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scheduler.go
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scheduler.go
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// Copyright 2016 The Cockroach Authors.
//
// Use of this software is governed by the Business Source License
// included in the file licenses/BSL.txt.
//
// As of the Change Date specified in that file, in accordance with
// the Business Source License, use of this software will be governed
// by the Apache License, Version 2.0, included in the file
// licenses/APL.txt.
package kvserver
import (
"container/list"
"context"
"fmt"
"sync"
"github.com/cockroachdb/cockroach/pkg/roachpb"
"github.com/cockroachdb/cockroach/pkg/util"
"github.com/cockroachdb/cockroach/pkg/util/log"
"github.com/cockroachdb/cockroach/pkg/util/stop"
"github.com/cockroachdb/cockroach/pkg/util/syncutil"
"github.com/cockroachdb/cockroach/pkg/util/timeutil"
)
const rangeIDChunkSize = 1000
type rangeIDChunk struct {
// Valid contents are buf[rd:wr], read at buf[rd], write at buf[wr].
buf [rangeIDChunkSize]roachpb.RangeID
rd, wr int
}
func (c *rangeIDChunk) PushBack(id roachpb.RangeID) bool {
if c.WriteCap() == 0 {
return false
}
c.buf[c.wr] = id
c.wr++
return true
}
func (c *rangeIDChunk) PopFront() (roachpb.RangeID, bool) {
if c.Len() == 0 {
return 0, false
}
id := c.buf[c.rd]
c.rd++
return id, true
}
func (c *rangeIDChunk) WriteCap() int {
return len(c.buf) - c.wr
}
func (c *rangeIDChunk) Len() int {
return c.wr - c.rd
}
// rangeIDQueue is a chunked queue of range IDs. Instead of a separate list
// element for every range ID, it uses a rangeIDChunk to hold many range IDs,
// amortizing the allocation/GC cost. Using a chunk queue avoids any copying
// that would occur if a slice were used (the copying would occur on slice
// reallocation).
//
// The queue implements a FIFO queueing policy with no prioritization of some
// ranges over others.
type rangeIDQueue struct {
len int
chunks list.List
}
func (q *rangeIDQueue) Push(id roachpb.RangeID) {
q.len++
if q.chunks.Len() == 0 || q.back().WriteCap() == 0 {
q.chunks.PushBack(&rangeIDChunk{})
}
if !q.back().PushBack(id) {
panic(fmt.Sprintf(
"unable to push rangeID to chunk: len=%d, cap=%d",
q.back().Len(), q.back().WriteCap()))
}
}
func (q *rangeIDQueue) PopFront() (roachpb.RangeID, bool) {
if q.len == 0 {
return 0, false
}
q.len--
frontElem := q.chunks.Front()
front := frontElem.Value.(*rangeIDChunk)
id, ok := front.PopFront()
if !ok {
panic("encountered empty chunk")
}
if front.Len() == 0 && front.WriteCap() == 0 {
q.chunks.Remove(frontElem)
}
return id, true
}
func (q *rangeIDQueue) Len() int {
return q.len
}
func (q *rangeIDQueue) back() *rangeIDChunk {
return q.chunks.Back().Value.(*rangeIDChunk)
}
type raftProcessor interface {
// Process a raft.Ready struct containing entries and messages that are
// ready to read, be saved to stable storage, committed, or sent to other
// peers.
//
// This method does not take a ctx; the implementation is expected to use a
// ctx annotated with the range information, according to RangeID.
processReady(roachpb.RangeID)
// Process all queued messages for the specified range.
// Return true if the range should be queued for ready processing.
processRequestQueue(context.Context, roachpb.RangeID) bool
// Process a raft tick for the specified range.
// Return true if the range should be queued for ready processing.
processTick(context.Context, roachpb.RangeID) bool
// Process piggybacked admitted vectors that may advance admitted state for
// the given range's peer replicas. Used for RACv2.
processRACv2PiggybackedAdmitted(ctx context.Context, id roachpb.RangeID)
}
type raftScheduleFlags int
const (
stateQueued raftScheduleFlags = 1 << iota
stateRaftReady
stateRaftRequest
stateRaftTick
stateRACv2PiggybackedAdmitted
)
type raftScheduleState struct {
flags raftScheduleFlags
begin int64 // nanoseconds
// The number of ticks queued. Usually it's 0 or 1, but may go above if the
// scheduling or processing is slow. It is limited by raftScheduler.maxTicks,
// so that the cost of processing all the ticks doesn't grow uncontrollably.
// If ticks consistently reaches maxTicks, the node/range is too slow, and it
// is safer to not deliver all the ticks as it may cause a cascading effect
// (the range events take longer and longer to process).
// TODO(pavelkalinnikov): add a node health metric for the ticks.
//
// INVARIANT: flags&stateRaftTick == 0 iff ticks == 0.
ticks int
}
var raftSchedulerBatchPool = sync.Pool{
New: func() interface{} {
return new(raftSchedulerBatch)
},
}
// raftSchedulerBatch is a batch of range IDs to enqueue. It enables
// efficient per-shard enqueueing.
type raftSchedulerBatch struct {
rangeIDs [][]roachpb.RangeID // by shard
priorityIDs map[roachpb.RangeID]bool
}
func newRaftSchedulerBatch(
numShards int, priorityIDs *syncutil.Set[roachpb.RangeID],
) *raftSchedulerBatch {
b := raftSchedulerBatchPool.Get().(*raftSchedulerBatch)
if cap(b.rangeIDs) >= numShards {
b.rangeIDs = b.rangeIDs[:numShards]
} else {
b.rangeIDs = make([][]roachpb.RangeID, numShards)
}
if b.priorityIDs == nil {
b.priorityIDs = make(map[roachpb.RangeID]bool, 8) // expect few ranges, if any
}
// Cache the priority range IDs in an owned map, since we expect this to be
// very small or empty and we do a lookup for every Add() call.
priorityIDs.Range(func(id roachpb.RangeID) bool {
b.priorityIDs[id] = true
return true
})
return b
}
func (b *raftSchedulerBatch) Add(id roachpb.RangeID) {
shardIdx := shardIndex(id, len(b.rangeIDs), b.priorityIDs[id])
b.rangeIDs[shardIdx] = append(b.rangeIDs[shardIdx], id)
}
func (b *raftSchedulerBatch) Close() {
for i := range b.rangeIDs {
b.rangeIDs[i] = b.rangeIDs[i][:0]
}
for i := range b.priorityIDs {
delete(b.priorityIDs, i)
}
raftSchedulerBatchPool.Put(b)
}
// shardIndex returns the raftScheduler shard index of the given range ID based
// on the shard count and the range's priority. Priority ranges are assigned to
// the reserved shard 0, other ranges are modulo range ID (ignoring shard 0).
// numShards will always be 2 or more (1 priority, 1 regular).
func shardIndex(id roachpb.RangeID, numShards int, priority bool) int {
if priority {
return 0
}
return 1 + int(int64(id)%int64(numShards-1)) // int64s to avoid overflow
}
type raftScheduler struct {
ambientContext log.AmbientContext
processor raftProcessor
metrics *StoreMetrics
// shards contains scheduler shards. Ranges and workers are allocated to
// separate shards to reduce contention at high worker counts. Allocation
// is modulo range ID, with shard 0 reserved for priority ranges.
shards []*raftSchedulerShard // 1 + RangeID % (len(shards) - 1)
priorityIDs syncutil.Set[roachpb.RangeID]
done sync.WaitGroup
}
type raftSchedulerShard struct {
syncutil.Mutex
cond *sync.Cond
queue rangeIDQueue
state map[roachpb.RangeID]raftScheduleState
numWorkers int
maxTicks int
stopped bool
}
func newRaftScheduler(
ambient log.AmbientContext,
metrics *StoreMetrics,
processor raftProcessor,
numWorkers int,
shardSize int,
priorityWorkers int,
maxTicks int,
) *raftScheduler {
s := &raftScheduler{
ambientContext: ambient,
processor: processor,
metrics: metrics,
}
// Priority shard at index 0.
if priorityWorkers <= 0 {
priorityWorkers = 1
}
s.shards = append(s.shards, newRaftSchedulerShard(priorityWorkers, maxTicks))
// Regular shards, excluding priority shard.
numShards := 1
if shardSize > 0 && numWorkers > shardSize {
numShards = (numWorkers-1)/shardSize + 1 // ceiling division
}
for i := 0; i < numShards; i++ {
shardWorkers := numWorkers / numShards
if i < numWorkers%numShards { // distribute remainder
shardWorkers++
}
if shardWorkers <= 0 {
shardWorkers = 1 // ensure we always have a worker
}
s.shards = append(s.shards, newRaftSchedulerShard(shardWorkers, maxTicks))
}
return s
}
func newRaftSchedulerShard(numWorkers, maxTicks int) *raftSchedulerShard {
shard := &raftSchedulerShard{
state: map[roachpb.RangeID]raftScheduleState{},
numWorkers: numWorkers,
maxTicks: maxTicks,
}
shard.cond = sync.NewCond(&shard.Mutex)
return shard
}
func (s *raftScheduler) Start(stopper *stop.Stopper) {
ctx := s.ambientContext.AnnotateCtx(context.Background())
waitQuiesce := func(context.Context) {
<-stopper.ShouldQuiesce()
for _, shard := range s.shards {
shard.Lock()
shard.stopped = true
shard.Unlock()
shard.cond.Broadcast()
}
}
if err := stopper.RunAsyncTaskEx(ctx,
stop.TaskOpts{
TaskName: "raftsched-wait-quiesce",
// This task doesn't reference a parent because it runs for the server's
// lifetime.
SpanOpt: stop.SterileRootSpan,
},
waitQuiesce); err != nil {
waitQuiesce(ctx)
}
for _, shard := range s.shards {
s.done.Add(shard.numWorkers)
for i := 0; i < shard.numWorkers; i++ {
if err := stopper.RunAsyncTaskEx(ctx,
stop.TaskOpts{
TaskName: "raft-worker",
// This task doesn't reference a parent because it runs for the server's
// lifetime.
SpanOpt: stop.SterileRootSpan,
},
func(ctx context.Context) {
shard.worker(ctx, s.processor, s.metrics)
s.done.Done()
},
); err != nil {
s.done.Done()
}
}
}
}
func (s *raftScheduler) Wait(context.Context) {
s.done.Wait()
}
// AddPriorityID adds the given range ID to the set of priority ranges.
func (s *raftScheduler) AddPriorityID(rangeID roachpb.RangeID) {
s.priorityIDs.Add(rangeID)
}
// RemovePriorityID removes the given range ID from the set of priority ranges.
func (s *raftScheduler) RemovePriorityID(rangeID roachpb.RangeID) {
s.priorityIDs.Remove(rangeID)
}
// PriorityIDs returns the current priority ranges.
func (s *raftScheduler) PriorityIDs() []roachpb.RangeID {
var priorityIDs []roachpb.RangeID
s.priorityIDs.Range(func(id roachpb.RangeID) bool {
priorityIDs = append(priorityIDs, id)
return true
})
return priorityIDs
}
func (ss *raftSchedulerShard) worker(
ctx context.Context, processor raftProcessor, metrics *StoreMetrics,
) {
// We use a sync.Cond for worker notification instead of a buffered
// channel. Buffered channels have internal overhead for maintaining the
// buffer even when the elements are empty. And the buffer isn't necessary as
// the raftScheduler work is already buffered on the internal queue. Lastly,
// signaling a sync.Cond is significantly faster than selecting and sending
// on a buffered channel.
ss.Lock()
for {
var id roachpb.RangeID
for {
if ss.stopped {
ss.Unlock()
return
}
var ok bool
if id, ok = ss.queue.PopFront(); ok {
break
}
ss.cond.Wait()
}
// Grab and clear the existing state for the range ID. Note that we leave
// the range ID marked as "queued" so that a concurrent Enqueue* will not
// queue the range ID again.
state := ss.state[id]
ss.state[id] = raftScheduleState{flags: stateQueued}
ss.Unlock()
// Record the scheduling latency for the range.
lat := nowNanos() - state.begin
metrics.RaftSchedulerLatency.RecordValue(lat)
// Process requests first. This avoids a scenario where a tick and a
// "quiesce" message are processed in the same iteration and intervening
// raft ready processing unquiesces the replica because the tick triggers
// an election.
if state.flags&stateRaftRequest != 0 {
// processRequestQueue returns true if the range should perform ready
// processing. Do not reorder this below the call to processReady.
if processor.processRequestQueue(ctx, id) {
state.flags |= stateRaftReady
}
}
if util.RaceEnabled { // assert the ticks invariant
if tick := state.flags&stateRaftTick != 0; tick != (state.ticks != 0) {
log.Fatalf(ctx, "stateRaftTick is %v with ticks %v", tick, state.ticks)
}
}
if state.flags&stateRaftTick != 0 {
for t := state.ticks; t > 0; t-- {
// processRaftTick returns true if the range should perform ready
// processing. Do not reorder this below the call to processReady.
if processor.processTick(ctx, id) {
state.flags |= stateRaftReady
}
}
}
if state.flags&stateRACv2PiggybackedAdmitted != 0 {
processor.processRACv2PiggybackedAdmitted(ctx, id)
}
if state.flags&stateRaftReady != 0 {
processor.processReady(id)
}
ss.Lock()
state = ss.state[id]
if state.flags == stateQueued {
// No further processing required by the range ID, clear it from the
// state map.
delete(ss.state, id)
} else {
// There was a concurrent call to one of the Enqueue* methods. Queue
// the range ID for further processing.
//
// Even though the Enqueue* method did not signal after detecting
// that the range was being processed, there also is no need for us
// to signal the condition variable. This is because this worker
// goroutine will loop back around and continue working without ever
// going back to sleep.
//
// We can prove this out through a short derivation.
// - For optimal concurrency, we want:
// awake_workers = min(max_workers, num_ranges)
// - The condition variable / mutex structure ensures that:
// awake_workers = cur_awake_workers + num_signals
// - So we need the following number of signals for optimal concurrency:
// num_signals = min(max_workers, num_ranges) - cur_awake_workers
// - If we re-enqueue a range that's currently being processed, the
// num_ranges does not change once the current iteration completes
// and the worker does not go back to sleep between the current
// iteration and the next iteration, so no change to num_signals
// is needed.
ss.queue.Push(id)
}
}
}
// NewEnqueueBatch creates a new range ID batch for enqueueing via
// EnqueueRaft(Ticks|Requests). The caller must call Close() on the batch when
// done.
func (s *raftScheduler) NewEnqueueBatch() *raftSchedulerBatch {
return newRaftSchedulerBatch(len(s.shards), &s.priorityIDs)
}
func (ss *raftSchedulerShard) enqueue1Locked(
addFlags raftScheduleFlags, id roachpb.RangeID, now int64,
) int {
ticks := int((addFlags & stateRaftTick) / stateRaftTick) // 0 or 1
prevState := ss.state[id]
if prevState.flags&addFlags == addFlags && ticks == 0 {
return 0
}
var queued int
newState := prevState
newState.flags = newState.flags | addFlags
newState.ticks += ticks
if newState.ticks > ss.maxTicks {
newState.ticks = ss.maxTicks
}
if newState.flags&stateQueued == 0 {
newState.flags |= stateQueued
queued++
ss.queue.Push(id)
}
if newState.begin == 0 {
newState.begin = now
}
ss.state[id] = newState
return queued
}
func (s *raftScheduler) enqueue1(addFlags raftScheduleFlags, id roachpb.RangeID) {
now := nowNanos()
hasPriority := s.priorityIDs.Contains(id)
shardIdx := shardIndex(id, len(s.shards), hasPriority)
shard := s.shards[shardIdx]
shard.Lock()
n := shard.enqueue1Locked(addFlags, id, now)
shard.Unlock()
shard.signal(n)
}
func (ss *raftSchedulerShard) enqueueN(addFlags raftScheduleFlags, ids ...roachpb.RangeID) int {
// Enqueue the ids in chunks to avoid holding mutex for too long.
const enqueueChunkSize = 128
// Avoid locking for 0 new ranges.
if len(ids) == 0 {
return 0
}
now := nowNanos()
ss.Lock()
var count int
for i, id := range ids {
count += ss.enqueue1Locked(addFlags, id, now)
if (i+1)%enqueueChunkSize == 0 {
ss.Unlock()
now = nowNanos()
ss.Lock()
}
}
ss.Unlock()
return count
}
func (s *raftScheduler) enqueueBatch(addFlags raftScheduleFlags, batch *raftSchedulerBatch) {
for shardIdx, ids := range batch.rangeIDs {
count := s.shards[shardIdx].enqueueN(addFlags, ids...)
s.shards[shardIdx].signal(count)
}
}
func (ss *raftSchedulerShard) signal(count int) {
if count >= ss.numWorkers {
ss.cond.Broadcast()
} else {
for i := 0; i < count; i++ {
ss.cond.Signal()
}
}
}
func (s *raftScheduler) EnqueueRaftReady(id roachpb.RangeID) {
s.enqueue1(stateRaftReady, id)
}
func (s *raftScheduler) EnqueueRaftRequest(id roachpb.RangeID) {
s.enqueue1(stateRaftRequest, id)
}
func (s *raftScheduler) EnqueueRaftRequests(batch *raftSchedulerBatch) {
s.enqueueBatch(stateRaftRequest, batch)
}
func (s *raftScheduler) EnqueueRaftTicks(batch *raftSchedulerBatch) {
s.enqueueBatch(stateRaftTick, batch)
}
func (s *raftScheduler) EnqueueRACv2PiggybackAdmitted(id roachpb.RangeID) {
s.enqueue1(stateRACv2PiggybackedAdmitted, id)
}
func nowNanos() int64 {
return timeutil.Now().UnixNano()
}