When a pages file is provided to `runsc restore`, reads from that file are asynchronous (via statefile.AsyncReader) in order to maximize throughput. However, all such reads must complete before Kernel.LoadFrom() returns, so applications cannot execute before MemoryFile loading is complete. The main objective of this CL is to allow reads to continue after Kernel.LoadFrom() returns, allowing applications to execute while MemoryFile loading is still in progress. This behavior is user-visible: it affects whether deleting the pages file frees disk space immediately on POSIX filesystems, may affect whether deletion is possible on non-POSIX filesystems, and prevents unmounting regardless. Thus it is flag-guarded as `runsc restore --background`. MemoryFile ranges that have yet to be loaded, but that are being waited-for by applications, should be prioritized over ranges for which no application is waiting. This requires that application requests for data (calls to MemoryFile.(memmap.File).DataFD/MapInternal()) are able to determine which ranges have not yet been loaded, request reads for such ranges with elevated priority, and wait for only those reads to be completed; none of these are supported by the existing statefile.AsyncReader. Thus: - Add //pkg/sentry/pgalloc/aio, which provides an async I/O API that is designed to be easily implementable using a goroutine pool, Linux native AIO, or io_uring, though only includes a goroutine pool implementation. (io_uring is widely disabled due to security vulnerabilities. In my testing, Linux native AIO is slower than the goroutine pool, but this may change with lower GOMAXPROCS which needs further testing.) - Move I/O scheduling into pgalloc: introduce an async page loader goroutine that is started by MemoryFile.LoadFrom() when async page loading is requested (implicitly, via the existence of a pages file), which is responsible for driving submission of read requests and handling their completions. PiperOrigin-RevId: 679321884
State Encoding and Decoding
The state package implements the encoding and decoding of data structures for
go_stateify. This package is designed for use cases other than the standard
encoding packages, e.g. gob and json. Principally:
-
This package operates on complex object graphs and accurately serializes and restores all relationships. That is, you can have things like: intrusive pointers, cycles, and pointer chains of arbitrary depths. These are not handled appropriately by existing encoders. This is not an implementation flaw: the formats themselves are not capable of representing these graphs, as they can only generate directed trees.
-
This package allows installing order-dependent load callbacks and then resolves that graph at load time, with cycle detection. Similarly, there is no analogous feature possible in the standard encoders.
-
This package handles the resolution of interfaces, based on a registered type name. For interface objects type information is saved in the serialized format. This is generally true for
gobas well, but it works differently.
Here's an overview of how encoding and decoding works.
Encoding
Encoding produces a statefile, which contains a list of chunks of the form
(header, payload). The payload can either be some raw data, or a series of
encoded wire objects representing some object graph. All encoded objects are
defined in the wire subpackage.
Encoding of an object graph begins with encodeState.Save.
1. Memory Map & Encoding
To discover relationships between potentially interdependent data structures
(for example, a struct may contain pointers to members of other data
structures), the encoder first walks the object graph and constructs a memory
map of the objects in the input graph. As this walk progresses, objects are
queued in the pending list and items are placed on the deferred list as they
are discovered. No single object will be encoded multiple times, but the
discovered relationships between objects may change as more parts of the overall
object graph are discovered.
The encoder starts at the root object and recursively visits all reachable
objects, recording the address ranges containing the underlying data for each
object. This is stored as a segment set (addrSet), mapping address ranges to
the of the object occupying the range; see encodeState.values. Note that there
is special handling for zero-sized types and map objects during this process.
Additionally, the encoder assigns each object a unique identifier which is used
to indicate relationships between objects in the statefile; see objectID in
encode.go.
2. Type Serialization
The enoder will subsequently serialize all information about discovered types, including field names. These are used during decoding to reconcile these types with other internally registered types.
3. Object Serialization
With a full address map, and all objects correctly encoded, all object encodings
are serialized. The assigned objectIDs aren't explicitly encoded in the
statefile. The order of object messages in the stream determine their IDs.
Example
Given the following data structure definitions:
type system struct {
o *outer
i *inner
}
type outer struct {
a int64
cn *container
}
type container struct {
n uint64
elem *inner
}
type inner struct {
c container
x, y uint64
}
Initialized like this:
o := outer{
a: 10,
cn: nil,
}
i := inner{
x: 20,
y: 30,
c: container{},
}
s := system{
o: &o,
i: &i,
}
o.cn = &i.c
o.cn.elem = &i
Encoding will produce an object stream like this:
g0r1 = struct{
i: g0r3,
o: g0r2,
}
g0r2 = struct{
a: 10,
cn: g0r3.c,
}
g0r3 = struct{
c: struct{
elem: g0r3,
n: 0u,
},
x: 20u,
y: 30u,
}
Note how g0r3.c is correctly encoded as the underlying container object for
inner.c, and how the pointer from outer.cn points to it, despite system.i
being discovered after the pointer to it in system.o.cn. Also note that
decoding isn't strictly reliant on the order of encoded object stream, as long
as the relationship between objects are correctly encoded.
Decoding
Decoding reads the statefile and reconstructs the object graph. Decoding begins
in decodeState.Load. Decoding is performed in a single pass over the object
stream in the statefile, and a subsequent pass over all deserialized objects is
done to fire off all loading callbacks in the correctly defined order. Note that
introducing cycles is possible here, but these are detected and an error will be
returned.
Decoding is relatively straight forward. For most primitive values, the decoder
constructs an appropriate object and fills it with the values encoded in the
statefile. Pointers need special handling, as they must point to a value
allocated elsewhere. When values are constructed, the decoder indexes them by
their objectIDs in decodeState.objectsByID. The target of pointers are
resolved by searching for the target in this index by their objectID; see
decodeState.register. For pointers to values inside another value (fields in a
pointer, elements of an array), the decoder uses the accessor path to walk to
the appropriate location; see walkChild.