This mega patch primarily introduces a new function engine. The main reasons for this new engine are: 1) Massively improved performance with lock-contended graphs. Certain large function graphs could have very high lock-contention which turned out to be much slower than I would have liked. This new algorithm happens to be basically lock-free, so that's another helpful improvement. 2) Glitch-free function graphs. The function graphs could "glitch" (an FRP term) which could be undesirable in theory. In practice this was never really an issue, and I've not explicitly guaranteed that the new graphs are provably glitch-free, but in practice things are a lot more consistent. 3) Simpler graph shape. The new graphs don't require the private channels. This makes understanding the graphs a lot easier. 4) Branched graphs only run half. Previously we would run two pure side of an if statement, and while this was mostly meant as an early experiment, it stayed in for far too long and now was the right time to remove this. This also means our graphs are much smaller and more efficient too. Note that this changed the function API slightly. Everything has been ported. It's possible that we introduce a new API in the future, but it is unexpected to cause removal of the two current APIs. In addition, we finally split out the "schedule" aspect from world.schedule(). The "pick me" aspects now happen in a separate resource, rather than as a yucky side-effect in the function. This also lets us more precisely choose when we're scheduled, and we can observe without being chosen too. As usual many thanks to Sam for helping through some of the algorithmic graph shape issues!
151 lines
5.0 KiB
Go
151 lines
5.0 KiB
Go
// Mgmt
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// Copyright (C) James Shubin and the project contributors
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// Written by James Shubin <james@shubin.ca> and the project contributors
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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// Additional permission under GNU GPL version 3 section 7
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//
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// If you modify this program, or any covered work, by linking or combining it
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// with embedded mcl code and modules (and that the embedded mcl code and
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// modules which link with this program, contain a copy of their source code in
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// the authoritative form) containing parts covered by the terms of any other
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// license, the licensors of this program grant you additional permission to
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// convey the resulting work. Furthermore, the licensors of this program grant
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// the original author, James Shubin, additional permission to update this
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// additional permission if he deems it necessary to achieve the goals of this
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// additional permission.
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package corelocal
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import (
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"context"
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"fmt"
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"github.com/purpleidea/mgmt/lang/funcs"
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"github.com/purpleidea/mgmt/lang/interfaces"
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"github.com/purpleidea/mgmt/lang/types"
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)
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const (
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// PoolFuncName is the name this function is registered as.
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PoolFuncName = "pool"
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// arg names...
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absPathArgNameNamespace = "namespace"
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absPathArgNameUID = "uid"
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absPathArgNameConfig = "config"
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)
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func init() {
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// TODO: Add a "world" version of this function that picks a value from
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// the global "world" pool that all nodes share.
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funcs.ModuleRegister(ModuleName, PoolFuncName, func() interfaces.Func { return &PoolFunc{} }) // must register the func and name
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}
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var _ interfaces.DataFunc = &PoolFunc{}
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// PoolFunc is a function that returns a unique integer from a pool of numbers.
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// Within a given namespace, it returns the same integer for a given name. It is
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// a simple mechanism to allocate numbers to different inputs when we don't have
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// a hashing alternative. It does not allocate zero.
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type PoolFunc struct {
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init *interfaces.Init
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data *interfaces.FuncData
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last types.Value // last value received to use for diff
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}
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// String returns a simple name for this function. This is needed so this struct
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// can satisfy the pgraph.Vertex interface.
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func (obj *PoolFunc) String() string {
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return PoolFuncName
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}
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// SetData is used by the language to pass our function some code-level context.
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func (obj *PoolFunc) SetData(data *interfaces.FuncData) {
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obj.data = data
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}
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// ArgGen returns the Nth arg name for this function.
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func (obj *PoolFunc) ArgGen(index int) (string, error) {
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seq := []string{absPathArgNameNamespace, absPathArgNameUID, absPathArgNameConfig}
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if l := len(seq); index >= l {
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return "", fmt.Errorf("index %d exceeds arg length of %d", index, l)
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}
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return seq[index], nil
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}
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// Validate makes sure we've built our struct properly. It is usually unused for
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// normal functions that users can use directly.
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func (obj *PoolFunc) Validate() error {
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return nil
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}
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// Info returns some static info about itself.
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func (obj *PoolFunc) Info() *interfaces.Info {
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return &interfaces.Info{
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Pure: false, // depends on local API
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Memo: false,
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Fast: false,
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Spec: false,
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Sig: types.NewType(fmt.Sprintf("func(%s str, %s str) int", absPathArgNameNamespace, absPathArgNameUID)),
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// TODO: add an optional config arg
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//Sig: types.NewType(fmt.Sprintf("func(%s str, %s str, %s struct{}) int", absPathArgNameNamespace, absPathArgNameUID, absPathArgNameConfig)),
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}
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}
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// Init runs some startup code for this function.
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func (obj *PoolFunc) Init(init *interfaces.Init) error {
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obj.init = init
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if obj.data == nil {
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// programming error
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return fmt.Errorf("missing function data")
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}
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return nil
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}
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// Copy is implemented so that the obj.built value is not lost if we copy this
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// function.
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func (obj *PoolFunc) Copy() interfaces.Func {
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return &PoolFunc{
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init: obj.init, // likely gets overwritten anyways
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data: obj.data, // needed because we don't call SetData twice
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}
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}
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// Call this function with the input args and return the value if it is possible
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// to do so at this time.
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func (obj *PoolFunc) Call(ctx context.Context, args []types.Value) (types.Value, error) {
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if len(args) < 2 {
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return nil, fmt.Errorf("not enough args")
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}
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// Validation of these inputs happens in the Local API which does it.
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namespace := args[0].Str()
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uid := args[1].Str()
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// TODO: pass in config
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//config := args[2].???()
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if obj.init == nil {
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return nil, funcs.ErrCantSpeculate
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}
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result, err := obj.init.Local.Pool(ctx, namespace, uid, nil)
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if err != nil {
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return nil, err
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}
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return &types.IntValue{
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V: int64(result),
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}, nil
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}
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