This required a change in the event system to add an "activity" field. This is meant to be generic in the case that there is more than one need for it, but at the moment, allows a poke to tell that it is a poke in response to an apply that just finished, instead of a regular poke or backpoke in which all that matters is timestamp updates, because there wasn't any actual work done (since that state was okay).
403 lines
11 KiB
Go
403 lines
11 KiB
Go
// Mgmt
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// Copyright (C) 2013-2016+ 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 Affero 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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package main
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import (
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"log"
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"time"
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)
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//go:generate stringer -type=typeState -output=typestate_stringer.go
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type typeState int
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const (
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typeNil typeState = iota
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typeWatching
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typeEvent // an event has happened, but we haven't poked yet
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typeApplying
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typePoking
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)
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//go:generate stringer -type=typeConvergedState -output=typeconvergedstate_stringer.go
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type typeConvergedState int
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const (
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typeConvergedNil typeConvergedState = iota
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//typeConverged
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typeConvergedTimeout
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)
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type Type interface {
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Init()
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GetName() string // can't be named "Name()" because of struct field
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GetType() string
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Watch()
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StateOK() bool // TODO: can we rename this to something better?
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Apply() bool
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SetVertex(*Vertex)
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SetConvegedCallback(ctimeout int, converged chan bool)
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Compare(Type) bool
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SendEvent(eventName, bool, bool)
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IsWatching() bool
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SetWatching(bool)
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GetConvergedState() typeConvergedState
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SetConvergedState(typeConvergedState)
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GetState() typeState
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SetState(typeState)
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GetTimestamp() int64
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UpdateTimestamp() int64
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OKTimestamp() bool
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Poke(bool)
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BackPoke()
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}
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type BaseType struct {
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Name string `yaml:"name"`
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timestamp int64 // last updated timestamp ?
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events chan Event
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vertex *Vertex
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state typeState
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convergedState typeConvergedState
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watching bool // is Watch() loop running ?
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ctimeout int // converged timeout
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converged chan bool
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isStateOK bool // whether the state is okay based on events or not
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}
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type NoopType struct {
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BaseType `yaml:",inline"`
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Comment string `yaml:"comment"` // extra field for example purposes
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}
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func NewNoopType(name string) *NoopType {
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// FIXME: we could get rid of this New constructor and use raw object creation with a required Init()
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return &NoopType{
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BaseType: BaseType{
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Name: name,
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events: make(chan Event), // unbuffered chan size to avoid stale events
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vertex: nil,
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},
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Comment: "",
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}
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}
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// initialize structures like channels if created without New constructor
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func (obj *BaseType) Init() {
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obj.events = make(chan Event)
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}
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// this method gets used by all the types, if we have one of (obj NoopType) it would get overridden in that case!
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func (obj *BaseType) GetName() string {
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return obj.Name
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}
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func (obj *BaseType) GetType() string {
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return "Base"
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}
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func (obj *BaseType) GetVertex() *Vertex {
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return obj.vertex
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}
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func (obj *BaseType) SetVertex(v *Vertex) {
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obj.vertex = v
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}
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func (obj *BaseType) SetConvegedCallback(ctimeout int, converged chan bool) {
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obj.ctimeout = ctimeout
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obj.converged = converged
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}
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// is the Watch() function running?
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func (obj *BaseType) IsWatching() bool {
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return obj.watching
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}
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// store status of if the Watch() function is running
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func (obj *BaseType) SetWatching(b bool) {
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obj.watching = b
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}
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func (obj *BaseType) GetConvergedState() typeConvergedState {
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return obj.convergedState
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}
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func (obj *BaseType) SetConvergedState(state typeConvergedState) {
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obj.convergedState = state
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}
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func (obj *BaseType) GetState() typeState {
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return obj.state
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}
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func (obj *BaseType) SetState(state typeState) {
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if DEBUG {
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log.Printf("%v[%v]: State: %v -> %v", obj.GetType(), obj.GetName(), obj.GetState(), state)
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}
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obj.state = state
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}
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// get timestamp of a vertex
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func (obj *BaseType) GetTimestamp() int64 {
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return obj.timestamp
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}
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// update timestamp of a vertex
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func (obj *BaseType) UpdateTimestamp() int64 {
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obj.timestamp = time.Now().UnixNano() // update
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return obj.timestamp
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}
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// can this element run right now?
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func (obj *BaseType) OKTimestamp() bool {
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v := obj.GetVertex()
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g := v.GetGraph()
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// these are all the vertices pointing TO v, eg: ??? -> v
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for _, n := range g.IncomingGraphEdges(v) {
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// if the vertex has a greater timestamp than any pre-req (n)
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// then we can't run right now...
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// if they're equal (eg: on init of 0) then we also can't run
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// b/c we should let our pre-req's go first...
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x, y := obj.GetTimestamp(), n.Type.GetTimestamp()
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if DEBUG {
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log.Printf("%v[%v]: OKTimestamp: (%v) >= %v[%v](%v): !%v", obj.GetType(), obj.GetName(), x, n.GetType(), n.GetName(), y, x >= y)
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}
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if x >= y {
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return false
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}
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}
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return true
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}
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// notify nodes after me in the dependency graph that they need refreshing...
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// NOTE: this assumes that this can never fail or need to be rescheduled
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func (obj *BaseType) Poke(activity bool) {
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v := obj.GetVertex()
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g := v.GetGraph()
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// these are all the vertices pointing AWAY FROM v, eg: v -> ???
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for _, n := range g.OutgoingGraphEdges(v) {
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// XXX: if we're in state event and haven't been cancelled by
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// apply, then we can cancel a poke to a child, right? XXX
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// XXX: if n.Type.GetState() != typeEvent { // is this correct?
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if true { // XXX
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if DEBUG {
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log.Printf("%v[%v]: Poke: %v[%v]", v.GetType(), v.GetName(), n.GetType(), n.GetName())
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}
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n.SendEvent(eventPoke, false, activity) // XXX: can this be switched to sync?
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} else {
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if DEBUG {
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log.Printf("%v[%v]: Poke: %v[%v]: Skipped!", v.GetType(), v.GetName(), n.GetType(), n.GetName())
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}
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}
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}
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}
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// poke the pre-requisites that are stale and need to run before I can run...
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func (obj *BaseType) BackPoke() {
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v := obj.GetVertex()
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g := v.GetGraph()
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// these are all the vertices pointing TO v, eg: ??? -> v
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for _, n := range g.IncomingGraphEdges(v) {
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x, y, s := obj.GetTimestamp(), n.Type.GetTimestamp(), n.Type.GetState()
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// if the parent timestamp needs poking AND it's not in state
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// typeEvent, then poke it. If the parent is in typeEvent it
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// means that an event is pending, so we'll be expecting a poke
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// back soon, so we can safely discard the extra parent poke...
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// TODO: implement a stateLT (less than) to tell if something
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// happens earlier in the state cycle and that doesn't wrap nil
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if x >= y && (s != typeEvent && s != typeApplying) {
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if DEBUG {
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log.Printf("%v[%v]: BackPoke: %v[%v]", v.GetType(), v.GetName(), n.GetType(), n.GetName())
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}
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n.SendEvent(eventBackPoke, false, false) // XXX: can this be switched to sync?
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} else {
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if DEBUG {
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log.Printf("%v[%v]: BackPoke: %v[%v]: Skipped!", v.GetType(), v.GetName(), n.GetType(), n.GetName())
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}
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}
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}
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}
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// push an event into the message queue for a particular type vertex
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func (obj *BaseType) SendEvent(event eventName, sync bool, activity bool) {
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if !sync {
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obj.events <- Event{event, nil, "", activity}
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return
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}
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resp := make(chan bool)
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obj.events <- Event{event, resp, "", activity}
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for {
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value := <-resp
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// wait until true value
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if value {
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return
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}
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}
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}
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// process events when a select gets one
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// this handles the pause code too!
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func (obj *BaseType) ReadEvent(event *Event) bool {
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event.ACK()
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switch event.Name {
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case eventStart:
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return true
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case eventPoke:
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return true
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case eventBackPoke:
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return true
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case eventExit:
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return false
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case eventPause:
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// wait for next event to continue
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select {
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case e := <-obj.events:
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e.ACK()
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if e.Name == eventExit {
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return false
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} else if e.Name == eventStart { // eventContinue
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return true
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} else {
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log.Fatal("Unknown event: ", e)
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}
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}
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default:
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log.Fatal("Unknown event: ", event)
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}
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return false // required to keep the stupid go compiler happy
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}
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// useful for using as: return CleanState() in the StateOK functions when there
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// are multiple `true` return exits
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func (obj *BaseType) CleanState() bool {
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obj.isStateOK = true
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return true
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}
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// XXX: rename this function
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func Process(obj Type) {
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if DEBUG {
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log.Printf("%v[%v]: Process()", obj.GetType(), obj.GetName())
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}
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obj.SetState(typeEvent)
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var ok bool = true
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var apply bool = false // did we run an apply?
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// is it okay to run dependency wise right now?
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// if not, that's okay because when the dependency runs, it will poke
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// us back and we will run if needed then!
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if obj.OKTimestamp() {
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if DEBUG {
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log.Printf("%v[%v]: OKTimestamp(%v)", obj.GetType(), obj.GetName(), obj.GetTimestamp())
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}
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if !obj.StateOK() { // TODO: can we rename this to something better?
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if DEBUG {
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log.Printf("%v[%v]: !StateOK()", obj.GetType(), obj.GetName())
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}
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// throw an error if apply fails...
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// if this fails, don't UpdateTimestamp()
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obj.SetState(typeApplying)
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if !obj.Apply() { // check for error
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ok = false
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} else {
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apply = true
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}
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}
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if ok {
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// update this timestamp *before* we poke or the poked
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// nodes might fail due to having a too old timestamp!
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obj.UpdateTimestamp() // this was touched...
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obj.SetState(typePoking) // can't cancel parent poke
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obj.Poke(apply)
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}
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// poke at our pre-req's instead since they need to refresh/run...
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} else {
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// only poke at the pre-req's that need to run
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go obj.BackPoke()
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}
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}
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func (obj *NoopType) GetType() string {
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return "Noop"
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}
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func (obj *NoopType) Watch() {
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if obj.IsWatching() {
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return
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}
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obj.SetWatching(true)
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defer obj.SetWatching(false)
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//vertex := obj.vertex // stored with SetVertex
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var send = false // send event?
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for {
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obj.SetState(typeWatching) // reset
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select {
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case event := <-obj.events:
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obj.SetConvergedState(typeConvergedNil)
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if ok := obj.ReadEvent(&event); !ok {
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return // exit
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}
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// XXX: should we avoid sending events on UNPAUSE ?
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send = true
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case _ = <-TimeAfterOrBlock(obj.ctimeout):
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obj.SetConvergedState(typeConvergedTimeout)
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obj.converged <- true
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continue
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}
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// do all our event sending all together to avoid duplicate msgs
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if send {
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send = false
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// only do this on certain types of events
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//obj.isStateOK = false // something made state dirty
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Process(obj) // XXX: rename this function
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}
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}
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}
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func (obj *NoopType) StateOK() bool {
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return true // never needs updating
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}
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func (obj *NoopType) Apply() bool {
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log.Printf("%v[%v]: Apply", obj.GetType(), obj.GetName())
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return true
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}
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func (obj *NoopType) Compare(typ Type) bool {
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switch typ.(type) {
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// we can only compare NoopType to others of the same type
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case *NoopType:
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typ := typ.(*NoopType)
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if obj.Name != typ.Name {
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return false
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}
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default:
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return false
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}
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return true
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}
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