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unit_state.go
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/
unit_state.go
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// Copyright 2014 CoreOS, Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package agent
import (
"encoding/json"
"reflect"
"sync"
"time"
"github.com/jonboulle/clockwork"
"github.com/coreos/fleet/log"
"github.com/coreos/fleet/machine"
"github.com/coreos/fleet/registry"
"github.com/coreos/fleet/unit"
)
const numPublishers = 5
func NewUnitStatePublisher(reg registry.Registry, mach machine.Machine, ttl time.Duration) *UnitStatePublisher {
return &UnitStatePublisher{
mach: mach,
ttl: ttl,
publisher: newPublisher(reg, ttl),
cache: make(map[string]*unit.UnitState),
cacheMutex: sync.RWMutex{},
toPublish: make(chan string),
toPublishStates: make(map[string]*unit.UnitState),
toPublishMutex: sync.RWMutex{},
clock: clockwork.NewRealClock(),
}
}
type publishFunc func(name string, us *unit.UnitState)
type UnitStatePublisher struct {
mach machine.Machine
ttl time.Duration
cache map[string]*unit.UnitState
cacheMutex sync.RWMutex
// toPublish is a queue indicating unit names for which a state publish event should occur.
// It is possible for a unit name to end up in the queue for which a
// state has already been published, in which case it triggers a no-op.
toPublish chan string
// toPublishStates is a mapping containing the latest UnitState which
// should be published for each UnitName.
toPublishStates map[string]*unit.UnitState
toPublishMutex sync.RWMutex
publisher publishFunc
clock clockwork.Clock
}
// Run caches all of the heartbeat objects from the provided channel, publishing
// them to the Registry every 5s. Heartbeat objects are also published as they
// are received on the channel.
func (p *UnitStatePublisher) Run(beatchan <-chan *unit.UnitStateHeartbeat, stop <-chan struct{}) {
go func() {
for {
select {
case <-stop:
return
case <-p.clock.After(p.ttl / 2):
p.cacheMutex.Lock()
for name, us := range p.cache {
go p.queueForPublish(name, us)
}
p.pruneCache()
p.cacheMutex.Unlock()
}
}
}()
machID := p.mach.State().ID
// Spawn goroutines to publish unit states. Each goroutine waits until
// it sees an event arrive on toPublish, then attempts to grab the
// relevant UnitState and publish it to the registry.
for i := 0; i < numPublishers; i++ {
go func() {
for {
select {
case <-stop:
return
case name := <-p.toPublish:
p.toPublishMutex.Lock()
// Grab the latest state by that name
us, ok := p.toPublishStates[name]
if !ok {
// If one doesn't exist, ignore.
p.toPublishMutex.Unlock()
continue
}
delete(p.toPublishStates, name)
p.toPublishMutex.Unlock()
p.publisher(name, us)
}
}
}()
}
for {
select {
case <-stop:
return
case bt := <-beatchan:
if bt.State != nil {
bt.State.MachineID = machID
}
if p.updateCache(bt) {
go p.queueForPublish(bt.Name, bt.State)
}
}
}
}
func (p *UnitStatePublisher) MarshalJSON() ([]byte, error) {
p.cacheMutex.Lock()
data := struct {
Cache map[string]*unit.UnitState
ToPublish map[string]*unit.UnitState
}{
Cache: p.cache,
ToPublish: p.toPublishStates,
}
p.cacheMutex.Unlock()
return json.Marshal(data)
}
func (p *UnitStatePublisher) pruneCache() {
for name, us := range p.cache {
if us == nil {
delete(p.cache, name)
}
}
}
// queueForPublish notifies the publishing goroutines that a particular
// UnitState should be published to the Registry. This can block and should be
// called in a goroutine.
func (p *UnitStatePublisher) queueForPublish(name string, us *unit.UnitState) {
p.toPublishMutex.Lock()
p.toPublishStates[name] = us
p.toPublishMutex.Unlock()
// This may block for some time, but even if it occurs after
// the above UnitState has already been published, it will
// simply trigger a no-op
p.toPublish <- name
}
// updateCache updates the cache of UnitStates which the UnitStatePublisher
// uses to determine when a change has occurred, and to do a periodic
// publishing of all UnitStates. It returns a boolean indicating whether the
// state in the given UnitStateHeartbeat differs from the state from the
// previous heartbeat of this unit, if any exists.
func (p *UnitStatePublisher) updateCache(update *unit.UnitStateHeartbeat) (changed bool) {
p.cacheMutex.Lock()
defer p.cacheMutex.Unlock()
last, ok := p.cache[update.Name]
p.cache[update.Name] = update.State
if !ok || !reflect.DeepEqual(last, update.State) {
changed = true
}
return
}
// Purge ensures that the UnitStates for all Units known in the
// UnitStatePublisher's cache are removed from the registry.
func (p *UnitStatePublisher) Purge() {
for name := range p.cache {
p.publisher(name, nil)
}
}
// newPublisher returns a publishFunc that publishes a single UnitState
// by the given name to the provided Registry, with the given TTL
func newPublisher(reg registry.Registry, ttl time.Duration) publishFunc {
return func(name string, us *unit.UnitState) {
if us == nil {
log.Debugf("Destroying UnitState(%s) in Registry", name)
err := reg.RemoveUnitState(name)
if err != nil {
log.Errorf("Failed to destroy UnitState(%s) in Registry: %v", name, err)
}
} else {
// Sanity check - don't want to publish incomplete UnitStates
// TODO(jonboulle): consider teasing apart a separate UnitState-like struct
// so we can rely on a UnitState always being fully hydrated?
// See https://github.com/coreos/fleet/issues/720
//if len(us.UnitHash) == 0 {
// log.Errorf("Refusing to push UnitState(%s), no UnitHash: %#v", name, us)
if len(us.MachineID) == 0 {
log.Errorf("Refusing to push UnitState(%s), no MachineID: %#v", name, us)
} else {
log.Debugf("Pushing UnitState(%s) to Registry: %#v", name, us)
reg.SaveUnitState(name, us, ttl)
}
}
}
}