engine: Retry should be stateful and add RetryReset
Make the retry meta param a bit more sane now that we can persist it between graph switches. This also unblocks us from pausing during retry loops.
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@@ -258,7 +258,9 @@ func (obj *Engine) Worker(vertex pgraph.Vertex) error {
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// initialize or reinitialize the meta state for this resource uid
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if _, exists := obj.metas[engine.PtrUID(res)]; !exists || res.MetaParams().Reset {
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obj.metas[engine.PtrUID(res)] = &engine.MetaState{}
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obj.metas[engine.PtrUID(res)] = &engine.MetaState{
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CheckApplyRetry: res.MetaParams().Retry, // lookup the retry value
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}
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}
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//defer close(obj.state[vertex].stopped) // done signal
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@@ -492,7 +494,7 @@ Loop:
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// retry...
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var err error
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var retry = res.MetaParams().Retry // lookup the retry value
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//var retry = res.MetaParams().Retry // lookup the retry value
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var delay uint64
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RetryLoop:
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for { // retry loop
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@@ -542,21 +544,28 @@ Loop:
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if obj.Debug {
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obj.Logf("Process(%s): Return(%s)", vertex, engineUtil.CleanError(err))
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}
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if err == nil && res.MetaParams().RetryReset { // reset it on success!
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obj.metas[engine.PtrUID(res)].CheckApplyRetry = res.MetaParams().Retry // lookup the retry value
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}
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if err == nil {
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break RetryLoop
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}
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// we've got an error...
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delay = res.MetaParams().Delay
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if retry < 0 { // infinite retries
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if obj.metas[engine.PtrUID(res)].CheckApplyRetry < 0 { // infinite retries
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continue
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}
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if retry > 0 { // don't decrement past 0
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retry--
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obj.state[vertex].init.Logf("retrying CheckApply after %.4f seconds (%d left)", float64(delay)/1000, retry)
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if obj.metas[engine.PtrUID(res)].CheckApplyRetry > 0 { // don't decrement past 0
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obj.metas[engine.PtrUID(res)].CheckApplyRetry--
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obj.state[vertex].init.Logf(
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"retrying CheckApply after %.4f seconds (%d left)",
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float64(delay)/1000,
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obj.metas[engine.PtrUID(res)].CheckApplyRetry,
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)
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continue
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}
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//if retry == 0 { // optional
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//if obj.metas[engine.PtrUID(res)].CheckApplyRetry == 0 { // optional
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// err = errwrap.Wrapf(err, "permanent process error")
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//}
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