resources: Update state checks

The mgmt graph depends on state tracking to eliminate redundant pokes.
With the Watch loop now able to produce events quickly, it should no
longer play a part in determining the vertex state. This simplifies the
resource API as well!
This commit is contained in:
James Shubin
2017-01-25 09:03:50 -05:00
parent 8d2b53373f
commit 11b40bf32f
15 changed files with 118 additions and 35 deletions

View File

@@ -62,16 +62,15 @@ func (g *Graph) OKTimestamp(v *Vertex) bool {
return true
}
// Poke notifies nodes after me in the dependency graph that they need refreshing...
// NOTE: this assumes that this can never fail or need to be rescheduled
func (g *Graph) Poke(v *Vertex, activity bool) error {
// Poke tells nodes after me in the dependency graph that they need to refresh.
func (g *Graph) Poke(v *Vertex) error {
var wg sync.WaitGroup
// these are all the vertices pointing AWAY FROM v, eg: v -> ???
for _, n := range g.OutgoingGraphVertices(v) {
// XXX: if we're in state event and haven't been cancelled by
// apply, then we can cancel a poke to a child, right? XXX
// XXX: if n.Res.getState() != resources.ResStateEvent || activity { // is this correct?
if true || activity { // XXX: ???
// we can skip this poke if resource hasn't done work yet... it
// needs to be poked if already running, or not running though!
// TODO: does this need an || activity flag?
if n.Res.GetState() != resources.ResStateProcess {
if g.Flags.Debug {
log.Printf("%s[%s]: Poke: %s[%s]", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
@@ -80,9 +79,7 @@ func (g *Graph) Poke(v *Vertex, activity bool) error {
defer wg.Done()
//edge := g.Adjacency[v][nn] // lookup
//notify := edge.Notify && edge.Refresh()
nn.SendEvent(event.EventPoke, nil)
// TODO: check return value?
return nil // never error for now...
return nn.SendEvent(event.EventPoke, nil)
}(n)
} else {
@@ -91,6 +88,7 @@ func (g *Graph) Poke(v *Vertex, activity bool) error {
}
}
}
// TODO: do something with return values?
wg.Wait() // wait for all the pokes to complete
return nil
}
@@ -100,13 +98,13 @@ func (g *Graph) BackPoke(v *Vertex) {
// these are all the vertices pointing TO v, eg: ??? -> v
for _, n := range g.IncomingGraphVertices(v) {
x, y, s := v.GetTimestamp(), n.GetTimestamp(), n.Res.GetState()
// if the parent timestamp needs poking AND it's not in state
// ResStateEvent, then poke it. If the parent is in ResStateEvent it
// If the parent timestamp needs poking AND it's not running
// Process, then poke it. If the parent is in ResStateProcess it
// means that an event is pending, so we'll be expecting a poke
// back soon, so we can safely discard the extra parent poke...
// TODO: implement a stateLT (less than) to tell if something
// happens earlier in the state cycle and that doesn't wrap nil
if x >= y && (s != resources.ResStateEvent && s != resources.ResStateCheckApply) {
if x >= y && (s != resources.ResStateProcess && s != resources.ResStateCheckApply) {
if g.Flags.Debug {
log.Printf("%s[%s]: BackPoke: %s[%s]", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
@@ -158,7 +156,8 @@ func (g *Graph) Process(v *Vertex) error {
if g.Flags.Debug {
log.Printf("%s[%s]: Process()", obj.Kind(), obj.GetName())
}
obj.SetState(resources.ResStateEvent)
defer obj.SetState(resources.ResStateNil) // reset state when finished
obj.SetState(resources.ResStateProcess)
var ok = true
var applied = false // did we run an apply?
// is it okay to run dependency wise right now?
@@ -174,8 +173,6 @@ func (g *Graph) Process(v *Vertex) error {
log.Printf("%s[%s]: OKTimestamp(%v)", obj.Kind(), obj.GetName(), v.GetTimestamp())
}
obj.SetState(resources.ResStateCheckApply)
// connect any senders to receivers and detect if values changed
if updated, err := obj.SendRecv(obj); err != nil {
return errwrap.Wrapf(err, "could not SendRecv in Process")
@@ -201,6 +198,9 @@ func (g *Graph) Process(v *Vertex) error {
refresh = g.RefreshPending(v) // do i need to perform a refresh?
obj.SetRefresh(refresh) // tell the resource
// changes can occur after this...
obj.SetState(resources.ResStateCheckApply)
// check cached state, to skip CheckApply; can't skip if refreshing
if !refresh && obj.IsStateOK() {
checkOK, err = true, nil
@@ -283,7 +283,7 @@ func (g *Graph) Process(v *Vertex) error {
// nodes might fail due to having a too old timestamp!
v.UpdateTimestamp() // this was touched...
obj.SetState(resources.ResStatePoking) // can't cancel parent poke
if err := g.Poke(v, activity); err != nil {
if err := g.Poke(v); err != nil {
return errwrap.Wrapf(err, "the Poke() failed")
}
}
@@ -343,6 +343,12 @@ func (g *Graph) Worker(v *Vertex) error {
break Loop // no event, so no ack!
}
// if process started, but no action yet, skip!
if v.Res.GetState() == resources.ResStateProcess {
ev.ACK() // ready for next message
continue
}
// if running, we skip running a new execution!
// if waiting, we skip running a new execution!
if running || waiting {