/* * Copyright (C) 1996-2015 The Squid Software Foundation and contributors * * Squid software is distributed under GPLv2+ license and includes * contributions from numerous individuals and organizations. * Please see the COPYING and CONTRIBUTORS files for details. */ /* * DEBUG: section 63 Low Level Memory Pool Management * AUTHOR: Alex Rousskov, Andres Kroonmaa, Robert Collins */ #include "squid.h" #include #include "MemPoolChunked.h" #define MEM_MAX_MMAP_CHUNKS 2048 #include /* * Old way: * xmalloc each item separately, upon free stack into idle pool array. * each item is individually malloc()ed from system, imposing libmalloc * overhead, and additionally we add our overhead of pointer size per item * as we keep a list of pointer to free items. * * Chunking: * xmalloc Chunk that fits at least MEM_MIN_FREE (32) items in an array, but * limit Chunk size to MEM_CHUNK_MAX_SIZE (256K). Chunk size is rounded up to * MEM_PAGE_SIZE (4K), trying to have chunks in multiples of VM_PAGE size. * Minimum Chunk size is MEM_CHUNK_SIZE (16K). * A number of items fits into a single chunk, depending on item size. * Maximum number of items per chunk is limited to MEM_MAX_FREE (65535). * * We populate Chunk with a linkedlist, each node at first word of item, * and pointing at next free item. Chunk->FreeList is pointing at first * free node. Thus we stuff free housekeeping into the Chunk itself, and * omit pointer overhead per item. * * Chunks are created on demand, and new chunks are inserted into linklist * of chunks so that Chunks with smaller pointer value are placed closer * to the linklist head. Head is a hotspot, servicing most of requests, so * slow sorting occurs and Chunks in highest memory tend to become idle * and freeable. * * event is registered that runs every 15 secs and checks reference time * of each idle chunk. If a chunk is not referenced for 15 secs, it is * released. * * [If mem_idle_limit is exceeded with pools, every chunk that becomes * idle is immediately considered for release, unless this is the only * chunk with free items in it.] (not implemented) * * In cachemgr output, there are new columns for chunking. Special item, * Frag, is shown to estimate approximately fragmentation of chunked * pools. Fragmentation is calculated by taking amount of items in use, * calculating needed amount of chunks to fit all, and then comparing to * actual amount of chunks in use. Frag number, in percent, is showing * how many percent of chunks are in use excessively. 100% meaning that * twice the needed amount of chunks are in use. * "part" item shows number of chunks partially filled. This shows how * badly fragmentation is spread across all chunks. * * Andres Kroonmaa. */ /* * XXX This is a boundary violation between lib and src.. would be good * if it could be solved otherwise, but left for now. */ extern time_t squid_curtime; /* local prototypes */ static int memCompChunks(MemChunk * const &, MemChunk * const &); static int memCompObjChunks(void * const &, MemChunk * const &); /* Compare chunks */ static int memCompChunks(MemChunk * const &chunkA, MemChunk * const &chunkB) { if (chunkA->objCache > chunkB->objCache) return 1; else if (chunkA->objCache < chunkB->objCache) return -1; else return 0; } /* Compare object to chunk */ static int memCompObjChunks(void *const &obj, MemChunk * const &chunk) { /* object is lower in memory than the chunks arena */ if (obj < chunk->objCache) return -1; /* object is within the pool */ if (obj < (void *) ((char *) chunk->objCache + chunk->pool->chunk_size)) return 0; /* object is above the pool */ return 1; } MemChunk::MemChunk(MemPoolChunked *aPool) { /* should have a pool for this too - * note that this requres: * allocate one chunk for the pool of chunks's first chunk * allocate a chunk from that pool * move the contents of one chunk into the other * free the first chunk. */ inuse_count = 0; next = NULL; pool = aPool; if (pool->doZero) objCache = xcalloc(1, pool->chunk_size); else objCache = xmalloc(pool->chunk_size); freeList = objCache; void **Free = (void **)freeList; for (int i = 1; i < pool->chunk_capacity; ++i) { *Free = (void *) ((char *) Free + pool->obj_size); void **nextFree = (void **)*Free; (void) VALGRIND_MAKE_MEM_NOACCESS(Free, pool->obj_size); Free = nextFree; } nextFreeChunk = pool->nextFreeChunk; pool->nextFreeChunk = this; memMeterAdd(pool->getMeter().alloc, pool->chunk_capacity); memMeterAdd(pool->getMeter().idle, pool->chunk_capacity); ++pool->chunkCount; lastref = squid_curtime; pool->allChunks.insert(this, memCompChunks); } MemPoolChunked::MemPoolChunked(const char *aLabel, size_t aSize) : MemImplementingAllocator(aLabel, aSize) , chunk_size(0), chunk_capacity(0), chunkCount(0), freeCache(0), nextFreeChunk(0), Chunks(0), allChunks(Splay()) { setChunkSize(MEM_CHUNK_SIZE); #if HAVE_MALLOPT && M_MMAP_MAX mallopt(M_MMAP_MAX, MEM_MAX_MMAP_CHUNKS); #endif } MemChunk::~MemChunk() { memMeterDel(pool->getMeter().alloc, pool->chunk_capacity); memMeterDel(pool->getMeter().idle, pool->chunk_capacity); -- pool->chunkCount; pool->allChunks.remove(this, memCompChunks); xfree(objCache); } void MemPoolChunked::push(void *obj) { void **Free; /* XXX We should figure out a sane way of avoiding having to clear * all buffers. For example data buffers such as used by MemBuf do * not really need to be cleared.. There was a condition based on * the object size here, but such condition is not safe. */ if (doZero) memset(obj, 0, obj_size); Free = (void **)obj; *Free = freeCache; freeCache = obj; (void) VALGRIND_MAKE_MEM_NOACCESS(obj, obj_size); } /* * Find a chunk with a free item. * Create new chunk on demand if no chunk with frees found. * Insert new chunk in front of lowest ram chunk, making it preferred in future, * and resulting slow compaction towards lowest ram area. */ void * MemPoolChunked::get() { void **Free; ++saved_calls; /* first, try cache */ if (freeCache) { Free = (void **)freeCache; (void) VALGRIND_MAKE_MEM_DEFINED(Free, obj_size); freeCache = *Free; *Free = NULL; return Free; } /* then try perchunk freelist chain */ if (nextFreeChunk == NULL) { /* no chunk with frees, so create new one */ -- saved_calls; // compensate for the ++ above createChunk(); } /* now we have some in perchunk freelist chain */ MemChunk *chunk = nextFreeChunk; Free = (void **)chunk->freeList; chunk->freeList = *Free; *Free = NULL; ++chunk->inuse_count; chunk->lastref = squid_curtime; if (chunk->freeList == NULL) { /* last free in this chunk, so remove us from perchunk freelist chain */ nextFreeChunk = chunk->nextFreeChunk; } (void) VALGRIND_MAKE_MEM_DEFINED(Free, obj_size); return Free; } /* just create a new chunk and place it into a good spot in the chunk chain */ void MemPoolChunked::createChunk() { MemChunk *chunk, *newChunk; newChunk = new MemChunk(this); chunk = Chunks; if (chunk == NULL) { /* first chunk in pool */ Chunks = newChunk; return; } if (newChunk->objCache < chunk->objCache) { /* we are lowest ram chunk, insert as first chunk */ newChunk->next = chunk; Chunks = newChunk; return; } while (chunk->next) { if (newChunk->objCache < chunk->next->objCache) { /* new chunk is in lower ram, insert here */ newChunk->next = chunk->next; chunk->next = newChunk; return; } chunk = chunk->next; } /* we are the worst chunk in chain, add as last */ chunk->next = newChunk; } void MemPoolChunked::setChunkSize(size_t chunksize) { int cap; size_t csize = chunksize; if (Chunks) /* unsafe to tamper */ return; csize = ((csize + MEM_PAGE_SIZE - 1) / MEM_PAGE_SIZE) * MEM_PAGE_SIZE; /* round up to page size */ cap = csize / obj_size; if (cap < MEM_MIN_FREE) cap = MEM_MIN_FREE; if (cap * obj_size > MEM_CHUNK_MAX_SIZE) cap = MEM_CHUNK_MAX_SIZE / obj_size; if (cap > MEM_MAX_FREE) cap = MEM_MAX_FREE; if (cap < 1) cap = 1; csize = cap * obj_size; csize = ((csize + MEM_PAGE_SIZE - 1) / MEM_PAGE_SIZE) * MEM_PAGE_SIZE; /* round up to page size */ cap = csize / obj_size; chunk_capacity = cap; chunk_size = csize; } /* * warning: we do not clean this entry from Pools assuming destruction * is used at the end of the program only */ MemPoolChunked::~MemPoolChunked() { MemChunk *chunk, *fchunk; flushMetersFull(); clean(0); assert(meter.inuse.level == 0); chunk = Chunks; while ( (fchunk = chunk) != NULL) { chunk = chunk->next; delete fchunk; } /* TODO we should be doing something about the original Chunks pointer here. */ } int MemPoolChunked::getInUseCount() { return meter.inuse.level; } void * MemPoolChunked::allocate() { void *p = get(); assert(meter.idle.level > 0); memMeterDec(meter.idle); memMeterInc(meter.inuse); return p; } void MemPoolChunked::deallocate(void *obj, bool aggressive) { push(obj); assert(meter.inuse.level > 0); memMeterDec(meter.inuse); memMeterInc(meter.idle); } void MemPoolChunked::convertFreeCacheToChunkFreeCache() { void *Free; /* * OK, so we have to go through all the global freeCache and find the Chunk * any given Free belongs to, and stuff it into that Chunk's freelist */ while ((Free = freeCache) != NULL) { MemChunk *chunk = NULL; chunk = const_cast(*allChunks.find(Free, memCompObjChunks)); assert(splayLastResult == 0); assert(chunk->inuse_count > 0); -- chunk->inuse_count; (void) VALGRIND_MAKE_MEM_DEFINED(Free, sizeof(void *)); freeCache = *(void **)Free; /* remove from global cache */ *(void **)Free = chunk->freeList; /* stuff into chunks freelist */ (void) VALGRIND_MAKE_MEM_NOACCESS(Free, sizeof(void *)); chunk->freeList = Free; chunk->lastref = squid_curtime; } } /* removes empty Chunks from pool */ void MemPoolChunked::clean(time_t maxage) { MemChunk *chunk, *freechunk, *listTail; time_t age; if (!Chunks) return; flushMetersFull(); convertFreeCacheToChunkFreeCache(); /* Now we have all chunks in this pool cleared up, all free items returned to their home */ /* We start now checking all chunks to see if we can release any */ /* We start from Chunks->next, so first chunk is not released */ /* Recreate nextFreeChunk list from scratch */ chunk = Chunks; while ((freechunk = chunk->next) != NULL) { age = squid_curtime - freechunk->lastref; freechunk->nextFreeChunk = NULL; if (freechunk->inuse_count == 0) if (age >= maxage) { chunk->next = freechunk->next; delete freechunk; freechunk = NULL; } if (chunk->next == NULL) break; chunk = chunk->next; } /* Recreate nextFreeChunk list from scratch */ /* Populate nextFreeChunk list in order of "most filled chunk first" */ /* in case of equal fill, put chunk in lower ram first */ /* First (create time) chunk is always on top, no matter how full */ chunk = Chunks; nextFreeChunk = chunk; chunk->nextFreeChunk = NULL; while (chunk->next) { chunk->next->nextFreeChunk = NULL; if (chunk->next->inuse_count < chunk_capacity) { listTail = nextFreeChunk; while (listTail->nextFreeChunk) { if (chunk->next->inuse_count > listTail->nextFreeChunk->inuse_count) break; if ((chunk->next->inuse_count == listTail->nextFreeChunk->inuse_count) && (chunk->next->objCache < listTail->nextFreeChunk->objCache)) break; listTail = listTail->nextFreeChunk; } chunk->next->nextFreeChunk = listTail->nextFreeChunk; listTail->nextFreeChunk = chunk->next; } chunk = chunk->next; } /* We started from 2nd chunk. If first chunk is full, remove it */ if (nextFreeChunk->inuse_count == chunk_capacity) nextFreeChunk = nextFreeChunk->nextFreeChunk; return; } bool MemPoolChunked::idleTrigger(int shift) const { return meter.idle.level > (chunk_capacity << shift); } /* * Update MemPoolStats struct for single pool */ int MemPoolChunked::getStats(MemPoolStats * stats, int accumulate) { MemChunk *chunk; int chunks_free = 0; int chunks_partial = 0; if (!accumulate) /* need skip memset for GlobalStats accumulation */ memset(stats, 0, sizeof(MemPoolStats)); clean((time_t) 555555); /* don't want to get chunks released before reporting */ stats->pool = this; stats->label = objectType(); stats->meter = &meter; stats->obj_size = obj_size; stats->chunk_capacity = chunk_capacity; /* gather stats for each Chunk */ chunk = Chunks; while (chunk) { if (chunk->inuse_count == 0) ++chunks_free; else if (chunk->inuse_count < chunk_capacity) ++chunks_partial; chunk = chunk->next; } stats->chunks_alloc += chunkCount; stats->chunks_inuse += chunkCount - chunks_free; stats->chunks_partial += chunks_partial; stats->chunks_free += chunks_free; stats->items_alloc += meter.alloc.level; stats->items_inuse += meter.inuse.level; stats->items_idle += meter.idle.level; stats->overhead += sizeof(MemPoolChunked) + chunkCount * sizeof(MemChunk) + strlen(objectType()) + 1; return meter.inuse.level; }