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// Copyright (c) 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef NET_SPDY_SPDY_PRIORITY_FOREST_H_
#define NET_SPDY_SPDY_PRIORITY_FOREST_H_
#include <map>
#include <set>
#include <vector>
#include "base/basictypes.h"
#include "base/containers/hash_tables.h"
#include "base/logging.h"
#include "base/memory/scoped_ptr.h"
#include "base/rand_util.h"
namespace net {
// This data structure implements the SPDY prioriziation data structures
// defined in this document: http://go/spdy4-prioritization
//
// Nodes can be added and removed, and dependencies between them defined. Each
// node can have at most one parent and at most one child (forming a list), but
// there can be multiple lists, with each list root having its own priority.
// Individual nodes can also be marked as ready to read/write, and then the
// whole structure can be queried to pick the next node to read/write out of
// those ready.
//
// The NodeId and Priority types must be POD that support comparison (most
// likely, they will be numbers).
template <typename NodeId, typename Priority>
class SpdyPriorityForest {
public:
SpdyPriorityForest();
~SpdyPriorityForest();
// Return the number of nodes currently in the forest.
int num_nodes() const;
// Return true if the forest contains a node with the given ID.
bool NodeExists(NodeId node_id) const;
// Add a new root node to the forest, with the given priority. Returns true
// on success, or false if the node_id already exists within the forest.
bool AddRootNode(NodeId node_id, Priority priority);
// Add a new node to the forest, with the given parent. Returns true on
// success. Returns false and has no effect if the new node already exists,
// or if the parent doesn't exist, or if the parent already has a child.
bool AddNonRootNode(NodeId node_id, NodeId parent_id, bool unordered);
// Remove an existing node from the forest. Returns true on success, or
// false if the node doesn't exist.
bool RemoveNode(NodeId node_id);
// Get the priority of the given node. If the node doesn't exist, or is not
// a root node (and thus has no priority), returns Priority().
Priority GetPriority(NodeId node_id) const;
// Get the parent of the given node. If the node doesn't exist, or is a root
// node (and thus has no parent), returns NodeId().
NodeId GetParent(NodeId node_id) const;
// Determine if the given node is unordered with respect to its parent. If
// the node doesn't exist, or is a root node (and thus has no parent),
// returns false.
bool IsNodeUnordered(NodeId node_id) const;
// Get the child of the given node. If the node doesn't exist, or has no
// child, returns NodeId().
NodeId GetChild(NodeId node_id) const;
// Set the priority of the given node. If the node was not already a root
// node, this makes it a root node. Returns true on success, or false if the
// node doesn't exist.
bool SetPriority(NodeId node_id, Priority priority);
// Set the parent of the given node. If the node was a root node, this makes
// it no longer a root. Returns true on success. Returns false and has no
// effect if (1) the node and/or the parent doesn't exist, (2) the new parent
// already has a different child than the node, or (3) if the new parent is a
// descendant of the node (so this would have created a cycle).
bool SetParent(NodeId node_id, NodeId parent_id, bool unordered);
// Check if a node is marked as ready to read. Returns false if the node
// doesn't exist.
bool IsMarkedReadyToRead(NodeId node_id) const;
// Mark the node as ready or not ready to read. Returns true on success, or
// false if the node doesn't exist.
bool MarkReadyToRead(NodeId node_id);
bool MarkNoLongerReadyToRead(NodeId node_id);
// Return the ID of the next node that we should read, or return NodeId() if
// no node in the forest is ready to read.
NodeId NextNodeToRead();
// Check if a node is marked as ready to write. Returns false if the node
// doesn't exist.
bool IsMarkedReadyToWrite(NodeId node_id) const;
// Mark the node as ready or not ready to write. Returns true on success, or
// false if the node doesn't exist.
bool MarkReadyToWrite(NodeId node_id);
bool MarkNoLongerReadyToWrite(NodeId node_id);
// Return the ID of the next node that we should write, or return NodeId() if
// no node in the forest is ready to write.
NodeId NextNodeToWrite();
// Return true if all internal invariants hold (useful for unit tests).
// Unless there are bugs, this should always return true.
bool ValidateInvariantsForTests() const;
private:
enum NodeType { ROOT_NODE, NONROOT_ORDERED, NONROOT_UNORDERED };
struct Node {
Node() : type(ROOT_NODE), flags(0), child() {
depends_on.priority = Priority();
}
NodeType type;
unsigned int flags; // bitfield of flags
union {
Priority priority; // used for root nodes
NodeId parent_id; // used for non-root nodes
} depends_on;
NodeId child; // node ID of child (or NodeId() for no child)
};
typedef base::hash_map<NodeId, Node> NodeMap;
// Constants for the Node.flags bitset:
// kReadToRead: set for nodes that are ready for reading
static const unsigned int kReadyToRead = (1 << 0);
// kReadToWrite: set for nodes that are ready for writing
static const unsigned int kReadyToWrite = (1 << 1);
// Common code for IsMarkedReadyToRead and IsMarkedReadyToWrite.
bool IsMarked(NodeId node_id, unsigned int flag) const;
// Common code for MarkReadyToRead and MarkReadyToWrite.
bool Mark(NodeId node_id, unsigned int flag);
// Common code for MarkNoLongerReadyToRead and MarkNoLongerReadyToWrite.
bool Unmark(NodeId node_id, unsigned int flag);
// Common code for NextNodeToRead and NextNodeToWrite;
NodeId FirstMarkedNode(unsigned int flag);
// Get the given node, or return NULL if it doesn't exist.
const Node* FindNode(NodeId node_id) const;
NodeMap all_nodes_; // maps from node IDs to Node objects
DISALLOW_COPY_AND_ASSIGN(SpdyPriorityForest);
};
template <typename NodeId, typename Priority>
SpdyPriorityForest<NodeId, Priority>::SpdyPriorityForest() {}
template <typename NodeId, typename Priority>
SpdyPriorityForest<NodeId, Priority>::~SpdyPriorityForest() {}
template <typename NodeId, typename Priority>
int SpdyPriorityForest<NodeId, Priority>::num_nodes() const {
return all_nodes_.size();
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::NodeExists(NodeId node_id) const {
return all_nodes_.count(node_id) != 0;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::AddRootNode(
NodeId node_id, Priority priority) {
if (NodeExists(node_id)) {
return false;
}
Node* new_node = &all_nodes_[node_id];
new_node->type = ROOT_NODE;
new_node->depends_on.priority = priority;
return true;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::AddNonRootNode(
NodeId node_id, NodeId parent_id, bool unordered) {
if (NodeExists(node_id) || !NodeExists(parent_id)) {
return false;
}
Node* parent = &all_nodes_[parent_id];
if (parent->child != NodeId()) {
return false;
}
Node* new_node = &all_nodes_[node_id];
new_node->type = (unordered ? NONROOT_UNORDERED : NONROOT_ORDERED);
new_node->depends_on.parent_id = parent_id;
parent->child = node_id;
return true;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::RemoveNode(NodeId node_id) {
if (!NodeExists(node_id)) {
return false;
}
const Node& node = all_nodes_[node_id];
// If the node to be removed is not a root node, we need to change its
// parent's child ID.
if (node.type != ROOT_NODE) {
DCHECK(NodeExists(node.depends_on.parent_id));
Node* parent = &all_nodes_[node.depends_on.parent_id];
DCHECK_EQ(node_id, parent->child);
parent->child = node.child;
}
// If the node has a child, we need to change the child's priority or parent.
if (node.child != NodeId()) {
DCHECK(NodeExists(node.child));
Node* child = &all_nodes_[node.child];
DCHECK_NE(ROOT_NODE, child->type);
DCHECK_EQ(node_id, child->depends_on.parent_id);
// Make the child's new depends_on be the node's depends_on (whether that
// be a priority or a parent node ID).
child->depends_on = node.depends_on;
// If the removed node was a root, its child is now a root. Otherwise, the
// child will be be unordered if and only if it was already unordered and
// the removed not is also not ordered.
if (node.type == ROOT_NODE) {
child->type = ROOT_NODE;
} else if (node.type == NONROOT_ORDERED) {
child->type = NONROOT_ORDERED;
}
}
// Delete the node.
all_nodes_.erase(node_id);
return true;
}
template <typename NodeId, typename Priority>
Priority SpdyPriorityForest<NodeId, Priority>::GetPriority(
NodeId node_id) const {
const Node* node = FindNode(node_id);
if (node != NULL && node->type == ROOT_NODE) {
return node->depends_on.priority;
} else {
return Priority();
}
}
template <typename NodeId, typename Priority>
NodeId SpdyPriorityForest<NodeId, Priority>::GetParent(NodeId node_id) const {
const Node* node = FindNode(node_id);
if (node != NULL && node->type != ROOT_NODE) {
return node->depends_on.parent_id;
} else {
return NodeId();
}
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::IsNodeUnordered(
NodeId node_id) const {
const Node* node = FindNode(node_id);
return node != NULL && node->type == NONROOT_UNORDERED;
}
template <typename NodeId, typename Priority>
NodeId SpdyPriorityForest<NodeId, Priority>::GetChild(NodeId node_id) const {
const Node* node = FindNode(node_id);
if (node != NULL) {
return node->child;
} else {
return NodeId();
}
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::SetPriority(
NodeId node_id, Priority priority) {
if (!NodeExists(node_id)) {
return false;
}
Node* node = &all_nodes_[node_id];
// If this is not already a root node, we need to make it be a root node.
if (node->type != ROOT_NODE) {
DCHECK(NodeExists(node->depends_on.parent_id));
Node* parent = &all_nodes_[node->depends_on.parent_id];
parent->child = NodeId();
node->type = ROOT_NODE;
}
node->depends_on.priority = priority;
return true;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::SetParent(
NodeId node_id, NodeId parent_id, bool unordered) {
if (!NodeExists(node_id) || !NodeExists(parent_id)) {
return false;
}
Node* node = &all_nodes_[node_id];
Node* new_parent = &all_nodes_[parent_id];
// If the new parent is already the node's parent, all we have to do is
// update the node type and we're done.
if (new_parent->child == node_id) {
node->type = (unordered ? NONROOT_UNORDERED : NONROOT_ORDERED);
return true;
}
// Otherwise, if the new parent already has a child, we fail.
if (new_parent->child != NodeId()) {
return false;
}
// Next, make sure we won't create a cycle.
if (node_id == parent_id) return false;
Node* last = node;
NodeId last_id = node_id;
while (last->child != NodeId()) {
if (last->child == parent_id) return false;
last_id = last->child;
DCHECK(NodeExists(last_id));
last = &all_nodes_[last_id];
}
// If the node is not a root, we need clear its old parent's child field
// (unless the old parent is the same as the new parent).
if (node->type != ROOT_NODE) {
const NodeId old_parent_id = node->depends_on.parent_id;
DCHECK(NodeExists(old_parent_id));
DCHECK(old_parent_id != parent_id);
Node* old_parent = &all_nodes_[old_parent_id];
DCHECK_EQ(node_id, old_parent->child);
old_parent->child = NodeId();
}
// Make the change.
node->type = (unordered ? NONROOT_UNORDERED : NONROOT_ORDERED);
node->depends_on.parent_id = parent_id;
new_parent->child = node_id;
return true;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::IsMarkedReadyToRead(
NodeId node_id) const {
return IsMarked(node_id, kReadyToRead);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::MarkReadyToRead(NodeId node_id) {
return Mark(node_id, kReadyToRead);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::MarkNoLongerReadyToRead(
NodeId node_id) {
return Unmark(node_id, kReadyToRead);
}
template <typename NodeId, typename Priority>
NodeId SpdyPriorityForest<NodeId, Priority>::NextNodeToRead() {
return FirstMarkedNode(kReadyToRead);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::IsMarkedReadyToWrite(
NodeId node_id) const {
return IsMarked(node_id, kReadyToWrite);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::MarkReadyToWrite(NodeId node_id) {
return Mark(node_id, kReadyToWrite);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::MarkNoLongerReadyToWrite(
NodeId node_id) {
return Unmark(node_id, kReadyToWrite);
}
template <typename NodeId, typename Priority>
NodeId SpdyPriorityForest<NodeId, Priority>::NextNodeToWrite() {
return FirstMarkedNode(kReadyToWrite);
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::IsMarked(
NodeId node_id, unsigned int flag) const {
const Node* node = FindNode(node_id);
return node != NULL && (node->flags & flag) != 0;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::Mark(
NodeId node_id, unsigned int flag) {
if (!NodeExists(node_id)) {
return false;
}
all_nodes_[node_id].flags |= flag;
return true;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::Unmark(
NodeId node_id, unsigned int flag) {
if (!NodeExists(node_id)) {
return false;
}
all_nodes_[node_id].flags &= ~flag;
return true;
}
template <typename NodeId, typename Priority>
NodeId SpdyPriorityForest<NodeId, Priority>::FirstMarkedNode(
unsigned int flag) {
// TODO(mdsteele): This is an *incredibly* stupid brute force solution.
// Get all root nodes that have at least one marked child.
uint64 total_weight = 0;
std::map<uint64, NodeId> roots; // maps cumulative weight to root node ID
for (typename NodeMap::const_iterator iter = all_nodes_.begin();
iter != all_nodes_.end(); ++iter) {
const NodeId root_id = iter->first;
const Node& root = iter->second;
if (root.type == ROOT_NODE) {
// See if there is at least one marked node in this root's chain.
for (const Node* node = &root; ; node = &all_nodes_[node->child]) {
if ((node->flags & flag) != 0) {
total_weight += static_cast<uint64>(root.depends_on.priority);
roots[total_weight] = root_id;
break;
}
if (node->child == NodeId()) {
break;
}
DCHECK(NodeExists(node->child));
}
}
}
// If there are no ready nodes, then return NodeId().
if (total_weight == 0) {
DCHECK(roots.empty());
return NodeId();
} else {
DCHECK(!roots.empty());
}
// Randomly select a tree to use.
typename std::map<uint64, NodeId>::const_iterator root_iter =
roots.upper_bound(base::RandGenerator(total_weight));
DCHECK(root_iter != roots.end());
const NodeId root_id = root_iter->second;
// Find the first node in the chain that is ready.
NodeId node_id = root_id;
while (true) {
DCHECK(NodeExists(node_id));
Node* node = &all_nodes_[node_id];
if ((node->flags & flag) != 0) {
// There might be more nodes that are ready and that are linked to this
// one in an unordered chain. Find all of them, then pick one randomly.
std::vector<NodeId> group;
group.push_back(node_id);
for (Node* next = node; next->child != NodeId();) {
DCHECK(NodeExists(next->child));
Node *child = &all_nodes_[next->child];
DCHECK_NE(ROOT_NODE, child->type);
if (child->type != NONROOT_UNORDERED) {
break;
}
if ((child->flags & flag) != 0) {
group.push_back(next->child);
}
next = child;
}
return group[base::RandGenerator(group.size())];
}
node_id = node->child;
}
}
template <typename NodeId, typename Priority>
const typename SpdyPriorityForest<NodeId, Priority>::Node*
SpdyPriorityForest<NodeId, Priority>::FindNode(NodeId node_id) const {
typename NodeMap::const_iterator iter = all_nodes_.find(node_id);
if (iter == all_nodes_.end()) {
return NULL;
}
return &iter->second;
}
template <typename NodeId, typename Priority>
bool SpdyPriorityForest<NodeId, Priority>::ValidateInvariantsForTests() const {
for (typename NodeMap::const_iterator iter = all_nodes_.begin();
iter != all_nodes_.end(); ++iter) {
const NodeId node_id = iter->first;
const Node& node = iter->second;
if (node.type != ROOT_NODE &&
(!NodeExists(node.depends_on.parent_id) ||
GetChild(node.depends_on.parent_id) != node_id)) {
return false;
}
if (node.child != NodeId()) {
if (!NodeExists(node.child) || node_id != GetParent(node.child)) {
return false;
}
}
NodeId child_id = node.child;
int count = 0;
while (child_id != NodeId()) {
if (count > num_nodes() || node_id == child_id) {
return false;
}
child_id = GetChild(child_id);
++count;
}
}
return true;
}
} // namespace net
#endif // NET_SPDY_SPDY_PRIORITY_FOREST_H_