RE: ISA erasure code plugin and cache

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Hi Loic, 

the size of a table is k*(m+k) * 32 e.g. ~4k for a (10,4) codec.

The size to store all possible decoding tables of (10,4) is few MB - this matters if you have it 200 times duplicated ...

Cheers Andreas.
 

________________________________________
From: Loic Dachary [loic@xxxxxxxxxxx]
Sent: 04 August 2014 14:37
To: Andreas Joachim Peters
Cc: Ma, Jianpeng; Ceph Development
Subject: Re: ISA erasure code plugin and cache

On 04/08/2014 14:15, Andreas Joachim Peters wrote:> Hi Loic,
>
> the background relevant to your comments have (unfortunately) never been answered on the mailing list.
>
> The cache is written in a way, that it is useful for a fixed (k,m) combination and thread-safe.
>
> So, if there is one instance of the plugin per pool, it is the right implementation. If there is (as you write) one instance for each PG in any pool, it is sort of 'stupid' because the same encoding table is stored for each PG seperatly.

I would not called it stupid ;-) Just not as efficient as if the cache was by all PGs. Without cache the decode table has to be calculated for each object in the placement group and there are a lot of objects. The table may be duplicated hundreds of time so it has an impact on the memory footprint, but it should not have a visible impact on the decode performances. An optimisation of your implementation to save memory would be nice, but it is not critical.

How large are the decode tables ?

> So if the final statement is to create one plugin instance per PG, I will change it accordingly and shared encoding & decoding tables for a fixed (k,m), if not it can stay.
>
> Just need to know that ... this boils down to the fact, that encoding & decoding should not be considered 'stateless'.
>
> Cheers Andreas.
>
>
> ________________________________________
> From: Loic Dachary [loic@xxxxxxxxxxx]
> Sent: 04 August 2014 13:56
> To: Andreas Joachim Peters
> Cc: Ma, Jianpeng; Ceph Development
> Subject: ISA erasure code plugin and cache
>
> Hi,
>
> Here is how I understand the current code:
>
> When an OSD is missing, recovery is required and the primary OSD will collect the available chunks to do so. It will then call the decode method via ECUtil::decode which is a small wrapper around the corresponding ErasureCodeInterface::decode method.
>
>    https://github.com/ceph/ceph/blob/master/src/osd/ECBackend.cc#L361
>
> The ISA plugin will then use the isa_decode method to perform the work
>
>    https://github.com/ceph/ceph/blob/master/src/erasure-code/isa/ErasureCodeIsa.cc#L212
>
> and will be repeatedly called until all objects in the PGs that were relying on the missing OSD are recovered. To avoid computing the decoding table for each object, it is stored in a LRU cache
>
>    https://github.com/ceph/ceph/blob/master/src/erasure-code/isa/ErasureCodeIsa.cc#L480
>
> and copied in the stack if already there:
>
>    https://github.com/ceph/ceph/blob/master/src/erasure-code/isa/ErasureCodeIsa.cc#L433
>
> Each PG has a separate instance of ErasureCodeIsa, obtained when it is created:
>
>    https://github.com/ceph/ceph/blob/master/src/osd/PGBackend.cc#L292
>
> It means that data members of each ErasureCodeIsa are copied as many times as there are PGs. If an OSD handles participates in 200 PG that belong to an erasure coded pool configured to use ErasureCodeIsa, the data members will be duplicated 200 times.
>
> It is good practice to make it so that the encode/decode methods of ErasureCodeIsa are thread safe. In the jerasure plugin these methods have no side effect on the object. In the isa plugin the LRU cache storing the decode tables is modified by the decode method and guarded by a mutex:
>
>    get https://github.com/ceph/ceph/blob/master/src/erasure-code/isa/ErasureCodeIsa.cc#L281
>    put https://github.com/ceph/ceph/blob/master/src/erasure-code/isa/ErasureCodeIsa.cc#L310
>
> Please correct me if I'm mistaken ;-) I've not reviewed the code yet and try to find problems, I just wanted to make sure I get the intention before doing so.
>
> Cheers
> --
> Loïc Dachary, Artisan Logiciel Libre
>

--
Loïc Dachary, Artisan Logiciel Libre

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