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Lua interop#604

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cldellow wants to merge 88 commits intosystemed:masterfrom
cldellow:lua-interop
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Lua interop#604
cldellow wants to merge 88 commits intosystemed:masterfrom
cldellow:lua-interop

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@cldellow
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@cldellow cldellow commented Dec 4, 2023

Replaced by #626

(This is meant to be merged after #623. Until then, you can see the lua-interop-specific diffs here: https://github.com/cldellow/tilemaker/compare/protozero...cldellow:lua-interop?expand=1)

A mix of tweaks to avoid Lua overhead - reading commit by commit is probably the easiest path to review.

Currently, Tilemaker uses member functions for interop:

```lua
function node_function(node)
    node:Layer(...)
```

This PR changes Tilemaker to use global functions:

```lua
function node_function()
    Layer(...)
```

The chief rationale is performance. Every member function call needs to
push an extra pointer onto the stack when crossing the Lua/C++ boundary.

Kaguya serializes this pointer as a Lua userdata. That means every
call into Lua has to malloc some memory, and every call back from Lua
has to dereference through this pointer.

And there are a lot of calls! For OMT on the GB extract, I counted
~1.4B calls from Lua into C++.

A secondary rationale is that a global function is a bit more honest.
A user might believe that this is currently permissible:

```lua
last_node = nil
function node_function(node)
    if last_node ~= nil
        -- do something with last_node
    end

    -- save the current node for later, for some reason
    last_node = node
```

But in reality, the OSM objects we pass into Lua don't behave quite
like Lua objects. They're backed by OsmLuaProcessing, who will move
on, invalidating whatever the user thinks they've got a reference to.

This PR has a noticeable decrease in reading time for me, measured
on the OMT profile for GB, on a 16-core computer:

Before:
```
real	1m28.230s
user	19m30.281s
sys	0m29.610s
```

After:
```
real	1m21.728s
user	17m27.150s
sys	0m32.668s
```

The tradeoffs:

- anyone with a custom Lua profile will need to update it, although the
  changes are fairly mechanical

- Tilemaker now reserves several functions in the global namespace,
  causing the potential for conflicts
Building a std::map for tags is somewhat expensive, especially when
we know that the number of tags is usually quite small.

Instead, use a custom structure that does a crappy-but-fast hash
to put the keys/values in one of 16 buckets, then linear search
the bucket.

For GB, before:
```
real 1m11.507s
user 16m49.604s
sys 0m17.381s
```

After:
```
real	1m9.557s
user	16m28.826s
sys	0m17.937s
```

Saving 2 seconds of wall clock and 20 seconds of user time doesn't
seem like much, but (a) it's not nothing and (b) having the tags
in this format will enable us to thwart some of Lua's defensive
copies in a subsequent commit.

A note about the hash function: hashing each letter of the string
using boost::hash_combine eliminated the time savings.
We (ab?)use kaguya's parameter serialization machinery. Rather than
take a `std::string`, we take a `KnownTagKey` and teach Lua how to
convert a Lua string into a `KnownTagKey`.

This avoids the need to do a defensive copy of the string when coming
from Lua.

It provides a modest boost:

```
real 1m8.859s
user 16m13.292s
sys 0m18.104s
```

Most keys are short enough to fit in the small-string optimization, so
this doesn't help us avoid mallocs. An exception is `addr:housenumber`,
which, at 16 bytes, exceeds g++'s limit of 15 bytes.

It should be possible to also apply a similar trick to the `Attribute(...)`
functions, to avoid defensive copies of strings that we've seen as keys
or values.
After:

```
real	1m8.124s
user	16m6.620s
sys	0m16.808s
```

Looks like we're solidly into diminishing returns at this point.
@systemed
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systemed commented Dec 5, 2023

All really good - thank you. I'll leave merging this one until we're ready to release a 3.0 as it's a breaking change for the Lua interface, but definitely useful savings.

For the planet, we need 1.3B output objects, 12 bytes per, so ~15GB
of RAM.
For GB, ~0.3% of objects are visible at low zooms.

I noticed in previous planet runs that fetching the objects for tiles in
the low zooms was quite slow - I think it's because we're scanning 1.3B
objects each time, only to discard most of them. Now we'll only be
scanning ~4M objects per tile, which is still an absurd number, but
should mitigate most of the speed issue without having to properly
index things.

This will also help us maintain performance for memory-constrained
users, as we won't be scanning all 15GB of data on disk, just a smaller
~45MB chunk.
For Points stored via Layer(...) calls, store the node ID in the
OSM store, unless `--materialize-geometries` is present.

This saves ~200MB of RAM for North America, so perhaps 1 GB for the
planet if NA has similar characteristics as the planet.

Also fix the OSM_ID(...) macro - it was lopping off many more bits
than needed, due to some previous experiments. Now that we want to track
nodes, we need at least 34 bits.

This may pose a problem down the road when we try to address thrashing.
The mechanism I hoped to use was to divide the OSM stores into multiple
stores covering different low zoom tiles. Ideally, we'd be able to
recall which store to look in -- but we only have 36 bits, we need 34
to store the Node ID, so that leaves us with 1.5 bits => can divide into
3 stores.

Since the node store for the planet is 44GB, dividing into 3 stores
doesn't give us very much headroom on a 32 GB box. Ah well, we can
sort this out later.
On g++, this reduces the size from 48 bytes to 34 bytes.

There aren't _that_ many attribute pairs, even on the planet scale, but
this plus a better encoding of string attributes might save us ~2GB at
the planet level, which is meaningful for a 32GB box
Not used by anything yet. Given Tilemaker's limited needs, we can get
away with a stripped-down string class that is less flexible than
std::string, in exchange for memory savings.

The key benefits - 16 bytes, not 32 bytes (g++) or 24 bytes (clang).

When it does allocate (for strings longer than 15 bytes), it allocates
from a pool so there's less per-allocation overhead.
...I'm going to replace the string implementation, so let's have some
backstop to make sure I don't break things
Break dependency on AttributePair, just work on std::string
...this will be useful for doing map lookups when testing if an
AttributePair has already been created with the given value.
AttributePair has now been trimmed from 48 bytes to 18 bytes. There are
40M AttributeSets for the planet. That suggests there's probably ~30M AttributePairs,
so hopefully this is a savings of ~900MB at the planet level.

Runtime doesn't seem affected.

There's a further opportunity for savings if we can make more strings
qualify for the short string optimization. Only about 40% of strings
fit in the 15 byte short string optimization.

Of the remaining 60%, many are Latin-alphabet title cased strings like
`Wellington Avenue` -- this could be encoded using 5 bits per letter,
saving us an allocation.

Even in the most optimistic case where:

- there are 30M AttributePairs
- of these, 90% are strings (= 27M)
- of these, 60% don't fit in SSO (=16m)
- of these, we can make 100% fit in SSO

...we only save about 256MB at the planet level, but at some significant
complexity cost. So probably not worth pursuing at the moment.
When doing the planet, especially on a box with limited memory, there
are long periods with no output. Show some output so the user doesn't
think things are hung.

This also might be useful in detecting perf regressions more granularly.
When using --store, deque is nice because growing doesn't require
invalidating the old storage and copying it to a new location.

However, it's also bad, because deque allocates in 512-byte chunks,
which causes each 4KB OS page to have data from different z6 tiles.

Instead, use our own container that tries to get the best of both worlds.

Writing a random access iterator is new for me, so I don't trust this
code that much. The saving grace is that the container is very limited,
so errors in the iterator impelementation may not get exercised in
practice.
This adds three methods to the stores:

- `shard()` returns which shard you are
- `shards()` returns how many shards total
- `contains(shard, id)` returns whether or not shard N has an item with
  id X

SortedNodeStore/SortedWayStore are not implemented yet, that'll come in
a future commit.

This will allow us to create a `ShardedNodeStore` and `ShardedWayStore`
that contain N stores. We will try to ensure that each store has data
that is geographically close to each other.

Then, when reading, we'll do multiple passes of the PBF to populate each store.
This should let us reduce the working set used to populate the stores,
at the cost of additional linear scans of the PBF. Linear scans of disk
are much less painful than random scans, so that should be a good trade.
I'm going to rejig the innards of this class, so let's have some tests.
In order to shard the stores, we need to have multiple instances
of the class.

Two things block this currently: atomics at file-level, and
thread-locals.

Moving the atomics to the class is easy.

Making the thread-locals per-class will require an approach similar
to that adopted in
https://github.com/systemed/tilemaker/blob/52b62dfbd5b6f8e4feb6cad4e3de86ba27874b3a/include/leased_store.h#L48,
where we have a container that tracks the per-class data.
Still only supports 1 class, but this is a step along the path.
D'oh, this "worked" due to two bugs cancelling each other:

(a) the code to find things in the low zoom list never found anything,
    because it assumed a base z6 tile of 0/0

(b) we weren't returning early, so the normal code still ran

Rejigged to actually do what I was intending
This has no performance impact as we never put anything in the 7th
shard, and so we skip doing the 7th pass in the ReadPhase::Ways and
ReadPhase::Relations phase.

The benefit is only to avoid emitting a noisy log about how the 7th store
has 0 entries in it.

Timings with 6 shards on Vultr's 16-core machine here: https://gist.github.com/cldellow/77991eb4074f6a0f31766cf901659efb

The new peak memory is ~12.2GB.

I am a little perplexed -- the runtime on a 16-core server was
previously:

```
$ time tilemaker --store /tmp/store --input planet-latest.osm.pbf --output tiles.mbtiles --shard-stores
real	195m7.819s
user	2473m52.322s
sys	73m13.116s
```

But with the most recent commits on this branch, it was:

```
real	118m50.098s
user	1531m13.026s
sys	34m7.252s
```

This is incredibly suspicious. I also tried re-running commit
bbf0957, and got:

```
real	123m15.534s
user	1546m25.196s
sys	38m17.093s
```

...so I can't explain why the earlier runs took 195 min.

Ideas:

- the planet changed between runs, and a horribly broken geometry was
  fixed

- Vultr gives quite different machines for the same class of server

- perhaps most likely: I failed to click "CPU-optimized" when picking
  the earlier server, and got a slow machine the first time, and a fast
  machine the second time. I'm pretty sure I paid the same $, so I'm
  not sure I believe this.

I don't think I really believe that a 33% reduction in runtime is
explained by any of those, though. Anyway, just another thing to
be befuddled by.
@cldellow cldellow marked this pull request as draft December 25, 2023 03:31
On a 48-core machine, I still see lots of lock contention.
AttributeStore:add is one place.

Add a thread-local cache that can be consulted without taking the shared
lock. The intuition here is that there are 1.3B objects, and 40M
attribute sets. Thus, on average, an attribute set is reused 32 times.

However, average is probably misleading -- the distribution is likely not
uniform, e.g. the median attribute set is probably reused 1-2 times, and
some exceptional attribute sets (e.g. `natural=tree` are reused thousands of times).

For GB on a 16-core machine, this avoids 27M of 36M locks.
On a 48-core machine, this phase currently achieves only 400% CPU usage,
I think due to these locks
This reverts commit e872073.

This didn't seem to be a win - less system time, but more overall CPU
time.

Let's fix the bigger contention issues, and consider revisiting this.

In fact, AttributePairStore::getPair is only called by
removePairWithKey. We could rejig OsmLuaProcessing to do this filtering
prior to creating an AttributeSet - then there's no need for locks at
all.
I did some experiments on a Hetzner 48-core box with 192GB of RAM:

--store, materialize geometries:
real 65m34.327s
user 2297m50.204s
sys 65m0.901s

The process often failed to use 100% of CPU--if you naively divide
user+sys/real you get ~36, whereas the ideal would be ~48.

Looking at stack traces, it seemed to coincide with calls to Boost's
rbtree_best_fit allocator.

Maybe:

- we're doing disk I/O, and it's just slower than recomputing the geometries
- we're using the Boost mmap library suboptimally -- maybe there's
  some other allocator we could be using. I think we use the mmap
  allocator like a simple bump allocator, so I don't know why we'd need
  a red-black tree

--store, lazy geometries:
real 55m33.979s
user 2386m27.294s
sys 23m58.973s

Faster, but still some overhead (user+sys/real => ~43)

no --store, materialize geometries: OOM

no --store, lazy geometries (used 175GB):
real 51m27.779s
user 2306m25.309s
sys 16m34.289s

This was almost 100% CPU - user+sys/real => ~45)

From this, I infer:

- `--store` should always default to lazy geometries in order to
  minimize the I/O burden

- `--materialize-geometries` is a good default for non-store usage,
  but it's still useful to be able to override and use lazy geometries,
  if it then means you can fit the data entirely in memory
@cldellow
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This has been rejigged to be based on #623, so it should be merged after that.

Updated timings for read phase:

great-britain, protozero vs this branch: 52s vs 41s (-21%)
france, protozero vs this branch: 2m28s vs 1m58s (-20%)

There also a handful of new commits to reduce concurrency issues on larger machines.

@cldellow
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This is also unhappy merging against master due to squash commits - going to close and re-open with the relevant commits cherry-picked.

@cldellow cldellow closed this Dec 28, 2023
@cldellow cldellow mentioned this pull request Dec 28, 2023
cldellow added a commit to cldellow/tilemaker that referenced this pull request Jan 12, 2024
When I replaced systemed#604 with systemed#626, I botched extracting this part of the
code. I had the trait, which taught kaguya how to serialize
`PossiblyKnownTagValue`, but I missed updating the parameter type
of `Attribute` to actually use it, so it was a no-op.

This PR restores the behaviour of avoiding string copies, but now that
we have protozero's data_view class, we can use that rather than
our own weirdo struct.
cldellow added a commit to cldellow/tilemaker that referenced this pull request Jan 12, 2024
When I replaced systemed#604 with systemed#626, I botched extracting this part of the
code. I had the trait, which taught kaguya how to serialize
`PossiblyKnownTagValue`, but I missed updating the parameter type
of `Attribute` to actually use it, so it was a no-op.

This PR restores the behaviour of avoiding string copies, but now that
we have protozero's data_view class, we can use that rather than
our own weirdo struct.
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