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Options.cs
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// leveldb-sharp
//
// Copyright (c) 2011 The LevelDB Authors
// Copyright (c) 2012, Mirco Bauer <meebey@meebey.net>
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using System;
namespace LevelDB
{
/// <summary>
/// DB options
/// </summary>
public class Options
{
#pragma warning disable 414
Cache f_BlockCache;
#pragma warning restore 414
/// <summary>
/// Native handle
/// </summary>
public IntPtr Handle { get; private set; }
// TODO:
// const Comparator* comparator;
/// <summary>
/// If true, the database will be created if it is missing.
/// Default: false
/// </summary>
// bool create_if_missing;
public bool CreateIfMissing {
set {
Native.leveldb_options_set_create_if_missing(Handle, value);
}
}
/// <summary>
/// If true, an error is raised if the database already exists.
/// Default: false
/// </summary>
// bool error_if_exists;
public bool ErrorIfExists {
set {
Native.leveldb_options_set_error_if_exists(Handle, value);
}
}
/// <summary>
/// If true, the implementation will do aggressive checking of the
/// data it is processing and will stop early if it detects any
/// errors. This may have unforeseen ramifications: for example, a
/// corruption of one DB entry may cause a large number of entries to
/// become unreadable or for the entire DB to become unopenable.
/// Default: false
/// </summary>
// bool paranoid_checks;
public bool ParanoidChecks {
set {
Native.leveldb_options_set_paranoid_checks(Handle, value);
}
}
// TODO:
// Env* env;
// Logger* info_log;
/// <summary>
/// Amount of data to build up in memory (backed by an unsorted log
/// on disk) before converting to a sorted on-disk file.
///
/// Larger values increase performance, especially during bulk loads.
/// Up to two write buffers may be held in memory at the same time,
/// so you may wish to adjust this parameter to control memory usage.
/// Also, a larger write buffer will result in a longer recovery time
/// the next time the database is opened.
///
/// Default: 4MB
/// </summary>
// size_t write_buffer_size;
public int WriteBufferSize {
set {
Native.leveldb_options_set_write_buffer_size(Handle, value);
}
}
/// <summary>
/// Number of open files that can be used by the DB. You may need to
/// increase this if your database has a large working set (budget
/// one open file per 2MB of working set).
/// Default: 1000
/// </summary>
// int max_open_files;
public int MaxOpenFiles {
set {
Native.leveldb_options_set_max_open_files(Handle, value);
}
}
/// <summary>
/// Control over blocks (user data is stored in a set of blocks, and
/// a block is the unit of reading from disk).
///
/// If non-NULL, use the specified cache for blocks.
/// If NULL, leveldb will automatically create and use an 8MB internal cache.
/// Default: NULL
/// </summary>
// Cache* block_cache;
public Cache BlockCache {
set {
// keep a reference to Cache so it doesn't get GCed
f_BlockCache = value;
if (value == null) {
Native.leveldb_options_set_cache(Handle, IntPtr.Zero);
} else {
Native.leveldb_options_set_cache(Handle, value.Handle);
}
}
}
/// <summary>
/// Approximate size of user data packed per block. Note that the
/// block size specified here corresponds to uncompressed data. The
/// actual size of the unit read from disk may be smaller if
/// compression is enabled. This parameter can be changed dynamically.
///
/// Default: 4K
/// </summary>
// size_t block_size;
public int BlockSize {
set {
Native.leveldb_options_set_block_size(Handle, value);
}
}
/// <summary>
/// Number of keys between restart points for delta encoding of keys.
/// This parameter can be changed dynamically. Most clients should
/// leave this parameter alone.
/// Default: 16
/// </summary>
// int block_restart_interval;
public int BlockRestartInterval {
set {
Native.leveldb_options_set_write_buffer_size(Handle, value);
}
}
/// <summary>
/// Each block is individually compressed before being written to
/// persistent storage. Compression is on by default since the default
/// compression method is very fast, and is automatically disabled for
/// uncompressible data. In rare cases, applications may want to
/// disable compression entirely, but should only do so if benchmarks
/// show a performance improvement.
/// Default: SnappyCompression
/// </summary>
// CompressionType compression;
public CompressionType Compression {
set {
Native.leveldb_options_set_compression(Handle, (int) value);
}
}
public Options()
{
Handle = Native.leveldb_options_create();
}
~Options()
{
Native.leveldb_options_destroy(Handle);
}
}
}