// Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. // This source code is licensed under both the GPLv2 (found in the // COPYING file in the root directory) and Apache 2.0 License // (found in the LICENSE.Apache file in the root directory). // This file is for functions that generate unique identifiers by // (at least in part) by extracting novel entropy or sources of uniqueness // from the execution environment. (By contrast, random.h is for algorithmic // pseudorandomness.) // // These functions could eventually migrate to public APIs, such as in Env. #pragma once #include #include #include "rocksdb/rocksdb_namespace.h" namespace ROCKSDB_NAMESPACE { // Generates a new 128-bit identifier that is universally unique // (with high probability) for each call. The result is split into // two 64-bit pieces. This function has NOT been validated for use in // cryptography. // // This is used in generating DB session IDs and by Env::GenerateUniqueId // (used for DB IDENTITY) if the platform does not provide a generator of // RFC 4122 UUIDs or fails somehow. (Set exclude_port_uuid=true if this // function is used as a fallback for GenerateRfcUuid, because no need // trying it again.) void GenerateRawUniqueId(uint64_t* a, uint64_t* b, bool exclude_port_uuid = false); #ifndef NDEBUG // A version of above with options for challenge testing void TEST_GenerateRawUniqueId(uint64_t* a, uint64_t* b, bool exclude_port_uuid, bool exclude_env_details, bool exclude_random_device); #endif // Generates globally unique ids with lower probability of any collisions // vs. each unique id being independently random (GenerateRawUniqueId). // We call this "semi-structured" because between different // SemiStructuredUniqueIdGen objects, the IDs are separated by random // intervals (unstructured), but within a single SemiStructuredUniqueIdGen // object, the generated IDs are trivially related (structured). See // https://github.com/pdillinger/unique_id for how this improves probability // of no collision. In short, if we have n SemiStructuredUniqueIdGen // objects each generating m IDs, the first collision is expected at // around n = sqrt(2^128 / m), equivalently n * sqrt(m) = 2^64, // rather than n * m = 2^64 for fully random IDs. class SemiStructuredUniqueIdGen { public: // Initializes with random starting state (from GenerateRawUniqueId) SemiStructuredUniqueIdGen() { Reset(); } // Re-initializes, but not thread safe void Reset(); // Assuming no fork(), `lower` is guaranteed unique from one call // to the next (thread safe). void GenerateNext(uint64_t* upper, uint64_t* lower); private: uint64_t base_upper_; uint64_t base_lower_; std::atomic counter_; int64_t saved_process_id_; }; } // namespace ROCKSDB_NAMESPACE