We have a "deadcode" bitmapsEqual which is actually used in testing but
probably shouldn't be, and we don't have a good container equality test.
Problem is, equality tests are sort of slow in the things-are-equal case,
which is the most common case, so we've got some moderately-specialized
code here; specifically, special comparison code that takes advantage
of knowing that if two containers have the same number of bits, you only
have to check whether all the bits from one are present in the other,
because that can't be true for differing containers with the same number
of bits. This reduces the runtime for the ContainerCombinations case
from about 24 seconds to a bit under 2 on my laptop, or from around
10 minutes to about 37 seconds with the race detector on.
Also simplify the InPlaceWrapper functions not to invoke bitmaps, because
it's not really necessary.
BtreeSeek is O(N^2) on its N, and there's not a ton of extra utility
to testing a larger range of values, so we reduce N by a bit, cutting
runtime from ~10s to <1s on my laptop. Also reduce the scale of the
BtreeDelete1/BtreeDelete2 tests a bit because, again, lots of runtime
for little marginal information.
This is pretty expensive even for default shard width, and very expensive
for ShardWidth = 1<<22, and we don't really get much extra benefit from
having a million values instead of a hundred or so.
The generation of slices from things, and use of reflect.DeepEqual to compare
the slices, is a lot more expensive than it needs to be. Omitting it removes most
of the runtime of the marshal tests.
The failure mode in question was pretty predictable and tied to number of
snapshots, not to number of bits written, so we can probably use a lot fewer
bits and still get good results, but this is really slow under -race testing.
There's no reason to have 10-20 seconds of delays for testing this,
because in testing, we're running things on the local machine and don't
need to worry about significant network lag. Make retry count and delay
settable options, and set them lower. Moves the Replica2 test in
server/server_test.go from ~21s to ~2s.
The random-value tests can be pathological, and in particular, the
test of arbitrarily-spaced values is in effect O(N^2), and with race
testing on, that test *alone* can take ten minutes to run, but
it's not really all that exciting. We just reduce a bunch of values
and/or test fewer things for these, which doesn't significantly alter
coverage, but reduces test runtime on my laptop with `-race` from
21 minutes to a bit under 5.
When a mapper hits an error, we want it to immediately tell the
other things in that same mapper that they can stop now. But we
don't want to propagate that all the way back up; if a specific
node has a failure executing a query, we will in some cases want
to send a new query to other backup nodes, so the overall
context isn't cancelled yet.
In general, mapFn and reduceFn have been closures that inherit
a context from the function defining them -- but we don't want
that! We want them to be stopped if their specific mapper gets
cancelled, too, because otherwise they can consume a lot of
resources long after the mapper has stopped being interested
in them. So now those are parameters passed into them,
and mapperLocal puts *those* contexts in the jobs shoved into
the job queue, and the workers pass the context in to the
mapFn/reduceFn.
We also check responses from reduceFn now; both mapReduce
and mapperLocal check for a possible error, and return that,
and reduce functions doing anything nontrivial check their
context.
We also add a few more explicit checks for context cancellation
in various places, especially in the GroupByIterator which is
what bit us that one time. The explicit check against ctx.Err
is officially safe as of Go 1.9 or so. (It was previously
unspecified, but on further study, the Go team concluded that
no actual implementation did anything else, and existing code
was already depending on that.) This also affects the rows
function, because that could potentially take quite a while to
run for a large fragment.
I think when this code was written, I thought "freeze" would be
really cheap. It's not actually that cheap. As a result, freezing
things preemptively when it may be that nothing ever tries to write
to them anyway is possibly disadvantageous, to the tune of being
roughly 20% of a sample profile we were shown. Instead, we don't
mark the components "writable", so if anything wants to write to
them, it'll end up freezing itself new copies of their bitmaps
later. But in practice that probably doesn't happen.