grpc-go/xds/internal/balancer/clustermanager/balancerstateaggregator.go

216 lines
6.9 KiB
Go

/*
*
* Copyright 2020 gRPC authors.
*
* 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 clustermanager
import (
"fmt"
"sync"
"google.golang.org/grpc/balancer"
"google.golang.org/grpc/balancer/base"
"google.golang.org/grpc/connectivity"
"google.golang.org/grpc/internal/grpclog"
)
type subBalancerState struct {
state balancer.State
// stateToAggregate is the connectivity state used only for state
// aggregation. It could be different from state.ConnectivityState. For
// example when a sub-balancer transitions from TransientFailure to
// connecting, state.ConnectivityState is Connecting, but stateToAggregate
// is still TransientFailure.
stateToAggregate connectivity.State
}
func (s *subBalancerState) String() string {
return fmt.Sprintf("picker:%p,state:%v,stateToAggregate:%v", s.state.Picker, s.state.ConnectivityState, s.stateToAggregate)
}
type balancerStateAggregator struct {
cc balancer.ClientConn
logger *grpclog.PrefixLogger
mu sync.Mutex
// If started is false, no updates should be sent to the parent cc. A closed
// sub-balancer could still send pickers to this aggregator. This makes sure
// that no updates will be forwarded to parent when the whole balancer group
// and states aggregator is closed.
started bool
// All balancer IDs exist as keys in this map, even if balancer group is not
// started.
//
// If an ID is not in map, it's either removed or never added.
idToPickerState map[string]*subBalancerState
}
func newBalancerStateAggregator(cc balancer.ClientConn, logger *grpclog.PrefixLogger) *balancerStateAggregator {
return &balancerStateAggregator{
cc: cc,
logger: logger,
idToPickerState: make(map[string]*subBalancerState),
}
}
// Start starts the aggregator. It can be called after Close to restart the
// aggretator.
func (bsa *balancerStateAggregator) start() {
bsa.mu.Lock()
defer bsa.mu.Unlock()
bsa.started = true
}
// Close closes the aggregator. When the aggregator is closed, it won't call
// parent ClientConn to update balancer state.
func (bsa *balancerStateAggregator) close() {
bsa.mu.Lock()
defer bsa.mu.Unlock()
bsa.started = false
bsa.clearStates()
}
// add adds a sub-balancer state with weight. It adds a place holder, and waits
// for the real sub-balancer to update state.
//
// This is called when there's a new child.
func (bsa *balancerStateAggregator) add(id string) {
bsa.mu.Lock()
defer bsa.mu.Unlock()
bsa.idToPickerState[id] = &subBalancerState{
// Start everything in CONNECTING, so if one of the sub-balancers
// reports TransientFailure, the RPCs will still wait for the other
// sub-balancers.
state: balancer.State{
ConnectivityState: connectivity.Connecting,
Picker: base.NewErrPicker(balancer.ErrNoSubConnAvailable),
},
stateToAggregate: connectivity.Connecting,
}
}
// remove removes the sub-balancer state. Future updates from this sub-balancer,
// if any, will be ignored.
//
// This is called when a child is removed.
func (bsa *balancerStateAggregator) remove(id string) {
bsa.mu.Lock()
defer bsa.mu.Unlock()
if _, ok := bsa.idToPickerState[id]; !ok {
return
}
// Remove id and picker from picker map. This also results in future updates
// for this ID to be ignored.
delete(bsa.idToPickerState, id)
}
// UpdateState is called to report a balancer state change from sub-balancer.
// It's usually called by the balancer group.
//
// It calls parent ClientConn's UpdateState with the new aggregated state.
func (bsa *balancerStateAggregator) UpdateState(id string, state balancer.State) {
bsa.mu.Lock()
defer bsa.mu.Unlock()
pickerSt, ok := bsa.idToPickerState[id]
if !ok {
// All state starts with an entry in pickStateMap. If ID is not in map,
// it's either removed, or never existed.
return
}
if !(pickerSt.state.ConnectivityState == connectivity.TransientFailure && state.ConnectivityState == connectivity.Connecting) {
// If old state is TransientFailure, and new state is Connecting, don't
// update the state, to prevent the aggregated state from being always
// CONNECTING. Otherwise, stateToAggregate is the same as
// state.ConnectivityState.
pickerSt.stateToAggregate = state.ConnectivityState
}
pickerSt.state = state
if !bsa.started {
return
}
bsa.cc.UpdateState(bsa.build())
}
// clearState Reset everything to init state (Connecting) but keep the entry in
// map (to keep the weight).
//
// Caller must hold bsa.mu.
func (bsa *balancerStateAggregator) clearStates() {
for _, pState := range bsa.idToPickerState {
pState.state = balancer.State{
ConnectivityState: connectivity.Connecting,
Picker: base.NewErrPicker(balancer.ErrNoSubConnAvailable),
}
pState.stateToAggregate = connectivity.Connecting
}
}
// buildAndUpdate combines the sub-state from each sub-balancer into one state,
// and update it to parent ClientConn.
func (bsa *balancerStateAggregator) buildAndUpdate() {
bsa.mu.Lock()
defer bsa.mu.Unlock()
if !bsa.started {
return
}
bsa.cc.UpdateState(bsa.build())
}
// build combines sub-states into one. The picker will do a child pick.
//
// Caller must hold bsa.mu.
func (bsa *balancerStateAggregator) build() balancer.State {
// TODO: the majority of this function (and UpdateState) is exactly the same
// as weighted_target's state aggregator. Try to make a general utility
// function/struct to handle the logic.
//
// One option: make a SubBalancerState that handles Update(State), including
// handling the special connecting after ready, as in UpdateState(). Then a
// function to calculate the aggregated connectivity state as in this
// function.
var readyN, connectingN int
for _, ps := range bsa.idToPickerState {
switch ps.stateToAggregate {
case connectivity.Ready:
readyN++
case connectivity.Connecting:
connectingN++
}
}
var aggregatedState connectivity.State
switch {
case readyN > 0:
aggregatedState = connectivity.Ready
case connectingN > 0:
aggregatedState = connectivity.Connecting
default:
aggregatedState = connectivity.TransientFailure
}
// The picker's return error might not be consistent with the
// aggregatedState. Because for this LB policy, we want to always build
// picker with all sub-pickers (not only ready sub-pickers), so even if the
// overall state is Ready, pick for certain RPCs can behave like Connecting
// or TransientFailure.
bsa.logger.Infof("Child pickers: %+v", bsa.idToPickerState)
return balancer.State{
ConnectivityState: aggregatedState,
Picker: newPickerGroup(bsa.idToPickerState),
}
}