Jun Wu <quark@fb.com> [Wed, 09 Nov 2016 16:01:34 +0000] rev 30449
drawdag: update test repos by drawing the changelog DAG in ASCII
Currently, we have "debugbuilddag" which is a powerful tool to build test
cases but not intuitive. We may end up running "hg log" in the test to make
the test more readable.
This patch adds a "drawdag" extension with a "debugdrawdag" command for
similar testing purpose. Unlike the cryptic "debugbuilddag" command, it
reads an ASCII graph that is intuitive to human, so the test case can be
more readable.
Unlike "debugbuilddag", "drawdag" does not require an empty repo. So it can
be used to add new changesets to an existing repo.
Since the "drawdag" logic is not that trivial and only makes sense for
testing purpose, the extension is added to the "tests" directory, to make
the core logic clean. If we find it useful (for example, to demonstrate
cases and help user understand some cases) and want to ship it by default in
the future, we can move it to a ship-by-default "debugdrawdag" at that time.
Mads Kiilerich <madski@unity3d.com> [Wed, 14 Jan 2015 01:15:26 +0100] rev 30448
posix: give checklink a fast path that cache the check file and is read only
util.checklink would create a symlink and remove it again. That would sometimes
happen multiple times. Write operations are relatively expensive and give disk
tear and noise for applications monitoring file system activity.
Instead of creating a symlink and deleting it again, just create it once and
leave it in .hg/cache/check-link . If the file exists, just verify that
os.islink reports true. We will assume that this check is as good as symlink
creation not failing.
Note: The symlink left in .hg/cache has to resolve to a file - otherwise 'make
dist' will fail ...
test-symlink-os-yes-fs-no.py does some monkey patching to simulate a platform
without symlink support. The slightly different testing method requires
additional monkeying.
Mads Kiilerich <madski@unity3d.com> [Thu, 17 Nov 2016 12:59:36 +0100] rev 30447
posix: move checklink test file to .hg/cache
This avoids unnecessary churn in the working directory.
It is not necessarily a fully valid assumption that .hg/cache is on the same
filesystem as the working directory, but I think it is an acceptable
approximation. It could also be the case that different parts of the working
directory is on different mount points so checking in the root folder could
also be wrong.
Mads Kiilerich <madski@unity3d.com> [Wed, 14 Jan 2015 01:15:26 +0100] rev 30446
posix: give checkexec a fast path; keep the check files and test read only
Before, Mercurial would create a new temporary file every time, stat it, change
its exec mode, stat it again, and delete it. Most of this dance was done to
handle the rare and not-so-essential case of VFAT mounts on unix. The cost of
that was paid by the much more common and important case of using normal file
systems.
Instead, try to create and preserve .hg/cache/checkisexec and
.hg/cache/checknoexec with and without exec flag set. If the files exist and
have correct exec flags set, we can conclude that that file system supports the
exec flag. Best case, the whole exec check can thus be done with two stat
calls. Worst case, we delete the wrong files and check as usual. That will be
because temporary loss of exec bit or on file systems without support for the
exec bit. In that case we check as we did before, with the additional overhead
of one extra stat call.
It is possible that this different test algorithm in some cases on odd file
systems will give different behaviour. Again, I think it will be rare and
special cases and I think it is worth the risk.
test-clone.t happens to show the situation where checkisexec is left behind
from the old style check, while checknoexec only will be created next time a
exec check will be performed.
Mads Kiilerich <madski@unity3d.com> [Wed, 14 Jan 2015 01:15:26 +0100] rev 30445
posix: simplify checkexec check
Use a slightly simpler logic that in some cases can avoid an unnecessary chmod
and stat.
Instead of flipping the X bits, make it more clear that we rely on no X bits
being set on initial file creation, and that at least some of them stick after
they all have been set.
Mads Kiilerich <madski@unity3d.com> [Thu, 17 Nov 2016 12:59:36 +0100] rev 30444
posix: move checkexec test file to .hg/cache
This avoids unnecessary churn in the working directory.
It is not necessarily a fully valid assumption that .hg/cache is on the same
filesystem as the working directory, but I think it is an acceptable
approximation. It could also be the case that different parts of the working
directory is on different mount points so checking in the root folder could
also be wrong.
Durham Goode <durham@fb.com> [Thu, 17 Nov 2016 15:31:19 -0800] rev 30443
manifest: move manifestctx creation into manifestlog.get()
Most manifestctx creation already happened in manifestlog.get(), but there was
one spot in the manifestctx class itself that created an instance manually. This
patch makes that one instance go through the manifestlog. This means extensions
can just wrap manifestlog.get() and it will cover all manifestctx creations. It
also means this code path now hits the manifestlog cache.
Gregory Szorc <gregory.szorc@gmail.com> [Fri, 11 Nov 2016 01:10:07 -0800] rev 30442
util: implement zstd compression engine
Now that zstd is vendored and being built (in some configurations), we
can implement a compression engine for zstd!
The zstd engine is a little different from existing engines. Because
it may not always be present, we have to defer load the module in case
importing it fails. We facilitate this via a cached property that holds
a reference to the module or None. The "available" method is
implemented to reflect reality.
The zstd engine declares its ability to handle bundles using the
"zstd" human name and the "ZS" internal name. The latter was chosen
because internal names are 2 characters (by only convention I think)
and "ZS" seems reasonable.
The engine, like others, supports specifying the compression level.
However, there are no consumers of this API that yet pass in that
argument. I have plans to change that, so stay tuned.
Since all we need to do to support bundle generation with a new
compression engine is implement and register the compression engine,
bundle generation with zstd "just works!" Tests demonstrating this
have been added.
How does performance of zstd for bundle generation compare? On the
mozilla-unified repo, `hg bundle --all -t <engine>-v2` yields the
following on my i7-6700K on Linux:
engine CPU time bundle size vs orig size throughput
none 97.0s 4,054,405,584 100.0% 41.8 MB/s
bzip2 (l=9) 393.6s 975,343,098 24.0% 10.3 MB/s
gzip (l=6) 184.0s 1,140,533,074 28.1% 22.0 MB/s
zstd (l=1) 108.2s 1,119,434,718 27.6% 37.5 MB/s
zstd (l=2) 111.3s 1,078,328,002 26.6% 36.4 MB/s
zstd (l=3) 113.7s 1,011,823,727 25.0% 35.7 MB/s
zstd (l=4) 116.0s 1,008,965,888 24.9% 35.0 MB/s
zstd (l=5) 121.0s 977,203,148 24.1% 33.5 MB/s
zstd (l=6) 131.7s 927,360,198 22.9% 30.8 MB/s
zstd (l=7) 139.0s 912,808,505 22.5% 29.2 MB/s
zstd (l=12) 198.1s 854,527,714 21.1% 20.5 MB/s
zstd (l=18) 681.6s 789,750,690 19.5% 5.9 MB/s
On compression, zstd for bundle generation delivers:
* better compression than gzip with significantly less CPU utilization
* better than bzip2 compression ratios while still being significantly
faster than gzip
* ability to aggressively tune compression level to achieve
significantly smaller bundles
That last point is important. With clone bundles, a server can
pre-generate a bundle file, upload it to a static file server, and
redirect clients to transparently download it during clone. The server
could choose to produce a zstd bundle with the highest compression
settings possible. This would take a very long time - a magnitude
longer than a typical zstd bundle generation - but the result would
be hundreds of megabytes smaller! For the clone volume we do at
Mozilla, this could translate to petabytes of bandwidth savings
per year and faster clones (due to smaller transfer size).
I don't have detailed numbers to report on decompression. However,
zstd decompression is fast: >1 GB/s output throughput on this machine,
even through the Python bindings. And it can do that regardless of the
compression level of the input. By the time you have enough data to
worry about overhead of decompression, you have plenty of other things
to worry about performance wise.
zstd is wins all around. I can't wait to implement support for it
on the wire protocol and in revlogs.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 23:38:41 -0800] rev 30441
hghave: add check for zstd support
Not all configurations will support zstd. Add a check so we can
conditionalize tests.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 23:34:15 -0800] rev 30440
exchange: obtain compression engines from the registrar
util.compengines has knowledge of all registered compression engines
and the metadata that associates them with various bundle types.
This patch removes the now redundant declaration of this metadata from
exchange.py and obtains it from the new source.
The effect of this patch is that once a new compression engine is
registered with util.compengines, `hg bundle -t <engine>` will just
work.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 23:29:01 -0800] rev 30439
bundle2: equate 'UN' with no compression
An upcoming patch will change the "alg" argument passed to this
function from None to "UN" when no compression is wanted.
The existing implementation of bundle2 does not set a "Compression"
parameter if no compression is used. In theory, setting
"Compression=UN" should work. But I haven't audited the code to see if
all client versions supporting bundle2 will accept this.
Rather than take the risk, avoid the BC breakage and treat "UN"
the same as None.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 23:15:02 -0800] rev 30438
util: check for compression engine availability before returning
If a requested compression engine is registered but not available,
requesting it will now abort.
To be honest, I'm not sure if this is the appropriate mechanism
for handling optional compression engines. I won't know until
all uses of compression (bundles, wire protocol, revlogs, etc)
are using the new API and zstd (our planned optional engine)
is implemented. So this API could change.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 23:03:48 -0800] rev 30437
util: expose an "available" API on compression engines
When the zstd compression engine is introduced, it won't work in all
installations, namely pure Python installs. So, we need a mechanism to
declare whether a compression engine is available. We don't want to
conditionally register the compression engine because it is sometimes
useful to know when a compression engine name or encountered data is
valid but just not available versus unknown.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 22:26:35 -0800] rev 30436
setup: compile zstd C extension
Now that zstd and python-zstandard are vendored, we can start compiling
them as part of the install.
python-zstandard provides a self-contained Python function that returns
a distutils.extension.Extension, so it is really easy to add zstd
to our setup.py without having to worry about defining source files,
include paths, etc. The function even allows specifying the module
name the extension should be compiled as. This conveniently allows us
to compile the module into the "mercurial" package so "our" version
won't collide with a version installed under the canonical "zstd"
module name.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 22:15:58 -0800] rev 30435
zstd: vendor python-zstandard 0.5.0
As the commit message for the previous changeset says, we wish
for zstd to be a 1st class citizen in Mercurial. To make that
happen, we need to enable Python to talk to the zstd C API. And
that requires bindings.
This commit vendors a copy of existing Python bindings. Why do we
need to vendor? As the commit message of the previous commit says,
relying on systems in the wild to have the bindings or zstd present
is a losing proposition. By distributing the zstd and bindings with
Mercurial, we significantly increase our chances that zstd will
work. Since zstd will deliver a better end-user experience by
achieving better performance, this benefits our users. Another
reason is that the Python bindings still aren't stable and the
API is somewhat fluid. While Mercurial could be coded to target
multiple versions of the Python bindings, it is safer to bundle
an explicit, known working version.
The added Python bindings are mostly a fully-featured interface
to the zstd C API. They allow one-shot operations, streaming,
reading and writing from objects implements the file object
protocol, dictionary compression, control over low-level compression
parameters, and more. The Python bindings work on Python 2.6,
2.7, and 3.3+ and have been tested on Linux and Windows. There are
CFFI bindings, but they are lacking compared to the C extension.
Upstream work will be needed before we can support zstd with PyPy.
But it will be possible.
The files added in this commit come from Git commit
e637c1b214d5f869cf8116c550dcae23ec13b677 from
https://github.com/indygreg/python-zstandard and are added without
modifications. Some files from the upstream repository have been
omitted, namely files related to continuous integration.
In the spirit of full disclosure, I'm the maintainer of the
"python-zstandard" project and have authored 100% of the code
added in this commit. Unfortunately, the Python bindings have
not been formally code reviewed by anyone. While I've tested
much of the code thoroughly (I even have tests that fuzz APIs),
there's a good chance there are bugs, memory leaks, not well
thought out APIs, etc. If someone wants to review the code and
send feedback to the GitHub project, it would be greatly
appreciated.
Despite my involvement with both projects, my opinions of code
style differ from Mercurial's. The code in this commit introduces
numerous code style violations in Mercurial's linters. So, the code
is excluded from most lints. However, some violations I agree with.
These have been added to the known violations ignore list for now.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 10 Nov 2016 21:45:29 -0800] rev 30434
zstd: vendor zstd 1.1.1
zstd is a new compression format and it is awesome, yielding
higher compression ratios and significantly faster compression
and decompression operations compared to zlib (our current
compression engine of choice) across the board.
We want zstd to be a 1st class citizen in Mercurial and to eventually
be the preferred compression format for various operations.
This patch starts the formal process of supporting zstd by vendoring
a copy of zstd. Why do we need to vendor zstd? Good question.
First, zstd is relatively new and not widely available yet. If we
didn't vendor zstd or distribute it with Mercurial, most users likely
wouldn't have zstd installed or even available to install. What good
is a feature if you can't use it? Vendoring and distributing the zstd
sources gives us the highest liklihood that zstd will be available to
Mercurial installs.
Second, the Python bindings to zstd (which will be vendored in a
separate changeset) make use of zstd APIs that are only available
via static linking. One reason they are only available via static
linking is that they are unstable and could change at any time.
While it might be possible for the Python bindings to attempt to
talk to different versions of the zstd C library, the safest thing to
do is link against a specific, known-working version of zstd. This
is why the Python zstd bindings themselves vendor zstd and why we
must as well. This also explains why the added files are in a
"python-zstandard" directory.
The added files are from the 1.1.1 release of zstd (Git commit
4c0b44f8ced84c4c8edfa07b564d31e4fa3e8885 from
https://github.com/facebook/zstd) and are added without modifications.
Not all files from the zstd "distribution" have been added. Notably
missing are files to support interacting with "legacy," pre-1.0
versions of zstd. The decision of which files to include is made by
the upstream python-zstandard project (which I'm the author of). The
files in this commit are a snapshot of the files from the 0.5.0
release of that project, Git commit
e637c1b214d5f869cf8116c550dcae23ec13b677 from
https://github.com/indygreg/python-zstandard.
Mads Kiilerich <madski@unity3d.com> [Tue, 15 Nov 2016 21:56:49 +0100] rev 30433
bdiff: give slight preference to removing trailing lines
[This change could be folded into the previous changeset to minimize the repo
churn ...]
Similar to the previous change, introduce an exception to the general
preference for matches in the middle of bdiff ranges: If the best match on the
B side starts at the beginning of the bdiff range, don't aim for the
middle-most A side match but for the earliest.
New (later) matches on the A side will only be considered better if the
corresponding match on the B side *not* is at the beginning of the range.
Thus, if the best (middle-most) match on the B side turns out to be at the
beginning of the range, the earliest match on the A side will be used.
The bundle size for 4.0 (hg bundle --base null -r 4.0 x.hg) happens to go from
22807275 to
22808120 bytes - a 0.004% increase.
Mads Kiilerich <madski@unity3d.com> [Tue, 15 Nov 2016 21:56:49 +0100] rev 30432
bdiff: give slight preference to appending lines
[This change could be folded into the previous changeset to minimize the repo
churn ...]
The general preference to matches in the middle of bdiff ranges helps getting
balanced recursion and efficient computation. But, as previous changes have
shown, it might also give diffs that seems "obviously wrong".
To mitigate that: If the best match on the A side starts at the beginning of
the bdiff range, don't aim for the middle-most B side match but for the
earliest.
This will make the matches balanced (by both sides being "early") even though
the bisection will be less balanced. Still, this case only apply if the *best*
and middle-most match was fully unbalanced on the A side. Each recursion will
thus even in this worst case reduce the problem significantly and we are not
re-introducing the problem that was fixed in
f1ca249696ed.
The bundle size for 4.0 (hg bundle --base null -r 4.0 x.hg) happens to go from
22806817 to
22807275 bytes - a 0.002% increase.
This make the recent test-bdiff.py changes give a more pretty output ... but
they no longer show that the recursion is around middle matches (because it in
these cases isn't).
Mads Kiilerich <madski@unity3d.com> [Tue, 08 Nov 2016 18:37:33 +0100] rev 30431
bdiff: give slight preference to longest matches in the middle of the B side
We already have a slight preference for matches close to the middle on the A
side. Now, do the same on the B side.
j is iterating the b range backwards and we thus accept a new j if the previous
match was in the upper half.
This makes the test-bhalf diff "correct". It obviously also gives more
preference to balanced recursion than to appending to sequences. That is kind
of correct, but will also unfortunately make some bundles bigger. No doubt, we
can also create examples where it will make them smaller ...
The bundle size for 4.0 (hg bundle --base null -r 4.0 x.hg) happens to go from
22803824 to
22806817 bytes - an 0.01% increase.
Mads Kiilerich <madski@unity3d.com> [Tue, 08 Nov 2016 18:37:33 +0100] rev 30430
bdiff: rearrange the "better longest match" code
This is primarily to make the code more managable and prepare for later
changes.
More specific assignments might also be slightly faster, even thought it also
might generate a bit more code.
Mads Kiilerich <madski@unity3d.com> [Tue, 08 Nov 2016 18:37:33 +0100] rev 30429
bdiff: adjust criteria for getting optimal longest match in the A side middle
We prefer matches closer to the middle to balance recursion, as introduced in
f1ca249696ed.
For ranges with uneven length, matches starting exactly in the middle should
have preference. That will be optimal for matches of length 1. We will thus
accept equality in the half check.
For ranges with even length, half was ceil'ed when calculated but we got the
preference for low matches from the 'less than half' check. To get the same
result as before when we also accept equality, floor it. Without that,
test-annotate.t would show some different (still correct but less optimal)
results.
This will change the heuristics. Tests shows a slightly different output - and
sometimes slightly smaller bundles.
The bundle size for 4.0 (hg bundle --base null -r 4.0 x.hg) happens to go from
22804885 to
22803824 bytes - an 0.005% reduction.
Mads Kiilerich <madski@unity3d.com> [Tue, 08 Nov 2016 18:37:33 +0100] rev 30428
tests: explore some bdiff cases
Mads Kiilerich <madski@unity3d.com> [Tue, 15 Nov 2016 21:56:49 +0100] rev 30427
tests: make test-bdiff.py easier to maintain
Add more stdout logging to help navigate the .out file.
Gregory Szorc <gregory.szorc@gmail.com> [Thu, 17 Nov 2016 08:52:52 -0800] rev 30426
perf: unbust perfbdiff --alldata
This broke in
f84fc6a92817 due to a refactored manifest API.
The fix is a bit hacky - perfbdiff doesn't yet support tree manifests
for example. But it gets the job done.
A test has been added for --alldata so this doesn't happen again.
Yuya Nishihara <yuya@tcha.org> [Thu, 17 Nov 2016 20:57:09 +0900] rev 30425
worker: discard waited pid by anyone who noticed it first
This makes sure all waited pids are removed before calling killworkers()
even if waitpid()-pids.discard() sequence is interrupted by another SIGCHLD.
Yuya Nishihara <yuya@tcha.org> [Thu, 17 Nov 2016 21:08:58 +0900] rev 30424
worker: kill workers after all zombie processes are reaped
Since we now wait child processes in non-blocking way (changed by
7bc25549e084
and
e8fb03cfbbde), we don't have to kill them in the middle of the waitpid()
loop. This change will help solving a possible race of waitpid()-pids.discard()
sequence and another SIGCHLD.
waitforworkers() is called by cleanup(), in which case we do killworkers()
beforehand so we can remove killworkers() from waitforworkers().
Yuya Nishihara <yuya@tcha.org> [Thu, 17 Nov 2016 20:44:05 +0900] rev 30423
worker: make sure killworkers() never be interrupted by another SIGCHLD
killworkers() iterates over pids, which can be updated by SIGCHLD handler.
So we should either copy pids or prevent killworkers() from being interrupted
by SIGCHLD. I chose the latter as it is simpler and can make pids handling
more consistent.
This fixes a possible "set changed size during iteration" error at
killworkers() before cleanup().
Yuya Nishihara <yuya@tcha.org> [Thu, 17 Nov 2016 21:43:01 +0900] rev 30422
worker: fix missed break on successful waitpid()
Follow-up for
5069a8a40b1b.
Augie Fackler <augie@google.com> [Thu, 10 Nov 2016 16:49:42 -0500] rev 30421
filterpyflakes: dramatically simplify the entire thing by blacklisting
We've only got one kind of pyflakes failure left in our codebase, so
it's time to switch over to a blacklist-based checking scheme. I've
left in the filtering of two undefined names for now out of paranoia,
but those can probably go too.
Augie Fackler <augie@google.com> [Thu, 10 Nov 2016 16:07:24 -0500] rev 30420
run-tests: forward Python USER_BASE from site (
issue5425)
We do this so that any linters installed via pip install --user don't
break. See https://docs.python.org/2/library/site.html#site.USER_BASE
for a description of what this nonsense is all about.
An alternative would be to not set HOME, but that'll cause other
problems (see
issue2707), or to forward every single path entry from
sys.path in PYTHONPATH (which seems sketchy in its own way).