verify_checksums` may be set to true to force checksum
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verification of all data that is read from the file system on behalf of a
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particular read. By default, no such verification is done.
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`Options::paranoid_checks` may be set to true before opening a database to make
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the database implementation raise an error as soon as it detects an internal
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corruption. Depending on which portion of the database has been corrupted, the
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error may be raised when the database is opened, or later by another database
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operation. By default, paranoid checking is off so that the database can be used
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even if parts of its persistent storage have been corrupted.
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If a database is corrupted (perhaps it cannot be opened when paranoid checking
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is turned on), the `leveldb::RepairDB` function may be used to recover as much
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of the data as possible
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## Approximate Sizes
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The `GetApproximateSizes` method can used to get the approximate number of bytes
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of file system space used by one or more key ranges.
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```c++
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leveldb::Range ranges[2];
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ranges[0] = leveldb::Range("a", "c");
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ranges[1] = leveldb::Range("x", "z");
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uint64_t sizes[2];
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db->GetApproximateSizes(ranges, 2, sizes);
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```
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The preceding call will set `sizes[0]` to the approximate number of bytes of
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file system space used by the key range `[a..c)` and `sizes[1]` to the
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approximate number of bytes used by the key range `[x..z)`.
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## Environment
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All file operations (and other operating system calls) issued by the leveldb
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implementation are routed through a `leveldb::Env` object. Sophisticated clients
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may wish to provide their own Env implementation to get better control.
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For example, an application may introduce artificial delays in the file IO
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paths to limit the impact of leveldb on other activities in the system.
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```c++
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class SlowEnv : public leveldb::Env {
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... implementation of the Env interface ...
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};
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SlowEnv env;
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leveldb::Options options;
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options.env = &env;
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Status s = leveldb::DB::Open(options, ...);
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```
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## Porting
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leveldb may be ported to a new platform by providing platform specific
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implementations of the types/methods/functions exported by
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`leveldb/port/port.h`. See `leveldb/port/port_example.h` for more details.
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In addition, the new platform may need a new default `leveldb::Env`
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implementation. See `leveldb/util/env_posix.h` for an example.
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## Other Information
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Details about the leveldb implementation may be found in the following
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documents:
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1. [Implementation notes](impl.md)
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2. [Format of an immutable Table file](table_format.md)
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3. [Format of a log file](log_format.md)
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