This commit includes updates that affects the build, testing, and
deployment of Tile38.
- The root level build.sh has been broken up into multiple scripts
and placed in the "scripts" directory.
- The vendor directory has been updated to follow the Go modules
rules, thus `make` should work on isolated environments. Also
some vendored packages may have been updated to a later
version, if needed.
- The Makefile has been updated to allow for making single
binaries such as `make tile38-server`. There is some scaffolding
during the build process, so from now on all binaries should be
made using make. For example, to run a development version of
the tile38-cli binary, do this:
make tile38-cli && ./tile38-cli
not this:
go run cmd/tile38-cli/main.go
- Travis.CI docker push script has been updated to address a
change to Docker's JSON repo meta output, which in turn fixes
a bug where new Tile38 versions were not being properly pushed
to Docker
This commit fixes an issue where Tile38 was using lots of extra
memory to track objects that are marked to expire. This was
creating problems with applications that set big TTLs.
How it worked before:
Every collection had a unique hashmap that stores expiration
timestamps for every object in that collection. Along with
the hashmaps, there's also one big server-wide list that gets
appended every time a new SET+EX is performed.
From a background routine, this list is looped over at least
10 times per second and is randomly searched for potential
candidates that might need expiring. The routine then removes
those entries from the list and tests if the objects matching
the entries have actually expired. If so, these objects are
deleted them from the database. When at least 25% of
the 20 candidates are deleted the loop is immediately
continued, otherwise the loop backs off with a 100ms pause.
Why this was a problem.
The list grows one entry for every SET+EX. When TTLs are long,
like 24-hours or more, it would take at least that much time
before the entry is removed. So for databased that have objects
that use TTLs and are updated often this could lead to a very
large list.
How it was fixed.
The list was removed and the hashmap is now search randomly. This
required a new hashmap implementation, as the built-in Go map
does not provide an operation for randomly geting entries. The
chosen implementation is a robinhood-hash because it provides
open-addressing, which makes for simple random bucket selections.
Issue #502
The big change is that the GeoJSON package has been completely
rewritten to fix a few of geometry calculation bugs, increase
performance, and to better follow the GeoJSON spec RFC 7946.
GeoJSON updates
- A LineString now requires at least two points.
- All json members, even foreign, now persist with the object.
- The bbox member persists too but is no longer used for geometry
calculations. This is change in behavior. Previously Tile38 would
treat the bbox as the object's physical rectangle.
- Corrections to geometry intersects and within calculations.
Faster spatial queries
- The performance of Point-in-polygon and object intersect operations
are greatly improved for complex polygons and line strings. It went
from O(n) to roughly O(log n).
- The same for all collection types with many children, including
FeatureCollection, GeometryCollection, MultiPoint, MultiLineString,
and MultiPolygon.
Codebase changes
- The pkg directory has been renamed to internal
- The GeoJSON internal package has been moved to a seperate repo at
https://github.com/tidwall/geojson. It's now vendored.
Please look out for higher memory usage for datasets using complex
shapes. A complex shape is one that has 64 or more points. For these
shapes it's expected that there will be increase of least 54 bytes per
point.
* Start on lua scripting
* Implement evalsha, script load, script exists, and script flush
* Type conversions from lua to resp/json.
Refactor to make luastate and luascripts persistent in the controller.
* Change controller.command and all underlying commands to return resp.Value.
Serialize only during the ouput.
* First stab at tile38 call from lua
* Change tile38 into tile38.call in Lua
* Property return errors from scripts
* Minor refactoring. No locking on script run
* Cleanup/refactoring
* Create a pool of 5 lua states, allow for more as needed. Refactor.
* Use safe map for scripts. Add a limit for max number of lua states. Refactor.
* Refactor
* Refactor script commands into atomic, read-only, and non-atomic classes.
Proper locking for all three classes.
Add tests for scripts
* More tests for scripts
* Properly escape newlines in lua-produced errors
* Better test for readonly failure
* Correctly convert ok/err messages between lua and resp.
Add pcall, sha1hex, error_reply, status_reply functions to tile38 namespace in lua.
* Add pcall test. Change writeErr to work with string argument
* Make sure eval/evalsha never attempt to write AOF
* Add eval-set and eval-get to benchmarks
* Fix eval benchmark tests, add more
* Improve benchmarks
* Optimizations and refactoring.
* Add lua memtest
* Typo
* Add dependency
* golint fixes
* gofmt fixes
* Add scripting commands to the core/commands.json
* Use ARGV for args inside lua