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# HLSF (Hybrid Layer Segregated Fit) Allocator
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A constant-time (O(1)) allocator for real-time, high-throughput scenarios. It uses layered size classes with segmented buckets and stores all metadata externally for clean user memory and better cache locality.
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## Key Points
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- O(1) allocate/free with 10 levels: 64B x 16MB; each level split into 1x/2x/3x segments
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- External metadata (`Entry`, `BucketNode`) in dedicated SLABs; user blocks have no headers
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- Configurable alignment (>=16B); large block cap per allocation: 32MB
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- Single-threaded implementation (external sync required for multi-threaded use)
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## Quick Use
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```csharp
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using var hlsf = new HybridLayerSegregatedFitAllocator(64 * 1024 * 1024);
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var h = hlsf.Alloc(1024);
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Span<byte> s = h.BufferHandle; s[0] = 42;
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hlsf.Free(h);
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```
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## Core APIs
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### Alloc(uint size)
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- Purpose: Allocate a block of at least `size` bytes.
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- Input: `size` in bytes (<= 32MB for internal path; >32MB uses native large allocation).
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- Output: `HybridLayerSegregatedFitAllocationHandle` with pointer access and `Span<byte>`.
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- Behavior:
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- Classify into level/segment and pop a matching bucket; escalate segments and levels if empty.
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- Fallback to overflow bucket or carve 32MB from spare memory if all buckets are empty.
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- Mark selected `Entry` as Alloc; slice any remainder into `Empty` entries and push to buckets.
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- For >32MB requests, use `NativeMemory.AlignedAlloc` and mark `EntryState.Large`.
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### Free(HybridLayerSegregatedFitAllocationHandle handle)
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- Purpose: Free a previously allocated block.
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- Behavior:
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- Mark the corresponding `Entry` as `Empty`.
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- Merge with adjacent `Empty` entries in both directions (boundary and level constraints).
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- Remove merged neighbors from buckets, update position chain, and optionally promote level.
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- Re-enqueue the final `Entry` into the appropriate bucket.
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### Collect()
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- Purpose: Reclaim and rebalance free entries without touching allocated blocks.
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- Behavior:
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- Consolidate fragmented regions where possible and improve bucket coverage.
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- Intended to be cheap; safe to call between benchmark phases.
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## Benchmarks (this run)
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Environment: .NET 8 (Release), x64, single-thread, arena=3072 MiB. Results from StgSharpDebug/HlsfStressTest.
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- Free throughput: 1KB x 262,144 -> 38,928,422.9 free/s
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- Alloc+free pairs: 256B x 5,000,000 -> 25,006,976.9 ops/s
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- Fragmentation cycle (~512MB): fast recovery in short cycle (see test for details)
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Representative allocation throughput (higher is better):
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| Size | Ops | alloc/s (no touch) | alloc/s (touch) |
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|------|----:|--------------------:|----------------:|
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| 64B | 2,000,000 | 8,780,467.7 | 17,524,920.4 |
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| 1KB | 1,572,864 | 8,974,865.4 | 9,585,531.6 |
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| 4KB | 393,216 | 7,340,392.2 | 6,849,319.4 |
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| 32KB | 49,152 | 10,376,625.6 | 7,019,407.9 |
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| 256KB | 6,144 | 16,041,775.5 | 12,842,809.4 |
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| 512KB | 3,072 | 20,466,355.8 | 14,195,933.5 |
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| 1MB | 1,536 | 16,916,299.6 | 13,568,904.6 |
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| 2MB | 768 | 17,985,948.5 | 12,569,558.1 |
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| 8MB | 192 | 13,426,573.4 | 11,034,482.8 |
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| 32MB | 48 | 11,162,790.7 | 9,411,764.7 |
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Notes:
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- Peak no-touch at 2MB (~17.99M alloc/s). Peak touch near 64B (~17.52M alloc/s).
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- Non-aligned sizes (e.g., 768B, 3KB) typically lower due to slicing/boundary handling.
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## Detailed Design (summary)
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-
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- Size classes: levelSizeArray = [64, 256, 1024, 4096, 16384, 65536, 262144, 1048576, 4194304, 16777216] (64B x 4^level)
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- Segments per level: 1x, 2x, 3x
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- Buckets: index = 3 * level + segment (overflow bucket for level > 9)
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- Metadata: Entry (external SLAB, position chain), BucketNode (user region, bucket chain)
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- Position chain: circular doubly linked list anchored by spare sentinel
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- Allocation: search buckets by level/segment with escalation; if none, carve 32MB from spare; set Alloc; slice remainder into buckets
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- Slicing: align to level boundaries, pack contiguous blocks forward/backward to minimize overhead
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- Free/Merge: bidirectional merge under boundary and level constraints; update buckets; optional level promotion
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- Alignment: default 16B; internal blocks aligned by slicing/edge calculation
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- Complexity: average O(1) with bounded levels and constant-time bucket ops
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- `Entry` (external SLAB): linkage in position chain, `Position`, `Size`, `Level`, `State`
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- Invariants: near neighbors must form a consistent double-linked ring; `Level` setter validates size vs. level window
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- `BucketNode` (in user region): `EntryRef`, `NextLevel`, `PreviousLevel`, `IsInBucket`
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- Position chain: circular doubly linked list anchored by sentinel `_spareMemory` (`State.Spare`)
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### Allocation Flow
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1) Compute `level` and `segment` from requested `size`
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2) Try pop bucket (`TryPopLevelForAllocation(level, segment, out entry)`) and escalate:
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- Advance `segment` 0¡ú1¡ú2, then `level++`, until `MaxLevel`
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- If still empty: try pop from overflow bucket (L=10, seg=1) or `TryAllocateNew32MBBlock`
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3) On success: bound-check the slice offset; set `entry` to `Alloc` using `SetEntryLevel`
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4) If remainder exists in the source region, call `SliceMemory(entry->NextNear, remainder)` to produce free chunks into buckets
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### Slicing Logic (`SliceMemory`)
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- Inputs: `next` entry position, `sizeToSlice`
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- Compute `offset` and `end` relative to base buffer; pick starting level by trailing-zero count of `offset`:
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- `i = (BitOperations.TrailingZeroCount(offset) - 6) / 2`, clamped to `¡Ü MaxLevel`
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- Three phases to cover [offset, end):
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1) Forward levels i..N-1: for each level size `size` and `upper=size*4`, align to `edge=((offset+upper-1)/upper)*upper`, pack `count = ((min(edge,end) - offset) / size)` blocks
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2) If `i > MaxLevel`: pack in largest upper window on tail
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3) Backward i-1..0: fill remaining tail with smaller sizes
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- For each packed region: allocate new `Entry`, insert before `next`, mark `Empty`, and push corresponding `BucketNode` into the `(level, segment)` bucket (`PushBucketToLevel(i, count-1, b)`)
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### Free and Merge (`MergeAndRemoveFromBuckets`)
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- Given an `Entry` to free (turned `Empty` by caller):
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- Merge left while neighbor `p` is `Empty`, same `Level`, and within boundary (`AssertBoundary`)
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- Remove `p` from bucket (`RemoveFromBucket`), expand current, fix `Position`, unlink `p`
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- Merge right with neighbor `n` by the same rule
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- Optionally promote `Level` if `Size ¡Ý levelSizeArray[originLevel] * 4`
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- Ensure `BucketNode.EntryRef` points to the merged entry; caller re-enqueues into the proper bucket
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### Buckets
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- `PushBucketToLevel(level, segment, node)`: push to bucket head, set `IsInBucket`, maintain prev/next
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- `TryPopLevel(level, segment, out node)`: pop head; if empty, return false
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- `RemoveFromBucket(level, segment, node)`: unlink from middle or use `TryPopLevel` if it is the head
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### Large Allocations and Spare Memory
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- Requests > 32MB use `NativeMemory.AlignedAlloc(size, align)` and mark `State.Large`
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- When buckets are empty, `TryAllocateNew32MBBlock` carves a 32MB region from `_spareMemory`, builds an `Empty` entry, and advances the spare pointer
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### Alignment
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- Default `_align = 16`; `AlignOfLevel(level)` returns `min(levelSizeArray[level], _align)`
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- Internal blocks align to level boundaries by design of slicing/edge calculations
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### Complexity and Invariants
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- Allocate/free are O(1) on average with bounded levels (¡Ü10) and constant-time bucket ops
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- Invariants guarded by exceptions (e.g., `HLSFPositionChainBreakException`) and pointer consistency checks
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## Profiling (hotspots, current workloads)
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- SliceMemory ~22% (self ~17%) ¡ª slicing and bucket enqueue dominate allocation path
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- MergeAndRemoveFromBuckets ~13% (self ~12%) ¡ª merge + removal dominate free path
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- Collect ~7.6% (self ~7.5%) ¡ª low overall cost
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Focus: reduce per-slice math and bucket ops; add fast-paths for aligned regions; batch/lazy removals after merges.
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