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+# Message Passing and Concurrency {#concurrency}
+
+# Theory
+
+One of the primary aims of SPDK is to scale linearly with the addition of
+hardware. This can mean many things in practice. For instance, moving from one
+SSD to two should double the number of I/O's per second. Or doubling the number
+of CPU cores should double the amount of computation possible. Or even doubling
+the number of NICs should double the network throughput. To achieve this, the
+software's threads of execution must be independent from one another as much as
+possible. In practice, that means avoiding software locks and even atomic
+instructions.
+
+Traditionally, software achieves concurrency by placing some shared data onto
+the heap, protecting it with a lock, and then having all threads of execution
+acquire the lock only when accessing the data. This model has many great
+properties:
+
+* It's easy to convert single-threaded programs to multi-threaded programs
+ because you don't have to change the data model from the single-threaded
+ version. You add a lock around the data.
+* You can write your program as a synchronous, imperative list of statements
+ that you read from top to bottom.
+* The scheduler can interrupt threads, allowing for efficient time-sharing
+ of CPU resources.
+
+Unfortunately, as the number of threads scales up, contention on the lock around
+the shared data does too. More granular locking helps, but then also increases
+the complexity of the program. Even then, beyond a certain number of contended
+locks, threads will spend most of their time attempting to acquire the locks and
+the program will not benefit from more CPU cores.
+
+SPDK takes a different approach altogether. Instead of placing shared data in a
+global location that all threads access after acquiring a lock, SPDK will often
+assign that data to a single thread. When other threads want to access the data,
+they pass a message to the owning thread to perform the operation on their
+behalf. This strategy, of course, is not at all new. For instance, it is one of
+the core design principles of
+[Erlang](http://erlang.org/download/armstrong_thesis_2003.pdf) and is the main
+concurrency mechanism in [Go](https://tour.golang.org/concurrency/2). A message
+in SPDK consists of a function pointer and a pointer to some context. Messages
+are passed between threads using a
+[lockless ring](http://dpdk.org/doc/guides/prog_guide/ring_lib.html). Message
+passing is often much faster than most software developer's intuition leads them
+to believe due to caching effects. If a single core is accessing the same data
+(on behalf of all of the other cores), then that data is far more likely to be
+in a cache closer to that core. It's often most efficient to have each core work
+on a small set of data sitting in its local cache and then hand off a small
+message to the next core when done.
+
+In more extreme cases where even message passing may be too costly, each thread
+may make a local copy of the data. The thread will then only reference its local
+copy. To mutate the data, threads will send a message to each other thread
+telling them to perform the update on their local copy. This is great when the
+data isn't mutated very often, but is read very frequently, and is often
+employed in the I/O path. This of course trades memory size for computational
+efficiency, so it is used in only the most critical code paths.
+
+# Message Passing Infrastructure
+
+SPDK provides several layers of message passing infrastructure. The most
+fundamental libraries in SPDK, for instance, don't do any message passing on
+their own and instead enumerate rules about when functions may be called in
+their documentation (e.g. @ref nvme). Most libraries, however, depend on SPDK's
+[thread](http://www.spdk.io/doc/thread_8h.html)
+abstraction, located in `libspdk_thread.a`. The thread abstraction provides a
+basic message passing framework and defines a few key primitives.
+
+First, `spdk_thread` is an abstraction for a lightweight, stackless thread of
+execution. A lower level framework can execute an `spdk_thread` for a single
+timeslice by calling `spdk_thread_poll()`. A lower level framework is allowed to
+move an `spdk_thread` between system threads at any time, as long as there is
+only a single system thread executing `spdk_thread_poll()` on that
+`spdk_thread` at any given time. New lightweight threads may be created at any
+time by calling `spdk_thread_create()` and destroyed by calling
+`spdk_thread_destroy()`. The lightweight thread is the foundational abstraction for
+threading in SPDK.
+
+There are then a few additional abstractions layered on top of the
+`spdk_thread`. One is the `spdk_poller`, which is an abstraction for a
+function that should be repeatedly called on the given thread. Another is an
+`spdk_msg_fn`, which is a function pointer and a context pointer, that can
+be sent to a thread for execution via `spdk_thread_send_msg()`.
+
+The library also defines two additional abstractions: `spdk_io_device` and
+`spdk_io_channel`. In the course of implementing SPDK we noticed the same
+pattern emerging in a number of different libraries. In order to implement a
+message passing strategy, the code would describe some object with global state
+and also some per-thread context associated with that object that was accessed
+in the I/O path to avoid locking on the global state. The pattern was clearest
+in the lowest layers where I/O was being submitted to block devices. These
+devices often expose multiple queues that can be assigned to threads and then
+accessed without a lock to submit I/O. To abstract that, we generalized the
+device to `spdk_io_device` and the thread-specific queue to `spdk_io_channel`.
+Over time, however, the pattern has appeared in a huge number of places that
+don't fit quite so nicely with the names we originally chose. In today's code
+`spdk_io_device` is any pointer, whose uniqueness is predicated only on its
+memory address, and `spdk_io_channel` is the per-thread context associated with
+a particular `spdk_io_device`.
+
+The threading abstraction provides functions to send a message to any other
+thread, to send a message to all threads one by one, and to send a message to
+all threads for which there is an io_channel for a given io_device.
+
+Most critically, the thread abstraction does not actually spawn any system level
+threads of its own. Instead, it relies on the existence of some lower level
+framework that spawns system threads and sets up event loops. Inside those event
+loops, the threading abstraction simply requires the lower level framework to
+repeatedly call `spdk_thread_poll()` on each `spdk_thread()` that exists. This
+makes SPDK very portable to a wide variety of asynchronous, event-based
+frameworks such as [Seastar](https://www.seastar.io) or [libuv](https://libuv.org/).
+
+# The event Framework
+
+The SPDK project didn't want to officially pick an asynchronous, event-based
+framework for all of the example applications it shipped with, in the interest
+of supporting the widest variety of frameworks possible. But the applications do
+of course require something that implements an asynchronous event loop in order
+to run, so enter the `event` framework located in `lib/event`. This framework
+includes things like polling and scheduling the lightweight threads, installing
+signal handlers to cleanly shutdown, and basic command line option parsing.
+Only established applications should consider directly integrating the lower
+level libraries.
+
+# Limitations of the C Language
+
+Message passing is efficient, but it results in asynchronous code.
+Unfortunately, asynchronous code is a challenge in C. It's often implemented by
+passing function pointers that are called when an operation completes. This
+chops up the code so that it isn't easy to follow, especially through logic
+branches. The best solution is to use a language with support for
+[futures and promises](https://en.wikipedia.org/wiki/Futures_and_promises),
+such as C++, Rust, Go, or almost any other higher level language. However, SPDK is a low
+level library and requires very wide compatibility and portability, so we've
+elected to stay with plain old C.
+
+We do have a few recommendations to share, though. For _simple_ callback chains,
+it's easiest if you write the functions from bottom to top. By that we mean if
+function `foo` performs some asynchronous operation and when that completes
+function `bar` is called, then function `bar` performs some operation that
+calls function `baz` on completion, a good way to write it is as such:
+
+ void baz(void *ctx) {
+ ...
+ }
+
+ void bar(void *ctx) {
+ async_op(baz, ctx);
+ }
+
+ void foo(void *ctx) {
+ async_op(bar, ctx);
+ }
+
+Don't split these functions up - keep them as a nice unit that can be read from bottom to top.
+
+For more complex callback chains, especially ones that have logical branches
+or loops, it's best to write out a state machine. It turns out that higher
+level languages that support futures and promises are just generating state
+machines at compile time, so even though we don't have the ability to generate
+them in C we can still write them out by hand. As an example, here's a
+callback chain that performs `foo` 5 times and then calls `bar` - effectively
+an asynchronous for loop.
+
+ enum states {
+ FOO_START = 0,
+ FOO_END,
+ BAR_START,
+ BAR_END
+ };
+
+ struct state_machine {
+ enum states state;
+
+ int count;
+ };
+
+ static void
+ foo_complete(void *ctx)
+ {
+ struct state_machine *sm = ctx;
+
+ sm->state = FOO_END;
+ run_state_machine(sm);
+ }
+
+ static void
+ foo(struct state_machine *sm)
+ {
+ do_async_op(foo_complete, sm);
+ }
+
+ static void
+ bar_complete(void *ctx)
+ {
+ struct state_machine *sm = ctx;
+
+ sm->state = BAR_END;
+ run_state_machine(sm);
+ }
+
+ static void
+ bar(struct state_machine *sm)
+ {
+ do_async_op(bar_complete, sm);
+ }
+
+ static void
+ run_state_machine(struct state_machine *sm)
+ {
+ enum states prev_state;
+
+ do {
+ prev_state = sm->state;
+
+ switch (sm->state) {
+ case FOO_START:
+ foo(sm);
+ break;
+ case FOO_END:
+ /* This is the loop condition */
+ if (sm->count++ < 5) {
+ sm->state = FOO_START;
+ } else {
+ sm->state = BAR_START;
+ }
+ break;
+ case BAR_START:
+ bar(sm);
+ break;
+ case BAR_END:
+ break;
+ }
+ } while (prev_state != sm->state);
+ }
+
+ void do_async_for(void)
+ {
+ struct state_machine *sm;
+
+ sm = malloc(sizeof(*sm));
+ sm->state = FOO_START;
+ sm->count = 0;
+
+ run_state_machine(sm);
+ }
+
+This is complex, of course, but the `run_state_machine` function can be read
+from top to bottom to get a clear overview of what's happening in the code
+without having to chase through each of the callbacks.