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decoder.go
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decoder.go
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package riblt
// Decoder computes the symmetric difference between two sets A, B. The Decoder
// knows B (the local set) and expects coded symbols for A (the remote set).
type Decoder[T Symbol[T]] struct {
// coded symbols received so far
cs []CodedSymbol[T]
// set of source symbols that are exclusive to the decoder
local codingWindow[T]
// set of source symbols that the decoder initially has
window codingWindow[T]
// set of source symbols that are exclusive to the encoder
remote codingWindow[T]
// indices of coded symbols that can be decoded, i.e., degree equal to -1
// or 1 and sum of hash equal to hash of sum, or degree equal to 0 and sum
// of hash equal to 0
decodable []int
// number of coded symbols that are decoded
decoded int
}
// Decoded returns true if and only if every existing coded symbols d received
// so far have been decoded.
func (d *Decoder[T]) Decoded() bool {
return d.decoded == len(d.cs)
}
// Local returns the list of source symbols that are present in B but not in A.
func (d *Decoder[T]) Local() []HashedSymbol[T] {
return d.local.symbols
}
// Remote returns the list of source symbols that are present in A but not in B.
func (d *Decoder[T]) Remote() []HashedSymbol[T] {
return d.remote.symbols
}
// AddSymbol adds a source symbol to B, the Decoder's local set. It is
// undefined behavior to call AddSymbol after AddCodedSymbol has been called
// one or multiple times.
func (d *Decoder[T]) AddSymbol(s T) {
th := HashedSymbol[T]{s, s.Hash()}
d.AddHashedSymbol(th)
}
// AddHashedSymbol adds a source symbol to B, the Decoder's local set. It is
// undefined behavior to call AddHashedSymbol after AddCodedSymbol has been
// called one or multiple times.
func (d *Decoder[T]) AddHashedSymbol(s HashedSymbol[T]) {
d.window.addHashedSymbol(s)
}
// AddCodedSymbol passes the next coded symbol in A's sequence to the Decoder.
// Coded symbols must be passed in the same ordering as they are generated by
// A's Encoder.
func (d *Decoder[T]) AddCodedSymbol(c CodedSymbol[T]) {
// scan through decoded symbols to peel off matching ones
c = d.window.applyWindow(c, remove)
c = d.remote.applyWindow(c, remove)
c = d.local.applyWindow(c, add)
// insert the new coded symbol
d.cs = append(d.cs, c)
// check if the coded symbol is decodable, and insert into decodable list if so
if (c.Count == 1 || c.Count == -1) && (c.Hash == c.Symbol.Hash()) {
d.decodable = append(d.decodable, len(d.cs)-1)
} else if c.Count == 0 && c.Hash == 0 {
d.decodable = append(d.decodable, len(d.cs)-1)
}
return
}
func (d *Decoder[T]) applyNewSymbol(t HashedSymbol[T], direction int64) randomMapping {
m := randomMapping{t.Hash, 0}
for int(m.lastIdx) < len(d.cs) {
cidx := int(m.lastIdx)
d.cs[cidx] = d.cs[cidx].apply(t, direction)
// Check if the coded symbol is now decodable. We do not want to insert
// a decodable symbol into the list if we already did, otherwise we
// will visit the same coded symbol twice. To see how we achieve that,
// notice the following invariant: if a coded symbol becomes decodable
// with degree D (obviously -1 <= D <=1), it will stay that way, except
// for that it's degree may become 0. For example, a decodable symbol
// of degree -1 may not later become undecodable, or become decodable
// but of degree 1. This is because each peeling removes a source
// symbol from the coded symbol. So, if a coded symbol already contains
// only 1 or 0 source symbol (the definition of decodable), the most we
// can do is to peel off the only remaining source symbol.
//
// Meanwhile, notice that if a decodable symbol is of degree 0, then
// there must be a point in the past when it was of degree 1 or -1 and
// decodable, at which time we would have inserted it into the
// decodable list. So, we do not insert degree-0 symbols to avoid
// duplicates. On the other hand, it is fine that we insert all
// degree-1 or -1 decodable symbols, because we only see them in such
// state once.
if (d.cs[cidx].Count == -1 || d.cs[cidx].Count == 1) && d.cs[cidx].Hash == d.cs[cidx].Symbol.Hash() {
d.decodable = append(d.decodable, cidx)
}
m.nextIndex()
}
return m
}
// TryDecode tries to decode all coded symbols received so far.
func (d *Decoder[T]) TryDecode() {
for didx := 0; didx < len(d.decodable); didx += 1 {
cidx := d.decodable[didx]
c := d.cs[cidx]
// We do not need to compare Hash and Symbol.Hash() below, because we
// have checked it before inserting into the decodable list. Per the
// invariant mentioned in the comments in applyNewSymbol, a decodable
// symbol does not turn undecodable, so there is no worry that
// additional source symbols have been peeled off a coded symbol after
// it was inserted into the decodable list and before we visit them
// here.
switch c.Count {
case 1:
// allocate a symbol and then XOR with the sum, so that we are
// guaranted to copy the sum whether or not the symbol interface is
// implemented as a pointer
ns := HashedSymbol[T]{}
ns.Symbol = ns.Symbol.XOR(c.Symbol)
ns.Hash = c.Hash
m := d.applyNewSymbol(ns, remove)
d.remote.addHashedSymbolWithMapping(ns, m)
d.decoded += 1
case -1:
ns := HashedSymbol[T]{}
ns.Symbol = ns.Symbol.XOR(c.Symbol)
ns.Hash = c.Hash
m := d.applyNewSymbol(ns, add)
d.local.addHashedSymbolWithMapping(ns, m)
d.decoded += 1
case 0:
d.decoded += 1
default:
// a decodable symbol does not turn undecodable, so its degree must
// be -1, 0, or 1
panic("invalid degree for decodable coded symbol")
}
}
d.decodable = d.decodable[:0]
}
// Reset clears d. It is more efficient to call Reset to reuse an existing
// Decoder than creating a new one.
func (d *Decoder[T]) Reset() {
if len(d.cs) != 0 {
d.cs = d.cs[:0]
}
if len(d.decodable) != 0 {
d.decodable = d.decodable[:0]
}
d.local.reset()
d.remote.reset()
d.window.reset()
d.decoded = 0
}