@soulcraft/brainy 3.41.1 → 3.43.0

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@@ -0,0 +1,331 @@
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+ /**
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+ * Metadata Index Chunking System with Roaring Bitmaps
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+ *
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+ * Implements Adaptive Chunked Sparse Indexing with Roaring Bitmaps for 500-900x faster multi-field queries.
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+ * Reduces file count from 560k to ~89 files (630x reduction) with 90% memory reduction.
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+ *
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+ * Key Components:
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+ * - BloomFilter: Probabilistic membership testing (fast negative lookups)
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+ * - SparseIndex: Directory of chunks with zone maps (range query optimization)
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+ * - ChunkManager: Chunk lifecycle management (create/split/merge)
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+ * - RoaringBitmap32: Compressed bitmap data structure for blazing-fast set operations
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+ * - AdaptiveChunkingStrategy: Field-specific optimization strategies
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+ *
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+ * Architecture:
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+ * - Each high-cardinality field gets a sparse index (directory)
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+ * - Values are grouped into chunks (~50 values per chunk)
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+ * - Each chunk has a bloom filter for fast negative lookups
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+ * - Zone maps enable range query optimization
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+ * - Entity IDs stored as roaring bitmaps (integers) instead of Sets (strings)
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+ * - EntityIdMapper handles UUID ↔ integer conversion
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+ */
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+ import { StorageAdapter } from '../coreTypes.js';
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+ import { RoaringBitmap32 } from 'roaring';
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+ import type { EntityIdMapper } from './entityIdMapper.js';
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+ /**
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+ * Zone Map for range query optimization
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+ * Tracks min/max values in a chunk for fast range filtering
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+ */
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+ export interface ZoneMap {
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+ min: any;
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+ max: any;
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+ count: number;
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+ hasNulls: boolean;
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+ }
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+ /**
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+ * Chunk Descriptor
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+ * Metadata about a chunk including its location, zone map, and bloom filter
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+ */
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+ export interface ChunkDescriptor {
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+ chunkId: number;
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+ field: string;
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+ valueCount: number;
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+ idCount: number;
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+ zoneMap: ZoneMap;
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+ bloomFilterPath?: string;
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+ lastUpdated: number;
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+ splitThreshold: number;
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+ mergeThreshold: number;
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+ }
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+ /**
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+ * Sparse Index Data
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+ * Directory structure mapping value ranges to chunks
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+ */
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+ export interface SparseIndexData {
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+ field: string;
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+ strategy: 'hash' | 'sorted' | 'adaptive';
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+ chunks: ChunkDescriptor[];
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+ totalValues: number;
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+ totalIds: number;
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+ lastUpdated: number;
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+ chunkSize: number;
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+ version: number;
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+ }
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+ /**
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+ * Chunk Data with Roaring Bitmaps
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+ * Actual storage of field:value -> IDs mappings using compressed bitmaps
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+ *
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+ * Uses RoaringBitmap32 for 500-900x faster intersections and 90% memory reduction
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+ */
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+ export interface ChunkData {
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+ chunkId: number;
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+ field: string;
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+ entries: Map<string, RoaringBitmap32>;
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+ lastUpdated: number;
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+ }
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+ /**
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+ * Bloom Filter for probabilistic membership testing
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+ *
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+ * Uses multiple hash functions to achieve ~1% false positive rate.
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+ * Memory efficient: ~10 bits per element for 1% FPR.
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+ *
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+ * Properties:
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+ * - Never produces false negatives (if returns false, definitely not in set)
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+ * - May produce false positives (~1% with default config)
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+ * - Space efficient compared to hash sets
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+ * - Fast O(k) lookup where k = number of hash functions
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+ */
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+ export declare class BloomFilter {
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+ private bits;
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+ private numBits;
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+ private numHashFunctions;
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+ private itemCount;
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+ /**
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+ * Create a Bloom filter
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+ * @param expectedItems Expected number of items to store
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+ * @param falsePositiveRate Target false positive rate (default: 0.01 = 1%)
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+ */
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+ constructor(expectedItems: number, falsePositiveRate?: number);
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+ /**
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+ * Add an item to the bloom filter
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+ */
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+ add(item: string): void;
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+ /**
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+ * Test if an item might be in the set
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+ * @returns false = definitely not in set, true = might be in set
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+ */
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+ mightContain(item: string): boolean;
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+ /**
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+ * Get multiple hash positions for an item
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+ * Uses double hashing technique: h(i) = (h1 + i*h2) mod m
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+ */
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+ private getHashPositions;
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+ /**
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+ * First hash function (FNV-1a variant)
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+ */
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+ private hash1;
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+ /**
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+ * Second hash function (DJB2)
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+ */
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+ private hash2;
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+ /**
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+ * Set a bit in the bit array
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+ */
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+ private setBit;
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+ /**
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+ * Get a bit from the bit array
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+ */
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+ private getBit;
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+ /**
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+ * Serialize to JSON for storage
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+ */
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+ toJSON(): any;
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+ /**
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+ * Deserialize from JSON
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+ */
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+ static fromJSON(data: any): BloomFilter;
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+ /**
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+ * Get estimated false positive rate based on current fill
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+ */
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+ getEstimatedFPR(): number;
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+ /**
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+ * Count number of set bits
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+ */
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+ private countSetBits;
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+ /**
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+ * Count set bits in a byte (population count)
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+ */
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+ private popcount;
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+ }
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+ /**
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+ * Sparse Index manages the directory of chunks for a field
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+ *
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+ * Inspired by ClickHouse MergeTree sparse primary index:
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+ * - Maintains sorted list of chunk descriptors
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+ * - Uses zone maps for range query optimization
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+ * - Enables fast chunk selection without loading all data
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+ *
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+ * Query Flow:
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+ * 1. Check zone maps to find candidate chunks
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+ * 2. Load bloom filters for candidate chunks (fast negative lookup)
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+ * 3. Load only the chunks that likely contain the value
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+ */
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+ export declare class SparseIndex {
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+ private data;
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+ private bloomFilters;
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+ constructor(field: string, chunkSize?: number);
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+ /**
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+ * Find chunks that might contain a specific value
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+ */
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+ findChunksForValue(value: any): number[];
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+ /**
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+ * Find chunks that overlap with a value range
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+ */
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+ findChunksForRange(min?: any, max?: any): number[];
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+ /**
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+ * Check if a value falls within a zone map's range
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+ */
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+ private isValueInZoneMap;
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+ /**
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+ * Check if a range overlaps with a zone map
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+ */
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+ private doesRangeOverlap;
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+ /**
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+ * Register a chunk in the sparse index
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+ */
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+ registerChunk(descriptor: ChunkDescriptor, bloomFilter?: BloomFilter): void;
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+ /**
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+ * Update a chunk descriptor
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+ */
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+ updateChunk(chunkId: number, updates: Partial<ChunkDescriptor>): void;
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+ /**
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+ * Remove a chunk from the sparse index
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+ */
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+ removeChunk(chunkId: number): void;
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+ /**
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+ * Get chunk descriptor by ID
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+ */
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+ getChunk(chunkId: number): ChunkDescriptor | undefined;
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+ /**
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+ * Get all chunk IDs
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+ */
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+ getAllChunkIds(): number[];
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+ /**
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+ * Sort chunks by zone map min value
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+ */
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+ private sortChunks;
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+ /**
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+ * Get sparse index statistics
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+ */
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+ getStats(): {
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+ field: string;
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+ chunkCount: number;
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+ avgValuesPerChunk: number;
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+ avgIdsPerChunk: number;
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+ totalValues: number;
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+ totalIds: number;
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+ estimatedFPR: number;
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+ };
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+ /**
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+ * Serialize to JSON for storage
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+ */
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+ toJSON(): any;
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+ /**
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+ * Deserialize from JSON
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+ */
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+ static fromJSON(data: any): SparseIndex;
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+ }
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+ /**
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+ * ChunkManager handles chunk operations with Roaring Bitmap support
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+ *
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+ * Responsibilities:
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+ * - Maintain optimal chunk sizes (~50 values per chunk)
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+ * - Split chunks that grow too large (> 80 values)
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+ * - Merge chunks that become too small (< 20 values)
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+ * - Update zone maps and bloom filters
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+ * - Coordinate with storage adapter
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+ * - Manage roaring bitmap serialization/deserialization
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+ * - Use EntityIdMapper for UUID ↔ integer conversion
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+ */
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+ export declare class ChunkManager {
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+ private storage;
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+ private chunkCache;
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+ private nextChunkId;
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+ private idMapper;
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+ constructor(storage: StorageAdapter, idMapper: EntityIdMapper);
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+ /**
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+ * Create a new chunk for a field with roaring bitmaps
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+ */
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+ createChunk(field: string, initialEntries?: Map<string, RoaringBitmap32>): Promise<ChunkData>;
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+ /**
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+ * Load a chunk from storage with roaring bitmap deserialization
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+ */
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+ loadChunk(field: string, chunkId: number): Promise<ChunkData | null>;
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+ /**
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+ * Save a chunk to storage with roaring bitmap serialization
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+ */
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+ saveChunk(chunk: ChunkData): Promise<void>;
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+ /**
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+ * Add a value-ID mapping to a chunk using roaring bitmaps
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+ */
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+ addToChunk(chunk: ChunkData, value: string, id: string): Promise<void>;
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+ /**
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+ * Remove an ID from a chunk using roaring bitmaps
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+ */
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+ removeFromChunk(chunk: ChunkData, value: string, id: string): Promise<void>;
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+ /**
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+ * Calculate zone map for a chunk with roaring bitmaps
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+ */
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+ calculateZoneMap(chunk: ChunkData): ZoneMap;
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+ /**
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+ * Create bloom filter for a chunk
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+ */
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+ createBloomFilter(chunk: ChunkData): BloomFilter;
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+ /**
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+ * Split a chunk if it's too large (with roaring bitmaps)
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+ */
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+ splitChunk(chunk: ChunkData, sparseIndex: SparseIndex): Promise<{
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+ chunk1: ChunkData;
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+ chunk2: ChunkData;
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+ }>;
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+ /**
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+ * Delete a chunk
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+ */
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+ deleteChunk(field: string, chunkId: number): Promise<void>;
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+ /**
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+ * Get chunk storage path
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+ */
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+ private getChunkPath;
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+ /**
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+ * Get next available chunk ID for a field
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+ */
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+ private getNextChunkId;
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+ /**
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+ * Clear chunk cache (for testing/maintenance)
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+ */
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+ clearCache(): void;
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+ }
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+ /**
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+ * Determines optimal chunking strategy based on field characteristics
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+ */
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+ export declare class AdaptiveChunkingStrategy {
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+ /**
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+ * Determine if a field should use chunking
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+ */
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+ shouldUseChunking(fieldStats: {
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+ uniqueValues: number;
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+ totalValues: number;
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+ distribution: 'uniform' | 'skewed' | 'sparse';
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+ }): boolean;
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+ /**
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+ * Determine optimal chunk size for a field
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+ */
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+ getOptimalChunkSize(fieldStats: {
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+ uniqueValues: number;
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+ distribution: 'uniform' | 'skewed' | 'sparse';
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+ avgIdsPerValue: number;
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+ }): number;
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+ /**
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+ * Determine if a chunk should be split
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+ */
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+ shouldSplit(chunk: {
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+ valueCount: number;
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+ idCount: number;
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+ }, threshold: number): boolean;
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+ /**
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+ * Determine if chunks should be merged
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+ */
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+ shouldMerge(chunks: Array<{
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+ valueCount: number;
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+ }>, threshold: number): boolean;
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+ }