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Add documentation and comments to facets.rs
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/*!
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This module initialises the databases that are used to quickly get the list
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of documents with a faceted field value falling within a certain range. For
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example, they can be used to implement filters such as `x >= 3`.
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These databases are `facet_id_string_docids` and `facet_id_f64_docids`.
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## Example with numbers
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In the case of numbers, we start with a sorted list whose keys are
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`(field_id, number_value)` and whose value is a roaring bitmap of the document ids
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which contain the value `number_value` for the faceted field `field_id`.
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From this list, we want to compute two things:
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1. the bitmap of all documents that contain **any** number for each faceted field
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2. a structure that allows us to use a (sort of) binary search to find all documents
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containing numbers inside a certain range for a faceted field
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To achieve goal (2), we recursively split the list into chunks. Every time we split it, we
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create a new "level" that is several times smaller than the level below it. The base level,
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level 0, is the starting list. Level 1 is composed of chunks of up to N elements. Each element
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contains a range and a bitmap of docids. Level 2 is composed of chunks up to N^2 elements, etc.
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For example, let's say we have 26 documents which we identify through the letters a-z.
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We will focus on a single faceted field. When there are multiple faceted fields, the structure
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described below is simply repeated for each field.
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What we want to obtain is the following structure for each faceted field:
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```text
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┌───────┐ ┌───────────────────────────────────────────────────────────────────────────────┐
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│ all │ │ [a, b, c, d, e, f, g, u, y, z] │
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└───────┘ └───────────────────────────────────────────────────────────────────────────────┘
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┌───────────────────────────────┬───────────────────────────────┬───────────────┐
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┌───────┐ │ 1.2 – 2 │ 3.4 – 100 │ 102 – 104 │
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│Level 2│ │ │ │ │
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└───────┘ │ [a, b, d, f, z] │ [c, d, e, f, g] │ [u, y] │
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├───────────────┬───────────────┼───────────────┬───────────────┼───────────────┤
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┌───────┐ │ 1.2 – 1.3 │ 1.6 – 2 │ 3.4 – 12 │ 12.3 – 100 │ 102 – 104 │
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│Level 1│ │ │ │ │ │ │
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└───────┘ │ [a, b, d, z] │ [a, b, f] │ [c, d, g] │ [e, f] │ [u, y] │
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├───────┬───────┼───────┬───────┼───────┬───────┼───────┬───────┼───────┬───────┤
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┌───────┐ │ 1.2 │ 1.3 │ 1.6 │ 2 │ 3.4 │ 12 │ 12.3 │ 100 │ 102 │ 104 │
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│Level 0│ │ │ │ │ │ │ │ │ │ │ │
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└───────┘ │ [a, b]│ [d, z]│ [b, f]│ [a, f]│ [c, d]│ [g] │ [e] │ [e, f]│ [y] │ [u] │
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└───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┘
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```
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You can read more about this structure (for strings) in `[crate::search::facet::facet_strings]`.
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To create the levels, we use a recursive algorithm which makes sure that we only need to iterate
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over the elements of level 0 once. It is implemented by [`recursive_compute_levels`].
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## Encoding
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### Numbers
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For numbers we use the same encoding for level 0 and the other levels.
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The key is given by `FacetLevelValueF64Codec`. It consists of:
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1. The field id : u16
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2. The height of the level : u8
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3. The start bound : f64
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4. The end bound : f64
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Note that at level 0, we have start bound == end bound.
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The value is a serialised `RoaringBitmap`.
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### Strings
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For strings, we use a different encoding for level 0 and the other levels.
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At level 0, the key is given by `FacetStringLevelZeroCodec`. It consists of:
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1. The field id : u16
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2. The height of the level : u8 <-- always == 0
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3. The normalised string value : &str
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And the value is given by `FacetStringLevelZeroValueCodec`. It consists of:
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1. The original string
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2. A serialised `RoaringBitmap`
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At level 1, the key is given by `FacetLevelValueU32Codec`. It consists of:
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1. The field id : u16
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2. The height of the level : u8 <-- always >= 1
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3. The start bound : u32
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4. The end bound : u32
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where the bounds are indices inside level 0.
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The value is given by `FacetStringZeroBoundsValueCodec<CboRoaringBitmapCodec>`.
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If the level is 1, then it consists of:
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1. The normalised string of the start bound
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2. The normalised string of the end bound
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3. A serialised `RoaringBitmap`
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If the level is higher, then it consists only of the serialised roaring bitmap.
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The distinction between the value encoding of level 1 and the levels above it
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is to allow us to retrieve the value in level 0 quickly by reading the key of
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level 1 (we obtain the string value of the bound and execute a prefix search
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in the database).
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Therefore, for strings, the structure for a single faceted field looks more like this:
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```text
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┌───────┐ ┌───────────────────────────────────────────────────────────────────────────────┐
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│ all │ │ [a, b, c, d, e, f, g, u, y, z] │
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└───────┘ └───────────────────────────────────────────────────────────────────────────────┘
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┌───────────────────────────────┬───────────────────────────────┬───────────────┐
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┌───────┐ │ 0 – 3 │ 4 – 7 │ 8 – 9 │
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│Level 2│ │ │ │ │
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└───────┘ │ [a, b, d, f, z] │ [c, d, e, f, g] │ [u, y] │
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├───────────────┬───────────────┼───────────────┬───────────────┼───────────────┤
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┌───────┐ │ 0 – 1 │ 2 – 3 │ 4 – 5 │ 6 – 7 │ 8 – 9 │
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│Level 1│ │ "ab" – "ac" │ "ba" – "bac" │ "gaf" – "gal" │"form" – "wow" │ "woz" – "zz" │
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└───────┘ │ [a, b, d, z] │ [a, b, f] │ [c, d, g] │ [e, f] │ [u, y] │
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├───────┬───────┼───────┬───────┼───────┬───────┼───────┬───────┼───────┬───────┤
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┌───────┐ │ "ab" │ "ac" │ "ba" │ "bac" │ "gaf" │ "gal" │ "form"│ "wow" │ "woz" │ "zz" │
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│Level 0│ │ "AB" │ " Ac" │ "ba " │ "Bac" │ " GAF"│ "gal" │ "Form"│ " wow"│ "woz" │ "ZZ" │
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└───────┘ │ [a, b]│ [d, z]│ [b, f]│ [a, f]│ [c, d]│ [g] │ [e] │ [e, f]│ [y] │ [u] │
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└───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┴───────┘
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The first line in a cell is its key (without the field id and level height) and the last two
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lines are its values.
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```
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*/
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use std::cmp;
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use std::fs::File;
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use std::num::{NonZeroU8, NonZeroUsize};
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use std::ops::RangeFrom;
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use grenad::{CompressionType, Reader, Writer};
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use heed::types::{ByteSlice, DecodeIgnore};
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use heed::{BytesDecode, BytesEncode, Error};
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use log::debug;
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use roaring::RoaringBitmap;
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use std::cmp;
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use std::fs::File;
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use std::num::{NonZeroU8, NonZeroUsize};
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use std::ops::RangeFrom;
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use time::OffsetDateTime;
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use crate::error::InternalError;
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@ -80,11 +206,11 @@ impl<'t, 'u, 'i> Facets<'t, 'u, 'i> {
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field_id,
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&string_documents_ids,
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)?;
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for facet_strings_levels in facet_string_levels {
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for facet_strings_level in facet_string_levels {
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write_into_lmdb_database(
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self.wtxn,
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*self.index.facet_id_string_docids.as_polymorph(),
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facet_strings_levels,
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facet_strings_level,
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|_, _| {
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Err(InternalError::IndexingMergingKeys { process: "facet string levels" })?
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},
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@ -94,7 +220,7 @@ impl<'t, 'u, 'i> Facets<'t, 'u, 'i> {
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// Clear the facet number levels.
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clear_field_number_levels(self.wtxn, self.index.facet_id_f64_docids, field_id)?;
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let (facet_number_levels_2, number_documents_ids) = compute_facet_number_levels(
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let (facet_number_levels, number_documents_ids) = compute_facet_number_levels(
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self.wtxn,
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self.index.facet_id_f64_docids,
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self.chunk_compression_type,
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@ -110,11 +236,11 @@ impl<'t, 'u, 'i> Facets<'t, 'u, 'i> {
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&number_documents_ids,
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)?;
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for facet_number_levels in facet_number_levels_2 {
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for facet_number_level in facet_number_levels {
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write_into_lmdb_database(
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self.wtxn,
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*self.index.facet_id_f64_docids.as_polymorph(),
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facet_number_levels,
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facet_number_level,
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|_, _| {
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Err(InternalError::IndexingMergingKeys { process: "facet number levels" })?
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},
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@ -257,6 +383,43 @@ fn compute_facet_strings_levels<'t>(
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}
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}
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/**
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Compute a level from the levels below it, with the elements of level 0 already existing in the given `db`.
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This function is generic to work with both numbers and strings. The generic type parameters are:
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* `KeyCodec`/`ValueCodec`: the codecs used to read the elements of the database.
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* `Bound`: part of the range in the levels structure. For example, for numbers, the `Bound` is `f64`
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because each chunk in a level contains a range such as (1.2 ..= 4.5).
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## Arguments
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* `rtxn` : LMDB read transaction
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* `db`: a database which already contains a `level 0`
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* `compression_type`/`compression_level`: parameters used to create the `grenad::Writer` that
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will contain the new levels
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* `level` : the height of the level to create, or `0` to read elements from level 0.
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* `level_0_start` : a key in the database that points to the beginning of its level 0
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* `level_0_range` : equivalent to `level_0_start..`
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* `level_0_size` : the number of elements in level 0
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* `level_group_size` : the number of elements from the level below that are represented by a
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* single element of the new level
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* `computed_group_bitmap` : a callback that is called whenever at most `level_group_size` elements
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from the level below were read/created. Its arguments are:
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0. the list of bitmaps from each read/created element of the level below
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1. the start bound corresponding to the first element
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2. the end bound corresponding to the last element
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* `bound_from_db_key` : finds the `Bound` from a key in the database
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* `bitmap_from_db_value` : finds the `RoaringBitmap` from a value in the database
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* `write_entry` : writes an element of a level into the writer. The arguments are:
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0. the writer
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1. the height of the level
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2. the start bound
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3. the end bound
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4. the docids of all elements between the start and end bound
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## Return
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A vector of grenad::Reader. The reader at index `i` corresponds to the elements of level `i + 1`
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that must be inserted into the database.
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*/
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fn recursive_compute_levels<'t, KeyCodec, ValueCodec, Bound>(
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rtxn: &'t heed::RoTxn,
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db: heed::Database<KeyCodec, ValueCodec>,
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@ -284,6 +447,9 @@ where
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if level == 0 {
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// base case for the recursion
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// we read the elements one by one and
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// 1. keep track of the start and end bounds
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// 2. fill the `bitmaps` vector to give it to level 1 once `level_group_size` elements were read
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let mut bitmaps = vec![];
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let mut start_bound = bound_from_db_key(0, &level_0_start);
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@ -308,6 +474,7 @@ where
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bitmaps.clear();
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}
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}
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// don't forget to give the leftover bitmaps as well
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if !bitmaps.is_empty() {
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computed_group_bitmap(&bitmaps, start_bound, end_bound)?;
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bitmaps.clear();
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@ -315,12 +482,19 @@ where
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// level 0 is already stored in the DB
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return Ok(vec![]);
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} else {
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// level >= 1
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// we compute each element of this level based on the elements of the level below it
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// once we have computed `level_group_size` elements, we give the start and end bounds
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// of those elements, and their bitmaps, to the level above
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let mut cur_writer =
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create_writer(compression_type, compression_level, tempfile::tempfile()?);
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let mut range_for_bitmaps = vec![];
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let mut bitmaps = vec![];
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// compute the levels below
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// in the callback, we fill `cur_writer` with the correct elements for this level
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let mut sub_writers = recursive_compute_levels(
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rtxn,
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db,
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@ -361,6 +535,7 @@ where
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bitmap_from_db_value,
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write_entry,
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)?;
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// don't forget to insert the leftover elements into the writer as well
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if !bitmaps.is_empty() {
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let start_range = range_for_bitmaps.first().unwrap().0;
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let end_range = range_for_bitmaps.last().unwrap().1;
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