LevelDB源码分析之六:skiplist(2)
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阅读本文可参考:
LevelDB源码分析之一:coding
LevelDB源码分析之二:comparator
LevelDB源码分析之三:arena
LevelDB源码分析之四:AtomicPointer
LevelDb源码分析之五:skiplist(1)
LevelDB源码分析之七:Random
LevelDB中的skiplist实现方式基本上和中的实现方式类似。它向外暴露接口非常简单,如下:
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
private成员变量:
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_;
// Read/written only by Insert().
Random rnd_;
一.构造函数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);
}
}
重点注意下head_和rnd_的初始化,NewNode方法如下。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);
}
这里为什么是“height-1”详见:LevelDb源码分析之五:skiplist(1)。
new (mem) Node(key)使用了placement new技巧,详见:C++中使用placement new
rnd_是一个Random类型的变量,使用0xdeadbeef进行初始化,Random详见LevelDB源码分析之七:Random
二.插入函数
template
void SkipList::Insert(const Key& key) {
// TODO(opt): We can use a barrier-free variant of FindGreaterOrEqual()
// here since Insert() is externally synchronized.
// prev记录的是查询路径,下面需要使用prev来修改新生成结点的指针
// prev相当于LevelDb源码分析之五:skiplist(1)中的update
// 整个流程与LevelDb源码分析之五:skiplist(1)相似,这里不再详细解释
Node* prev[kMaxHeight];
// 返回大于等于key的结点或者NULL,原因详见FindGreaterOrEqual的分析
Node* x = FindGreaterOrEqual(key, prev);
// Our data structure does not allow duplicate insertion
// 不允许插入重复的值
assert(x == NULL || !Equal(key, x->key));
// 产生一个随机层数height
int height = RandomHeight();
// 如果height大于原最大层数,则更新prev,并更新最大层数
if (height > GetMaxHeight()) {
for (int i = GetMaxHeight(); i < height; i++) {
prev[i] = head_;
}
//fprintf(stderr, "Change height from %d to %dn", 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));
}
// 创建一个待插入的结点x,从低到高一层层插入
x = NewNode(key, height);
// 逐层更新结点的指针,和普通链表插入一样
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);
}
}
插入函数里调用了私有函数FindGreaterOrEqual。FindGreaterOrEqual中完成查询操作,就是向下(level控制)和向右(x控制)移动过程,并不断将经过路径保存到参数prev中。
template
typename SkipList::Node* SkipList::FindGreaterOrEqual(const Key& key, Node** prev)
const {
Node* x = head_;
int level = GetMaxHeight() - 1;
// 从最高层往下,每层都查找插入位置,当遍历到该层的尾部(x->next[level]==NULL)
// 也没有找到比key大的结点时,将该层的最后一个结点的指针放到prev[level]中。
// 如果在某层中找到了比key大或等于key的结点时,将该结点之前的那个比key小的结点的指针
// 放到prev[level]中。
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;
// 当查到第一层时,有两种情况:
// 1.第一层中有满足要求的结点,此时next刚好是不小于key的那个结点
// 2.第一层中没有满足要求的结点,此时实际上到了尾部,next=NULL
if (level == 0) {
return next;
} else {
// Switch to next list
level--;
}
}
}
}
三.查找函数
查找操作基本上就是调用函数上面的函数FindGreaterOrEqual实现。
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;
}
}
需要注意的是,LevelDB中没有提供显式的删除节点操作,但实际上是可以删除的,因为当我们插入数据时,key的形式为key:value,当删除数据时,则插入key:deleted类似删除的标记,等到Compaction再删除。参考链接:http://blog.csdn.net/xuqianghit/article/details/6948554