COSS was originally implemented as an on-disk LRU. I'll describe the original implementation as I grabbed from Eric Stern now.
A filesystem is just a single large file or physical device.
A membuf - 1 megabyte in size - is initially allocated to represent the first megabyte of the filesystem. Objects are copied into the membuf if their size is known up front (and thus space can be 'pre-allocated' in the stripe.) When the stripe is filled up it is marked as "full" and written to the filesystem. Objects are added to the beginning of a linked list as this happens.
Objects are referenced by their offset on the disk: any read is first checked against the in-memory membuf list. If an object is found to be in a membuf then a copy of the object data is taken and the data is handed back to Squid. If an object is not found in a membuf it is read from the filesystem, placed at the head of the current membuf - and they are re-added to the head of the linked list - and the squid file pointer is updated to point to this new position.
As stripes are successively allocated and written to the filesystem in order the 'popular' objects stay near the 'head'. This happens until the last stripe on disk is written: at which point the write pointer is cycled to the beginning of the filesystem.
At this point the LRU implementation kicks in: the objects which are at the end of this linked list match those at the beginning of the filesystem. COSS will start at the end of the linked list and move backwards, deallocating objects, until it reaches the beginning of the next stripe. It then has enough room to allocate a 1 megabyte stripe (and its membuf.) at the beginning of the disk. It then fills this membuf as described above.
When this membuf is filled it writes the stripe to disk, frees the objects in the next megabyte of disk and then allocates a membuf and fills that.
This implementation wasn't complete:
When I adapted the codebase to use POSIX AIO I discovered a number of race conditions in the COSS code:
The nice features of COSS was the simple writing and object pool maintainence: writes were aggregated and predictable (being in 1 megabyte chunks.) Popular objects had more of a possibility of staying in the current membuf.
I recently took the code and began fixing the bugs. These included:
The problems seen so far:
Possible directions to take (although I do need some actual world-testing and statistics first!):
Interested in the work? I'm placing snapshots up on my squid website - here.
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