Files
mgmt/resources.go
James Shubin 659fb3eb82 Split the Res interface into a Base sub piece
I didn't know this was possible until I was browsing through some golang
docs recently. This should hopefully make it clearer which the common
methods to all resources are (which don't need to be reimplemented each
time) and which ones are unique and need to be created for each
resource.
2016-03-14 01:48:58 -04:00

405 lines
11 KiB
Go

// Mgmt
// Copyright (C) 2013-2016+ James Shubin and the project contributors
// Written by James Shubin <james@shubin.ca> and the project contributors
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
package main
import (
"log"
"time"
)
//go:generate stringer -type=resState -output=resstate_stringer.go
type resState int
const (
resStateNil resState = iota
resStateWatching
resStateEvent // an event has happened, but we haven't poked yet
resStateCheckApply
resStatePoking
)
//go:generate stringer -type=resConvergedState -output=resconvergedstate_stringer.go
type resConvergedState int
const (
resConvergedNil resConvergedState = iota
//resConverged
resConvergedTimeout
)
// a unique identifier for a resource, namely it's name, and the kind ("type")
type ResUUID interface {
GetName() string
Kind() string
IFF(ResUUID) bool
Reversed() bool // true means this resource happens before the generator
}
type BaseUUID struct {
name string // name and kind are the values of where this is coming from
kind string
reversed *bool // piggyback edge information here
}
type AutoEdge interface {
Next() []ResUUID // call to get list of edges to add
Test([]bool) bool // call until false
}
type MetaParams struct {
AutoEdge bool `yaml:"autoedge"` // metaparam, should we generate auto edges? // XXX should default to true
}
// this interface is everything that is common to all resources
// everything here only needs to be implemented once, in the BaseRes
type Base interface {
GetName() string // can't be named "Name()" because of struct field
Kind() string
GetMeta() MetaParams
SetVertex(*Vertex)
SetConvergedCallback(ctimeout int, converged chan bool)
SendEvent(eventName, bool, bool) bool
IsWatching() bool
SetWatching(bool)
GetConvergedState() resConvergedState
SetConvergedState(resConvergedState)
GetState() resState
SetState(resState)
GetTimestamp() int64
UpdateTimestamp() int64
OKTimestamp() bool
Poke(bool)
BackPoke()
}
// this is the minimum interface you need to implement to make a new resource
type Res interface {
Base // include everything from the Base interface
Init()
//Validate() bool // TODO: this might one day be added
GetUUIDs() []ResUUID // most resources only return one
Watch()
CheckApply(bool) (bool, error)
AutoEdges() AutoEdge
Compare(Res) bool
}
type BaseRes struct {
Name string `yaml:"name"`
Meta MetaParams `yaml:"meta"` // struct of all the metaparams
kind string
timestamp int64 // last updated timestamp ?
events chan Event
vertex *Vertex
state resState
convergedState resConvergedState
watching bool // is Watch() loop running ?
ctimeout int // converged timeout
converged chan bool
isStateOK bool // whether the state is okay based on events or not
}
// wraps the IFF method when used with a list of UUID's
func UUIDExistsInUUIDs(uuid ResUUID, uuids []ResUUID) bool {
for _, u := range uuids {
if uuid.IFF(u) {
return true
}
}
return false
}
func (obj *BaseUUID) GetName() string {
return obj.name
}
func (obj *BaseUUID) Kind() string {
return obj.kind
}
// if and only if they are equivalent, return true
// if they are not equivalent, return false
// most resource will want to override this method, since it does the important
// work of actually discerning if two resources are identical in function
func (obj *BaseUUID) IFF(uuid ResUUID) bool {
res, ok := uuid.(*BaseUUID)
if !ok {
return false
}
return obj.name == res.name
}
func (obj *BaseUUID) Reversed() bool {
if obj.reversed == nil {
log.Fatal("Programming error!")
}
return *obj.reversed
}
// initialize structures like channels if created without New constructor
func (obj *BaseRes) Init() {
obj.events = make(chan Event) // unbuffered chan size to avoid stale events
}
// this method gets used by all the resources, if we have one of (obj NoopRes) it would get overridden in that case!
func (obj *BaseRes) GetName() string {
return obj.Name
}
// return the kind of resource this is
func (obj *BaseRes) Kind() string {
return obj.kind
}
func (obj *BaseRes) GetMeta() MetaParams {
return obj.Meta
}
func (obj *BaseRes) GetVertex() *Vertex {
return obj.vertex
}
func (obj *BaseRes) SetVertex(v *Vertex) {
obj.vertex = v
}
func (obj *BaseRes) SetConvergedCallback(ctimeout int, converged chan bool) {
obj.ctimeout = ctimeout
obj.converged = converged
}
// is the Watch() function running?
func (obj *BaseRes) IsWatching() bool {
return obj.watching
}
// store status of if the Watch() function is running
func (obj *BaseRes) SetWatching(b bool) {
obj.watching = b
}
func (obj *BaseRes) GetConvergedState() resConvergedState {
return obj.convergedState
}
func (obj *BaseRes) SetConvergedState(state resConvergedState) {
obj.convergedState = state
}
func (obj *BaseRes) GetState() resState {
return obj.state
}
func (obj *BaseRes) SetState(state resState) {
if DEBUG {
log.Printf("%v[%v]: State: %v -> %v", obj.Kind(), obj.GetName(), obj.GetState(), state)
}
obj.state = state
}
// GetTimestamp returns the timestamp of a vertex
func (obj *BaseRes) GetTimestamp() int64 {
return obj.timestamp
}
// UpdateTimestamp updates the timestamp on a vertex and returns the new value
func (obj *BaseRes) UpdateTimestamp() int64 {
obj.timestamp = time.Now().UnixNano() // update
return obj.timestamp
}
// can this element run right now?
func (obj *BaseRes) 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 they're equal (eg: on init of 0) then we also can't run
// b/c we should let our pre-req's go first...
x, y := obj.GetTimestamp(), n.Res.GetTimestamp()
if DEBUG {
log.Printf("%v[%v]: OKTimestamp: (%v) >= %v[%v](%v): !%v", obj.Kind(), obj.GetName(), x, n.Kind(), n.GetName(), y, x >= y)
}
if x >= y {
return false
}
}
return true
}
// notify 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 (obj *BaseRes) Poke(activity bool) {
v := obj.GetVertex()
g := v.GetGraph()
// these are all the vertices pointing AWAY FROM v, eg: v -> ???
for _, n := range g.OutgoingGraphEdges(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() != resStateEvent { // is this correct?
if true { // XXX
if DEBUG {
log.Printf("%v[%v]: Poke: %v[%v]", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
n.SendEvent(eventPoke, false, activity) // XXX: can this be switched to sync?
} else {
if DEBUG {
log.Printf("%v[%v]: Poke: %v[%v]: Skipped!", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
}
}
}
// poke the pre-requisites that are stale and need to run before I can run...
func (obj *BaseRes) BackPoke() {
v := obj.GetVertex()
g := v.GetGraph()
// these are all the vertices pointing TO v, eg: ??? -> v
for _, n := range g.IncomingGraphEdges(v) {
x, y, s := obj.GetTimestamp(), n.Res.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
// 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 != resStateEvent && s != resStateCheckApply) {
if DEBUG {
log.Printf("%v[%v]: BackPoke: %v[%v]", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
n.SendEvent(eventBackPoke, false, false) // XXX: can this be switched to sync?
} else {
if DEBUG {
log.Printf("%v[%v]: BackPoke: %v[%v]: Skipped!", v.Kind(), v.GetName(), n.Kind(), n.GetName())
}
}
}
}
// push an event into the message queue for a particular vertex
func (obj *BaseRes) SendEvent(event eventName, sync bool, activity bool) bool {
// TODO: isn't this race-y ?
if !obj.IsWatching() { // element has already exited
return false // if we don't return, we'll block on the send
}
if !sync {
obj.events <- Event{event, nil, "", activity}
return true
}
resp := make(chan bool)
obj.events <- Event{event, resp, "", activity}
for {
value := <-resp
// wait until true value
if value {
return true
}
}
}
// process events when a select gets one, this handles the pause code too!
// the return values specify if we should exit and poke respectively
func (obj *BaseRes) ReadEvent(event *Event) (exit, poke bool) {
event.ACK()
switch event.Name {
case eventStart:
return false, true
case eventPoke:
return false, true
case eventBackPoke:
return false, true // forward poking in response to a back poke!
case eventExit:
return true, false
case eventPause:
// wait for next event to continue
select {
case e := <-obj.events:
e.ACK()
if e.Name == eventExit {
return true, false
} else if e.Name == eventStart { // eventContinue
return false, false // don't poke on unpause!
} else {
// if we get a poke event here, it's a bug!
log.Fatalf("%v[%v]: Unknown event: %v, while paused!", obj.Kind(), obj.GetName(), e)
}
}
default:
log.Fatal("Unknown event: ", event)
}
return true, false // required to keep the stupid go compiler happy
}
// XXX: rename this function
func Process(obj Res) {
if DEBUG {
log.Printf("%v[%v]: Process()", obj.Kind(), obj.GetName())
}
obj.SetState(resStateEvent)
var ok = true
var apply = false // did we run an apply?
// 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() {
if DEBUG {
log.Printf("%v[%v]: OKTimestamp(%v)", obj.Kind(), obj.GetName(), obj.GetTimestamp())
}
obj.SetState(resStateCheckApply)
// if this fails, don't UpdateTimestamp()
stateok, err := obj.CheckApply(true)
if stateok && err != nil { // should never return this way
log.Fatalf("%v[%v]: CheckApply(): %t, %+v", obj.Kind(), obj.GetName(), stateok, err)
}
if DEBUG {
log.Printf("%v[%v]: CheckApply(): %t, %v", obj.Kind(), obj.GetName(), stateok, err)
}
if !stateok { // if state *was* not ok, we had to have apply'ed
if err != nil { // error during check or apply
ok = false
} else {
apply = true
}
}
if ok {
// update this timestamp *before* we poke or the poked
// nodes might fail due to having a too old timestamp!
obj.UpdateTimestamp() // this was touched...
obj.SetState(resStatePoking) // can't cancel parent poke
obj.Poke(apply)
}
// poke at our pre-req's instead since they need to refresh/run...
} else {
// only poke at the pre-req's that need to run
go obj.BackPoke()
}
}