I am working full time on membase, which utilize the “engine interface” we're adding to Memcached. Being the one who designed the API and wrote the documentation, I can say that we do need more (and better) documentation without insulting anyone. This blog entry will be the first entry in mini-tutorial on how to write your own storage engine. I will try to cover all aspects of the engine interface while we're building an engine that stores all of the keys on files on the server.
This entry will cover the basic steps of setting up your development environment and cover the lifecycle of the engine.
Set up the development environment
The easiest way to get “up'n'running” is to install my development branch of the engine interface. Just execute the following commands:
$ cd memcached
$ git -b engine origin/engine
$ ./config/autorun.sh
$ ./configure –prefix=/opt/memcached
$ make all install
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Lets verify that the server works by executing the following commands:
$ echo version | nc localhost 11211
VERSION 1.3.3_433_g82fb476 Â Â ≶– you may get another output string….
$ fg
$ ctrl-C
Creating the filesystem engine
You might want to use autoconf to build your engine, but setting up autoconf is way beyond the scope of this tutorial. Let's just use the following Makefile
instead.
INCLUDE=-I${ROOT}/include
#CC = gcc
#CFLAGS=-std=gnu99 -g -DNDEBUG -fno-strict-aliasing -Wall
# -Wstrict-prototypes -Wmissing-prototypes -Wmissing-declarations
# -Wredundant-decls
# ${INCLUDE} -DHAVE_CONFIG_H
#LDFLAGS=-shared
CC=cc
CFLAGS=-I${ROOT}/include -m64 -xldscope=hidden -mt -g
   -errfmt=error -errwarn -errshort=tags  -KPIC
LDFLAGS=-G -z defs -m64 -mt
all: .libs/fs_engine.so
install: all
 ${CP} .libs/fs_engine.so ${ROOT}/lib
SRC = fs_engine.c
OBJS = ${SRC:%.c=.libs/%.o}
.libs/fs_engine.so: .libs $(OBJS)
 ${LINK.c} -o $@ ${OBJS}
.libs:; -@mkdir $@
.libs/%.o: %.c
 ${COMPILE.c} $< -o $@  clean:  $(RM) .libs/fs_engine.so $(OBJS)   Â
I am doing most of my development on Solaris using the Sun Studio compilers, but I have added a section with settings for gcc there if you're using gcc. Just comment out lines for CC
, CFLAGS
and LDFLAGS
and remove the #
for the gcc alternatives.
In order for memcached to utilize your storage engine it needs to first load your module, and then create an instance the engine. You use the -E
option to memcached to specify the name of the module memcached should load. With the module loaded memcached will look for a symbol named create_instance
in the module to create an handle memcached can use to communicate with the engine. This is the first function we need to create, and it should have the following signature:
ENGINE_ERROR_CODE create_instance(uint64_t interface, GET_SERVER_API get_server_api, ENGINE_HANDLE **handle);
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The purpose of this function is to provide the server a handle to our module, but we should not perform any kind of initialization of our engine yet. The reason for that is because the memcached server may not support the version of the API we provide. The intention is that the server should notify the engine with the “highest” interface version it supports through interface
, and the engine must return a descriptor to one of those interfaces through the handle
. If the engine don't support any of those interfaces it should return ENGINE_ENOTSUP
.
So let's go ahead and define a engine descriptor for our example engine and create an implementation for create_instance
:
 ENGINE_HANDLE_V1 engine;
 /* We're going to extend this structure later on */
};
MEMCACHED_PUBLIC_API
ENGINE_ERROR_CODE create_instance(uint64_t interface,
                 GET_SERVER_API get_server_api,
                 ENGINE_HANDLE **handle) {
 /*
  * Verify that the interface from the server is one we support. Right now
  * there is only one interface, so we would accept all of them (and it would
  * be up to the server to refuse us… I'm adding the test here so you
  * get the picture..
  */
 if (interface == 0) {
   return ENGINE_ENOTSUP;
 }
 /*
  * Allocate memory for the engine descriptor. I'm no big fan of using
  * global variables, because that might create problems later on if
  * we later on decide to create multiple instances of the same engine.
  * Better to be on the safe side from day one…
  */
 struct fs_engine *h = calloc(1, sizeof(*h));
 if (h == NULL) {
   return ENGINE_ENOMEM;
 }
 /*
  * We're going to implement the first version of the engine API, so
  * we need to inform the memcached core what kind of structure it should
  * expect
  */
 h->engine.interface.interface = 1;
 /*
  * Map the API entry points to our functions that implement them.
  */
 h->engine.initialize = fs_initialize;
 h->engine.destroy = fs_destroy;
 /* Pass the handle back to the core */
 *handle = (ENGINE_HANDLE*)h;
 return ENGINE_SUCCESS;
}
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If the interface we provide in create_instance
is dropped from the supported interfaces in memcached, the core will call destroy()
immediately. The memcached core guarantees that it will never use any pointers returned from the engine when destroy()
is called.
So let's go ahead and implement our destroy()
function. If you look at our implementation of create_instance
you will see that we mapped destroy()
to a function named fs_destroy()
:
 /* Release the memory allocated for the engine descriptor */
 free(handle);
}
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If the core implements the interface we specify, the core will call a the initialize()
method. This is the time where you should do all sort of initialization in your engine (like connecting to a database, initializing mutexes etc). The initialize
function is called only once per instance returned from create_instance
(even if the memcached core use multiple threads). The core will not call any other functions in the api before the initialization method returns.
We don't need any kind of initialization at this moment, so we can use the following initialization code:
                   const char* config_str) {
 return ENGINE_SUCCESS;
}
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If the engine returns anything else than ENGINE_SUCCESS
, the memcached core will refuse to use the engine and call destroy()
In the next blog entry we will start adding functionality so that we can load our engine and handle commands from the client.