Mega patch

This is still a dirty prototype, so please excuse the mess. Please
excuse the fact that this is a mega patch. Once things settle down this
won't happen any more.

Some of the changes squashed into here include:
* Merge vertex loop with type loop
(The file watcher seems to cache events anyways)
* Improve pgraph library
* Add indegree, outdegree, and topological sort with tests
* Add reverse function for vertex list
* Tons of additional cleanup!

Amazingly, on my first successful compile, this seemed to run!

A special thanks to Ira Cooper who helped me talk through some of the
algorithmic decisions and for his help in finding better ones!
This commit is contained in:
James Shubin
2015-12-10 03:34:51 -05:00
parent 0ea6f30ef2
commit 6b4fa21074
20 changed files with 1411 additions and 363 deletions

223
types.go
View File

@@ -18,56 +18,231 @@
package main
import (
"code.google.com/p/go-uuid/uuid"
"fmt"
"log"
"time"
)
type Type interface {
//Name() string
Watch(*Vertex)
Init()
GetName() string // can't be named "Name()" because of struct field
Watch()
StateOK() bool // TODO: can we rename this to something better?
Apply() bool
Exit() bool
SetVertex(*Vertex)
Compare(Type) bool
SendEvent(eventName, bool)
GetTimestamp() int64
UpdateTimestamp() int64
//Process()
}
type BaseType struct {
Name string `yaml:"name"`
timestamp int64 // last updated timestamp ?
events chan Event
vertex *Vertex
}
type NoopType struct {
uuid string
Type string // always "noop"
Name string // name variable
Events chan string // FIXME: eventually a struct for the event?
BaseType `yaml:",inline"`
Comment string `yaml:"comment"` // extra field for example purposes
}
func NewNoopType(name string) *NoopType {
// FIXME: we could get rid of this New constructor and use raw object creation with a required Init()
return &NoopType{
uuid: uuid.New(),
Type: "noop",
Name: name,
Events: make(chan string, 1), // XXX: chan size?
BaseType: BaseType{
Name: name,
events: make(chan Event), // unbuffered chan size to avoid stale events
vertex: nil,
},
Comment: "",
}
}
func (obj NoopType) Watch(v *Vertex) {
select {
case exit := <-obj.Events:
if exit == "exit" {
// initialize structures like channels if created without New constructor
func (obj *BaseType) Init() {
obj.events = make(chan Event)
}
// this method gets used by all the types, if we have one of (obj NoopType) it would get overridden in that case!
func (obj *BaseType) GetName() string {
return obj.Name
}
func (obj *BaseType) GetVertex() *Vertex {
return obj.vertex
}
func (obj *BaseType) SetVertex(v *Vertex) {
obj.vertex = v
}
// get timestamp of a vertex
func (obj *BaseType) GetTimestamp() int64 {
return obj.timestamp
}
// update timestamp of a vertex
func (obj *BaseType) UpdateTimestamp() int64 {
obj.timestamp = time.Now().UnixNano() // update
return obj.timestamp
}
// can this element run right now?
func (obj *BaseType) OKTimestamp() bool {
v := obj.GetVertex()
g := v.GetGraph()
// these are all the vertices pointing TO v, eg: ??? -> v
for _, n := range g.IncomingGraphEdges(v) {
// if the vertex has a greater timestamp than any pre-req (n)
// then we can't run right now...
if obj.GetTimestamp() > n.Type.GetTimestamp() {
return false
}
}
return true
}
func (obj *BaseType) Poke() bool { // XXX: how can this ever fail and return false? eg: when is a poke not possible and should be rescheduled?
v := obj.GetVertex()
g := v.GetGraph()
// these are all the vertices pointing AWAY FROM v, eg: v -> ???
for _, n := range g.OutgoingGraphEdges(v) {
n.SendEvent(eventPoke, false) // XXX: should this be sync or not? XXX: try it as async for now, but switch to sync and see if we deadlock -- maybe it's possible, i don't know for sure yet
}
return true
}
// push an event into the message queue for a particular type vertex
func (obj *BaseType) SendEvent(event eventName, sync bool) {
if !sync {
obj.events <- Event{event, nil, ""}
return
}
resp := make(chan bool)
obj.events <- Event{event, resp, ""}
for {
value := <-resp
// wait until true value
if value {
return
} else {
log.Fatal("Unknown event: %v\n", exit)
}
}
}
func (obj NoopType) Exit() bool {
obj.Events <- "exit"
return true
// process events when a select gets one
// this handles the pause code too!
func (obj *BaseType) ReadEvent(event *Event) bool {
event.ACK()
switch event.Name {
case eventStart:
return true
case eventPoke:
return true
case eventExit:
return false
case eventPause:
// wait for next event to continue
select {
case e := <-obj.events:
e.ACK()
if e.Name == eventExit {
return false
} else if e.Name == eventContinue {
return true
} else {
log.Fatal("Unknown event: ", e)
}
}
default:
log.Fatal("Unknown event: ", event)
}
return false // required to keep the stupid go compiler happy
}
func (obj NoopType) StateOK() bool {
// XXX: rename this function
func (obj *BaseType) Process(typ Type) {
var ok bool
ok = true
// is it okay to run dependency wise right now?
// if not, that's okay because when the dependency runs, it will poke
// us back and we will run if needed then!
if obj.OKTimestamp() {
// XXX XXX: why does this have to be typ instead of just obj! "obj.StateOK undefined (type *BaseType has no field or method StateOK)"
if !typ.StateOK() { // TODO: can we rename this to something better?
// throw an error if apply fails...
// if this fails, don't UpdateTimestamp()
if !typ.Apply() { // check for error
ok = false
}
}
if ok {
// if poke fails, don't update timestamp
// since we didn't propagate the pokes!
if obj.Poke() {
obj.UpdateTimestamp() // this was touched...
}
}
}
}
func (obj *NoopType) Watch() {
//vertex := obj.vertex // stored with SetVertex
var send = false // send event?
for {
select {
case event := <-obj.events:
if ok := obj.ReadEvent(&event); !ok {
return // exit
}
send = true
}
// do all our event sending all together to avoid duplicate msgs
if send {
send = false
obj.Process(obj) // XXX: rename this function
}
}
}
func (obj *NoopType) StateOK() bool {
return true // never needs updating
}
func (obj NoopType) Apply() bool {
fmt.Printf("Apply->%v[%v]\n", obj.Type, obj.Name)
func (obj *NoopType) Apply() bool {
fmt.Printf("Apply->Noop[%v]\n", obj.Name)
return true
}
func (obj *NoopType) Compare(typ Type) bool {
switch typ.(type) {
// we can only compare NoopType to others of the same type
case *NoopType:
return obj.compare(typ.(*NoopType))
default:
return false
}
}
func (obj *NoopType) compare(typ *NoopType) bool {
if obj.Name != typ.Name {
return false
}
return true
}