Primarily this seems to be a technique used by games, where they have all the sounds in one file, textures in another etc. With these files commonly reaching the GB size.
What is the reason behind doing this over maintaining it all in subdirectories as small files - one per texture which many small games use this, with the monolithic system being favoured by larger companies?
Is there some file system overhead with lots of small files?
Are they trying to protect their property - although most just seem to be a compressed file with a new extension?
The reasons we use an "archive" system like this where I work (a game development company):
lookup speed: We rarely need to iterate over files in a directory; we're far more often looking them up directly by name. By using a custom "file allocation table" that is essentially just a sequence of hash( normalized_filename ) -> [ offset, size ], we can look up files very quickly. We can also keep this index in RAM, potentially interleave it with other index tables, etc.
(When we do need to iterate, we can either easily iterate over all files in a .arc, or we can store a list of filenames, a list of hash-of-filenames, or just a list of [ offset, size ] pairs somewhere -- maybe even as a file in the archive. This is usually faster than directory-traversal on a FS.)
metadata: It's easy for us to tuck in any file metadata we want. For example, a single bit in the "size" field indicates whether the file is compressed or not (if it is, it has a header with more details about how to decompress it). We can even vary compression on pieces of a file if we know enough about the structure of the file ahead of time (we do this for sprite archives).
size: One of the devices we use has a "file size must be a multiple of X" requirement, where X is large compared to some of our files. For example, some of our lua scripts end up being just a few hundred bytes when compiled; taking extra overhead per .luc file adds up quickly.
alignment: on the other hand, sometimes we want to waste space. To take advantage of faster streaming (e.g. background DMA) from the filesystem, some of our files do want to obey certain alignment/size requirements. We can take care of that right in the tool, and the align/size we're shooting for doesn't necessarily have to line up with the underlying FS, allowing us to waste space only where we need it.
But those are the mundane reasons. The more fun stuff:
Each .arc registers in a list, and attempts to open a file know to look in the arcs. We search already-in-RAM archives first, then archives on the device FS, then the actual device FS. This gives us a ton of flexibility:
dynamic additions to the filesystem: at any time we can stream a new file or archive to the machine in question (over the network or the like) and have it appear as part of the "logical" filesystem; this is great when the actual FS resides in ROM or on a CD, and allows us to iterate much more quickly than we could otherwise.
(Doom's .wad system is a sort of example of the above, which allows modders to more easily override assets and scripts built into the game.)
possibility of no underlying fs: It's possible to use bin2obj to embed an entire arc directly in the executable (.rodata) at link time, at which point you don't ever need to look at the device FS -- we do this for certain small demo builds and the like. We can also send levels across the network or savegame-sneakernet this way. =)
organization and load/unload: since we can load and unload and override virtual "pieces" of our filesystem at any time, we can do some performance tricks with having the number of files in the FS be very small at any given time. We can additionally specify that an entire archive be loaded into memory, index table and data; our file load code is smart enough to know that if the file is already in memory, it doesn't need to do anything to read it other than move a pointer around. Some of the higher level code can actually detect that the file is in ram and just ask for the probably-already-looks-like-a-struct pointer directly.
portability: we only need to figure out how to get a few files on each new device we use, and then the remainder of the FS code is more or less the same. =) We do change the tool output a bit occasionally (for alignment reasons), but most of the processing remains the same.
de-duplication: with smarter archives, such as our sprite archives, we can (and do) de-duplicate data. If "jump" animation's fifth frame and "kick"'s third frame are the same, we can pull apart the file and only store one copy of that frame. We can do the same for whole files.
We ported a PC game to a system with much slower FS access recently. We didn't change the data format, and it turns out iterating through a dir on the raw device FS to load a hundred small XML files was absolutely killing our load times. The solution we used was to take each dir, make it into its own subdir.arc, and stick it in the master game.arc compressed. When the dir was needed (something like opendir was called) we decompressed the entire subdir.arc into RAM, added it to the filesystem, then iterated through it super-quickly.
It's the ability to throw something like this together in a few hours, and to ease the pain of porting across systems, that makes stuff like this worthwhile.
File systems do have an overhead. Usually, a file takes disk space rounded up to some power of 2 (e.g. up to 4 KB), so many small files would waste space. Some modern file systems try to mitigate that, but AFAIK it's not widespread yet. Additionally, file systems are often quite slow when accessing multiple files. E.g. it is usually considerably faster to copy one 400 MB file than 4000 100 KB files.
File systems come in handy when you have to modify files, because they handle changing file sizes much better than any simple home-grown solution. However, that's certainly not the case for constant game data.
On Apple systems, the most common way is to use, as you suggest, directories. They are called Bundles, and are in the Finder represented as just one file, but if you explore them more, they're actually directories. This makes writing code and conserving memory when loading individual items out of this bundle very easy. :-) Also, this makes taking incremental backups of gigantic databases easy, as for instance your iPhoto database is just a bundle, so you just backup changed and new files
On Windows, however, I believe this is much harder to do, it will look like a directory "no matter what" (I'm sure smart people have found a solution that will make Explorer see certain directories as a single file, but it's not common).
From a games developer point of view, you're not dealing with so small files that disk space overhead is something you're very much concerned with, so I doubt #doublep's suggestion, since it makes for such a hassle, but it makes it much easier with a single file if users are to copy an entire game over somewhere, then it's easy to check if the entire set is correct.
And, of course, it's harder to read for people that shouldn't have access to it. But it's also harder to modify, which means harder to patch, and harder to write extensions. Someone that uses extensions a lot, prefers the directory structure: The Sims.
Were I the games developer, I'd love to go for individual files. Then again, I'd be using bundles as I'd be writing for the Mac ;-)
Cheers
Nik
I can think of multiple reasons.
As doublep suggested, files occupy more space on the disc than they require. So an archive saves space. 10k files (of any size) should save you 20MB when packed into an archive. Not exactly a large amount of space nowadays, but still.
The other reason I can think of is disc fragmentation. I suspect a heavily fragmented disc will perform worse when accessing thousands of separate files on a fragmented space. But I'm no expert in this field, so I'd appreciate if someone more experienced verified this.
Finally, I think this may also have something to do with restricting access to separate game files. You can have a bunch of Lua scripts exposed, mess with them and break something. Or you could have the outro cinematic/sound/text/whatever exposed and get spoiled by accessing it. I do that myself as well: I encrypt images with a multipass XOR key, pack text files and config variables into a monolithic file (zipped for extra security) and only leave music freely accessible. This way, the game's secrets will remain undiscovered for a bit longer :).
Or there may be another reason I never thought about :D.
As you know games, especially with larger companies try to squeeze as much performance as they can. One technique is to have all the data in one large file and just DMA it to memory (think of it as a memcpy from CD to RAM). Since all the files are in one large one there will be no disk seeks and you can have a large number of files (which may cause large amount of seeks) all loaded quicky because of the technique.
Related
Is there a way to read a text file in matlab, without blocking the file.
so basically i want to read in read-only-mode and avoid blocking the files in case simultaneously another software is trying to updating/modify or delete them.
fopen/textscan will block the files.
You probably want to use Memory Mapping in MATLAB:
Overview of Memory-Mapping
Benefits of Memory-Mapping
The principal benefits of memory-mapping are efficiency, faster file
access, the ability to share memory between applications, and more
efficient coding.
There are some limitations. The file should be pretty well structured. I'm also not sure what happens if other application change the file size.
I'm trying to determine the best way to store large numbers of small .mat files, around 9000 objects with sizes ranging from 2k to 100k, for a total of around half a gig.
The typical use case is that I only need to pull a small number (say 10) of the files from disk at a time.
What I've tried:
Method 1: If I save each file individually, I get performance problems (very slow save times and system sluggishness for some time after) as Windows 7 has difficulty handling so may files in a folder (And I think my SSD is having a rough time of it, too). However, the end result is fine, I can load what I need very quickly. This is using '-v6' save.
Method 2: If I save all of the files in one .mat file and then load just the variables I need, access is very slow (loading takes around three quarters of the time it takes to load the whole file, with small variation depending on the ordering of the save). This is using '-v6' save, too.
I know I could split the files up into many folders but it seems like such a nasty hack (and won't fix the SSD's dislike of writing many small files), is there a better way?
Edit:
The objects are consist mainly of a numeric matrix of double data and an accompanying vector of uint32 identifiers, plus a bunch of small identifying properties (char and numeric).
Five ideas to consider:
Try storing in an HDF5 object - take a look at http://www.mathworks.com/help/techdoc/ref/hdf5.html - you may find that this solves all of your problems. It will also be compatible with many other systems (e.g. Python, Java, R).
A variation on your method #2 is to store them in one or more files, but to turn off compression.
Different datatypes: It may also be the case that you have some objects that compress or decompress inexplicably poorly. I have had such issues with either cell arrays or struct arrays. I eventually found a way around it, but it's been awhile & I can't remember how to reproduce this particular problem. The solution was to use a different data structure.
#SB proposed a database. If all else fails, try that. I don't like building external dependencies and additional interfaces, but it should work (the primary problem is that if the DB starts to groan or corrupts your data, then you're back at square 1). For this purpose consider SQLite, which doesn't require a separate server/client framework. There is an interface available on Matlab Central: http://www.mathworks.com/matlabcentral/linkexchange/links/1549-matlab-sqlite
(New) Considering that the objects are less than 1GB, it may be easier to just copy the entire set to a RAM disk and then access through that. Just remember to copy from the RAM disk if anything is saved (or wrap save to save objects in two places).
Update: The OP has mentioned custom objects. There are two methods to consider for serializing these:
Two serialization program from Matlab Central: http://www.mathworks.com/matlabcentral/fileexchange/29457 - which was inspired by: http://www.mathworks.com/matlabcentral/fileexchange/12063-serialize
Google's Protocol Buffers. Take a look here: http://code.google.com/p/protobuf-matlab/
Try storing them as blobs in a database.
I would also try the multiple folders method as well - it might perform better than you think. It might also help with organization of the files if that's something you need.
The solution I have come up with is to save object arrays of around 100 of the objects each. These files tend to be 5-6 meg so loading is not prohibitive and access is just a matter of loading the right array(s) and then subsetting them to the desired entry(ies). This compromise avoids writing too many small files, still allows for fast access of single objects and avoids any extra database or serialization overhead.
Risk Factors for File Fragmentation include mostly full Disks and repeated file appends. What are other risk factors for file fragmentation? How would one make a program using common languages like C++/C#/VB/VB.NET to work with files & make new files with the goal of increasing file fragmentation?
WinXP / NTFS is the target
Edit: Would something like this be a good approach? Hard Drive free space = FreeMB_atStart
Would creating files of say 10MB to fill
90% of the remaining hard drive space
Deleting every 3rd created file
making file of size FreeMB_atStart * .92 / 3
This should achieve at least some level of fragmentation on most file systems:
Write numerous small files,
Delete some at random files,
Writing a large file, byte-by-byte.
Writing it byte-by-byte is important, because otherwise if the file system is intelligent, it can just write the large file to a single contiguous place.
Another possibility would be to write several files simultaneously byte-by-byte. This would probably have more effect.
A project I'm working on requires detection of duplicate files. Under normal circumstances I would simply compare the file bytes in blocks or hash value of the entire file contents. However, the system does not have access to the entire file - only the first 50KB or so. It also knows the total file size of the original file.
I was thinking of implementing the following: each time a file is added, I would look for possible duplicates using both the total file size and a hash calculation of (file-size)+(first-20KB-of-file). The hash algorithm itself is not the issue at this stage, but will likely be MurmurHash2.
Another option is to also store, say, bytes 9000 through 9020 and use that as a third condition when looking up a duplicate copy or alternatively to compare byte-to-byte when the aforementioned lookup method returns possible duplicates in a last attempt to discard false positives.
How naive is my proposed implementation? Is there a reliable way to predict the amount of false positives? What other considerations should I be aware of?
Edit: I forgot to mention that the files are generally going to be compressed archives (ZIP,RAR) and on occasion JPG images.
You can use file size, hashes and partial-contents to quickly detect when two files are different, but you can only determine if they are exactly the same by comparing their contents in full.
It's up to you to decide whether the failure rate of your partial-file-check will be low enough to be acceptable in your specific circumstances. Bearing in mind that even an "exceedingly unlikely" event will happen frequently if you have enough volume. But if you know the type of data that the files will contain, you can judge the chances of two near-identical files (idenitcal in the first 50kB) cropping up.
I would think that if a partial-file-match is acceptable to you, then a hash of those partial file contents is probably going to be pretty acceptable too.
If you have access to 50kB then I'd use all 50kB rather than only the first 20kB in my hash.
Picking an arbitrary 20 bytes probably won't help much (your file contents will either be very different in which case hash+size clashes will be unlikely, or they will be very similar in which case the chances of a randomly chosen 20 bytes being different will be quite low)
In your circumstances I would check the size, then a hash of the available daa (50kB), then if this suggests a file match, a brute-force comparison of the available data just to minimise the risks, if you don't expect to be adding so many duplicates that this would bog the system down.
It depends on the file types, but in most cases false positives will be pretty rare.
You probably won't have any in Office and graphical files. And executables are supposed have a checksum in the header.
I'd say that the most likely false positive you may encounter is in source code files. They change often and it may happen that a programmer replaces a few symbols something after the first 20K.
Other than that I'd say they are pretty unlikely.
Why don't use a hash of the first 50 KB, and then store the size on the side? That would give you the most security with what you have to work with (with that said, there could be totally different content in the files after the first 50 KB without you knowing, so it's not a really secure system).
I find it difficult. It's likely that you would catch most duplicates with this method, but the possibility of false positives is huge. What about two versions of a 5MB XML document whose last chapter is modified?
Many file storage systems use hashes to avoid duplication of the same file content data (among other reasons), e.g., Git and Dropbox both use SHA256. The file names and dates can be different, but as long as the content gets the same hash generated, it never gets stored more than once.
It seems this would be a sensible thing to do in a OS file system in order to save space. Are there any file systems for Windows or *nix that do this, or is there a good reason why none of them do?
This would, for the most part, eliminate the need for duplicate file finder utilities, because at that point the only space you would be saving would be for the file entry in the file system, which for most users is not enough to matter.
Edit: Arguably this could go on serverfault, but I feel developers are more likely to understand the issues and trade-offs involved.
ZFS supports deduplication since last month: http://blogs.oracle.com/bonwick/en_US/entry/zfs_dedup
Though I wouldn't call this a "common" filesystem (afaik, it is currently only supported by *BSD), it is definitely one worth looking at.
It would save space, but the time cost is prohibitive. The products you mention are already io bound, so the computational cost of hashing is not a bottleneck. If you hashed at the filesystem level, all io operations which are already slow will get worse.
NTFS has single instance storage.
NetApp has supported deduplication (that's what its called in the storage industry) in the WAFL filesystem (yeah, not your common filesystem) for a few years now. This is one of the most important features found in the enterprise filesystems today (and NetApp stands out because they support this on their primary storage also as compared to other similar products which support it only on their backup or secondary storage; they are too slow for primary storage).
The amount of data which is duplicate in a large enterprise with thousands of users is staggering. A lot of those users store the same documents, source code, etc. across their home directories. Reports of 50-70% data deduplicated have been seen often, saving lots of space and tons of money for large enterprises.
All of this means that if you create any common filesystem on a LUN exported by a NetApp filer, then you get deduplication for free, no matter what the filesystem created in that LUN. Cheers. Find out how it works here and here.
btrfs supports online de-duplication of data at the block level. I'd recommend duperemove as an external tool is needed.
It would require a fair amount of work to make this work in a file system. First of all, a user might be creating a copy of a file, planning to edit one copy, while the other remains intact -- so when you eliminate the duplication, the hard link you created that way would have to give COW semantics.
Second, the permissions on a file are often based on the directory into which that file's name is placed. You'd have to ensure that when you create your hidden hard link, that the permissions were correctly applied based on the link, not just the location of the actual content.
Third, users are likely to be upset if they make (say) three copies of a file on physically separate media to ensure against data loss from hardware failure, then find out that there was really only one copy of the file, so when that hardware failed, all three copies disappeared.
This strikes me as a bit like a second-system effect -- a solution to a problem long after the problem ceased to exist (or at least matter). With hard drives current running less than $100US/terabyte, I find it hard to believe that this would save most people a whole dollar worth of hard drive space. At that point, it's hard to imagine most people caring much.
There are file systems that do deduplication, which is sort of like this, but still noticeably different. In particular, deduplication is typically done on a basis of relatively small blocks of a file, not on complete files. Under such a system, a "file" basically just becomes a collection of pointers to de-duplicated blocks. Along with the data, each block will typically have some metadata for the block itself, that's separate from the metadata for the file(s) that refer to that block (e.g., it'll typically include at least a reference count). Any block that has a reference count greater than 1 will be treated as copy on write. That is, any attempt at writing to that block will typically create a copy, write to the copy, then store the copy of the block to the pool (so if the result comes out the same as some other block, deduplication will coalesce it with the existing block with the same content).
Many of the same considerations still apply though--most people don't have enough duplication to start with for deduplication to help a lot.
At the same time, especially on servers, deduplication at a block level can serve a real purpose. One really common case is dealing with multiple VM images, each running one of only a few choices of operating systems. If we look at the VM image as a whole, each is usually unique, so file-level deduplication would do no good. But they still frequently have a large chunk of data devoted to storing the operating system for that VM, and it's pretty common to have many VMs running only a few operating systems. With block-level deduplication, we can eliminate most of that redundancy. For a cloud server system like AWS or Azure, this can produce really serious savings.