pub struct SpilledBody<D: Columnar, T> {
records: usize,
fences: D::Container,
time_lower: Antichain<T>,
time_upper: SmallVec<[T; 1]>,
compressed: bool,
handle: ChunkHandle,
}Expand description
A spilled chunk body: the serialized column in the pool, plus the resident
metadata every Chunk must answer without fetching. That metadata is
the record count, the first and last data items (the fence entries
UnloadChunk::locate consults), and the time bounds extract consults
to pass frontier-disjoint chunks through without loading them.
Fields§
§records: usizeNumber of updates in the body.
fences: D::ContainerThe first and last data items, as a two-element container. One container rather than two singletons, so the leaf allocations are not duplicated per fence.
time_lower: Antichain<T>The minimal times in the body: a lower bound antichain every
contained time is greater-or-equal to. Folded into extract’s
residual frontier when the chunk is kept whole.
time_upper: SmallVec<[T; 1]>The maximal times in the body. Some contained time is
greater-or-equal to a frontier exactly when some maximal time is,
which is extract’s ship-whole test. A single element for totally
ordered times, hence the inline capacity.
compressed: boolWhether the body was inserted under the compressing codec. The pool
stores the codec itself and reads decode through it, so this is the
only handle chunk code has on what a body is stored as, and it is
what survive_merge consults to decide a body wants migrating.
Deriving that from depth instead would tie it to a single transition
and miss every path that skips it.
handle: ChunkHandleThe pool chunk holding the serialized column.
Auto Trait Implementations§
impl<D, T> !RefUnwindSafe for SpilledBody<D, T>
impl<D, T> !UnwindSafe for SpilledBody<D, T>
impl<D, T> Freeze for SpilledBody<D, T>
impl<D, T> Send for SpilledBody<D, T>where
T: Send,
impl<D, T> Sync for SpilledBody<D, T>
impl<D, T> Unpin for SpilledBody<D, T>
impl<D, T> UnsafeUnpin for SpilledBody<D, T>
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