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node_selector.go
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package ravendb
import (
"time"
)
// NodeSelector describes node selector
type NodeSelector struct {
updateFastestNodeTimer *time.Timer
state *NodeSelectorState
}
// NewNodeSelector creates a new NodeSelector
func NewNodeSelector(t *Topology) *NodeSelector {
state := NewNodeSelectorState(t)
return &NodeSelector{
state: state,
}
}
func (s *NodeSelector) getTopology() *Topology {
return s.state.topology
}
func (s *NodeSelector) onFailedRequest(nodeIndex int) {
state := s.state
if nodeIndex < 0 || nodeIndex >= len(state.failures) {
return // probably already changed
}
state.failures[nodeIndex].incrementAndGet()
}
func (s *NodeSelector) onUpdateTopology(topology *Topology, forceUpdate bool) bool {
if topology == nil {
return false
}
stateEtag := s.state.topology.Etag
topologyEtag := topology.Etag
if stateEtag >= topologyEtag && !forceUpdate {
return false
}
s.state = NewNodeSelectorState(topology)
return true
}
func (s *NodeSelector) getPreferredNode() (*CurrentIndexAndNode, error) {
state := s.state
stateFailures := state.failures
serverNodes := state.nodes
n := min(len(serverNodes), len(stateFailures))
for i := 0; i < n; i++ {
if stateFailures[i].get() == 0 && serverNodes[i].URL != "" {
return NewCurrentIndexAndNode(i, serverNodes[i]), nil
}
}
return s.unlikelyEveryoneFaultedChoice(state)
}
func (s *NodeSelector) unlikelyEveryoneFaultedChoice(state *NodeSelectorState) (*CurrentIndexAndNode, error) {
// if there are all marked as failed, we'll chose the first
// one so the user will get an error (or recover :-) );
if len(state.nodes) == 0 {
return nil, newAllTopologyNodesDownError("There are no nodes in the topology at all")
}
return NewCurrentIndexAndNode(0, state.nodes[0]), nil
}
func (s *NodeSelector) getNodeBySessionID(sessionId int) (*CurrentIndexAndNode, error) {
state := s.state
index := sessionId % len(state.topology.Nodes)
for i := index; i < len(state.failures); i++ {
if state.failures[i].get() == 0 && state.nodes[i].ServerRole == ServerNodeRoleMember {
return NewCurrentIndexAndNode(i, state.nodes[i]), nil
}
}
for i := 0; i < index; i++ {
if state.failures[i].get() == 0 && state.nodes[i].ServerRole == ServerNodeRoleMember {
return NewCurrentIndexAndNode(i, state.nodes[i]), nil
}
}
return s.getPreferredNode()
}
func (s *NodeSelector) getFastestNode() (*CurrentIndexAndNode, error) {
state := s.state
if state.failures[state.fastest].get() == 0 && state.nodes[state.fastest].ServerRole == ServerNodeRoleMember {
return NewCurrentIndexAndNode(state.fastest, state.nodes[state.fastest]), nil
}
// if the fastest node has failures, we'll immediately schedule
// another run of finding who the fastest node is, in the meantime
// we'll just use the server preferred node or failover as usual
s.switchToSpeedTestPhase()
return s.getPreferredNode()
}
func (s *NodeSelector) restoreNodeIndex(nodeIndex int) {
state := s.state
if len(state.failures) < nodeIndex {
return // the state was changed and we no longer have it?
}
state.failures[nodeIndex].set(0)
}
/*
TODO: not used, remove?
func nodeSelectorThrowEmptyTopology() error {
return newIllegalStateError("Empty database topology, this shouldn't happen.")
}
*/
func (s *NodeSelector) switchToSpeedTestPhase() {
state := s.state
if !state.speedTestMode.compareAndSet(0, 1) {
return
}
for i := 0; i < len(state.fastestRecords); i++ {
state.fastestRecords[i] = 0
}
state.speedTestMode.incrementAndGet()
}
func (s *NodeSelector) inSpeedTestPhase() bool {
return s.state.speedTestMode.get() > 1
}
func (s *NodeSelector) recordFastest(index int, node *ServerNode) {
state := s.state
stateFastest := state.fastestRecords
// the following two checks are to verify that things didn't move
// while we were computing the fastest node, we verify that the index
// of the fastest node and the identity of the node didn't change during
// our check
if index < 0 || index >= len(stateFastest) {
return
}
if node != state.nodes[index] {
return
}
stateFastest[index]++
if stateFastest[index] >= 10 {
s.selectFastest(state, index)
}
if state.speedTestMode.incrementAndGet() <= len(state.nodes)*10 {
return
}
//too many concurrent speed tests are happening
maxIndex := s.findMaxIndex(state)
s.selectFastest(state, maxIndex)
}
func (s *NodeSelector) findMaxIndex(state *NodeSelectorState) int {
stateFastest := state.fastestRecords
maxIndex := 0
maxValue := 0
for i := 0; i < len(stateFastest); i++ {
if maxValue >= stateFastest[i] {
continue
}
maxIndex = i
maxValue = stateFastest[i]
}
return maxIndex
}
func (s *NodeSelector) selectFastest(state *NodeSelectorState, index int) {
state.fastest = index
state.speedTestMode.set(0)
if s.updateFastestNodeTimer != nil {
s.updateFastestNodeTimer.Reset(time.Minute)
} else {
f := func() {
s.updateFastestNodeTimer = nil
s.switchToSpeedTestPhase()
}
s.updateFastestNodeTimer = time.AfterFunc(time.Minute, f)
}
}
func (s *NodeSelector) scheduleSpeedTest() {
s.switchToSpeedTestPhase()
}
func (s *NodeSelector) Close() {
if s.updateFastestNodeTimer != nil {
s.updateFastestNodeTimer.Stop()
s.updateFastestNodeTimer = nil
}
}
type NodeSelectorState struct {
topology *Topology
nodes []*ServerNode
failures []atomicInteger
fastestRecords []int
fastest int
speedTestMode atomicInteger
}
func NewNodeSelectorState(topology *Topology) *NodeSelectorState {
nodes := topology.Nodes
res := &NodeSelectorState{
topology: topology,
nodes: nodes,
}
failures := make([]atomicInteger, len(nodes))
res.failures = failures
res.fastestRecords = make([]int, len(nodes))
return res
}