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nodeimpl.go
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nodeimpl.go
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package bot
import (
"os"
"runtime"
"runtime/debug"
"sync"
"time"
"github.com/jonas747/yagpdb/bot/eventsystem"
"github.com/mediocregopher/radix/v3"
"github.com/jonas747/dshardorchestrator/v2"
"github.com/jonas747/dshardorchestrator/v2/node"
"github.com/jonas747/dstate"
"github.com/jonas747/yagpdb/common"
)
func init() {
dshardorchestrator.RegisterUserEvent("GuildState", EvtGuildState, dstate.GuildState{})
}
// Implementation of DShardOrchestrator/Node/Interface
var _ node.Interface = (*NodeImpl)(nil)
type NodeImpl struct {
lastTimeFreedMemory time.Time
lastTimeFreedMemorymu sync.Mutex
}
func (n *NodeImpl) SessionEstablished(info node.SessionInfo) {
if info.TotalShards == 0 {
panic("got total shard count of 0?!!?")
}
if totalShardCount == 0 {
totalShardCount = info.TotalShards
ShardManager.SetNumShards(totalShardCount)
eventsystem.InitWorkers(totalShardCount)
ReadyTracker.initTotalShardCount(totalShardCount)
EventLogger.init(info.TotalShards)
go EventLogger.run()
err := common.RedisPool.Do(radix.FlatCmd(nil, "SET", "yagpdb_total_shards", info.TotalShards))
if err != nil {
logger.WithError(err).Error("failed setting shard count")
}
err = ShardManager.Init()
if err != nil {
panic("failed initializing discord sessions: " + err.Error())
}
botReady()
}
}
func (n *NodeImpl) StopShard(shard int) (sessionID string, sequence int64) {
ReadyTracker.shardRemoved(shard)
n.lastTimeFreedMemorymu.Lock()
freeMem := false
if time.Since(n.lastTimeFreedMemory) > time.Minute {
freeMem = true
n.lastTimeFreedMemory = time.Now()
}
n.lastTimeFreedMemorymu.Unlock()
if freeMem {
debug.FreeOSMemory()
}
err := ShardManager.Sessions[shard].Close()
if err != nil {
logger.WithError(err).Error("failed stopping shard: ", err)
}
sessionID, sequence = ShardManager.Sessions[shard].GatewayManager.GetSessionInfo()
return
}
func (n *NodeImpl) ResumeShard(shard int, sessionID string, sequence int64) {
ReadyTracker.shardsAdded(shard)
ShardManager.Sessions[shard].GatewayManager.SetSessionInfo(sessionID, sequence)
err := ShardManager.Sessions[shard].GatewayManager.Open()
if err != nil {
logger.WithError(err).Error("Failed migrating shard")
}
}
func (n *NodeImpl) AddNewShards(shards ...int) {
ReadyTracker.shardsAdded(shards...)
for _, shard := range shards {
ShardManager.Sessions[shard].GatewayManager.SetSessionInfo("", 0)
go ShardManager.Sessions[shard].GatewayManager.Open()
}
logger.Infof("got assigned shards %v", shards)
}
// called when the bot should shut down, make sure to send EvtShutdown when completed
func (n *NodeImpl) Shutdown() {
var wg sync.WaitGroup
Stop(&wg)
wg.Wait()
os.Exit(0)
}
func (n *NodeImpl) InitializeShardTransferFrom(shard int) (sessionID string, sequence int64) {
return n.StopShard(shard)
}
func (n *NodeImpl) InitializeShardTransferTo(shard int, sessionID string, sequence int64) {
// this isn't actually needed, as startshard will be called with the same session details
}
const (
EvtGuildState dshardorchestrator.EventType = 101
)
// this should return when all user events has been sent, with the number of user events sent
func (n *NodeImpl) StartShardTransferFrom(shard int) (numEventsSent int) {
return n.SendGuilds(shard)
}
func (n *NodeImpl) HandleUserEvent(evt dshardorchestrator.EventType, data interface{}) {
if evt == EvtGuildState {
dataCast := data.(*dstate.GuildState)
n.LoadGuildState(dataCast)
}
for _, v := range common.Plugins {
if migrator, ok := v.(ShardMigrationReceiver); ok {
migrator.ShardMigrationReceive(evt, data)
}
}
}
func (n *NodeImpl) SendGuilds(shard int) int {
started := time.Now()
totalSentEvents := 0
// start with the plugins
for _, v := range common.Plugins {
if migrator, ok := v.(ShardMigrationSender); ok {
totalSentEvents += migrator.ShardMigrationSend(shard)
}
}
// Send the guilds on this shard
guildsToSend := make([]*dstate.GuildState, 0)
State.RLock()
for _, v := range State.Guilds {
shardID := guildShardID(v.ID)
if int(shardID) == shard {
guildsToSend = append(guildsToSend, v)
}
}
State.RUnlock()
workChan := make(chan *dstate.GuildState)
var wg sync.WaitGroup
// To speed this up we use multiple workers, this has to be done in a relatively short timespan otherwise we won't be able to resume
worker := func() {
for gs := range workChan {
State.Lock()
delete(State.Guilds, gs.ID)
State.Unlock()
gs.RLock()
channels := make([]int64, 0, len(gs.Channels))
for _, c := range gs.Channels {
channels = append(channels, c.ID)
}
NodeConn.SendLogErr(EvtGuildState, gs, true)
gs.RUnlock()
State.Lock()
for _, c := range channels {
delete(State.Channels, c)
}
State.Unlock()
}
wg.Done()
}
// spawn runtime.NumCPU - 2 workers
numCpu := runtime.NumCPU()
numWorkers := numCpu - 2
if numWorkers < 2 {
numWorkers = 2
}
for i := 0; i < numWorkers; i++ {
wg.Add(1)
go worker()
}
for _, v := range guildsToSend {
workChan <- v
}
close(workChan)
wg.Wait()
logger.Println("Took ", time.Since(started), " to transfer ", len(guildsToSend), "guildstates")
totalSentEvents += len(guildsToSend)
return totalSentEvents
}
func (n *NodeImpl) LoadGuildState(gs *dstate.GuildState) {
for _, c := range gs.Channels {
c.Owner = gs
c.Guild = gs
}
for _, m := range gs.Members {
m.Guild = gs
}
gs.InitCache(State)
State.Lock()
State.Guilds[gs.ID] = gs
for _, c := range gs.Channels {
State.Channels[c.ID] = c
}
State.Unlock()
}