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this somewhat minimally comes up in profiling, but it was an itch i needed to scratch. this does 10x less allocations and is 3x faster (with 3x less bytes), and they're the small painful kind of allocation. we're only reading these strings so the uses of unsafe are fine (I think audit me). the byte array we're casting to a string at the end is also heap allocated and does escape. I only count 2 allocations, but there's 3 (`hash.Sum` and `make([]string)`), using a pool of sha1 hash.Hash shaves 120 byte and an alloc off so seems worth it (it's minimal). if we set a max size of config vals with a constant we could avoid that allocation and we could probably find a checksum package that doesn't use the `hash.Hash` that would speed things up a little (no dynamic dispatch, doesn't allocate in Sum) but there's not one I know of in stdlib. master: ``` ✗: go test -run=yodawg -bench . -benchmem -benchtime 1s -cpuprofile cpu.out goos: linux goarch: amd64 pkg: github.com/fnproject/fn/api/agent BenchmarkSlotKey 200000 6068 ns/op 696 B/op 31 allocs/op PASS ok github.com/fnproject/fn/api/agent 1.454s ``` now: ``` ✗: go test -run=yodawg -bench . -benchmem -benchtime 1s -cpuprofile cpu.out goos: linux goarch: amd64 pkg: github.com/fnproject/fn/api/agent BenchmarkSlotKey 1000000 1901 ns/op 168 B/op 3 allocs/op PASS ok github.com/fnproject/fn/api/agent 2.092s ``` once we have versioned apps/routes we don't need to build a sha or sort configs so this will get a lot faster. anyway, mostly funsies here... my life is that sad now.
342 lines
7.7 KiB
Go
342 lines
7.7 KiB
Go
package agent
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import (
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"context"
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"crypto/sha1"
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"encoding/binary"
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"hash"
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"sort"
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"sync"
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"sync/atomic"
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"unsafe"
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)
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//
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// slotQueueMgr keeps track of hot container slotQueues where each slotQueue
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// provides for multiple consumers/producers. slotQueue also stores
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// a few basic stats in slotStats.
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//
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type Slot interface {
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exec(ctx context.Context, call *call) error
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Close(ctx context.Context) error
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Error() error
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}
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// slotQueueMgr manages hot container slotQueues
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type slotQueueMgr struct {
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hMu sync.Mutex // protects hot
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hot map[string]*slotQueue
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}
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// request and container states
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type slotQueueStats struct {
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requestStates [RequestStateMax]uint64
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containerStates [ContainerStateMax]uint64
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}
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type slotToken struct {
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slot Slot
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trigger chan struct{}
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id uint64
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isBusy uint32
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}
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// LIFO queue that exposes input/output channels along
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// with runner/waiter tracking for agent
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type slotQueue struct {
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key string
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cond *sync.Cond
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slots []*slotToken
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nextId uint64
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signaller chan bool
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statsLock sync.Mutex // protects stats below
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stats slotQueueStats
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}
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func NewSlotQueueMgr() *slotQueueMgr {
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obj := &slotQueueMgr{
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hot: make(map[string]*slotQueue),
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}
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return obj
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}
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func NewSlotQueue(key string) *slotQueue {
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obj := &slotQueue{
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key: key,
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cond: sync.NewCond(new(sync.Mutex)),
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slots: make([]*slotToken, 0),
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signaller: make(chan bool, 1),
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}
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return obj
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}
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func (a *slotQueue) acquireSlot(s *slotToken) bool {
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// let's get the lock
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if !atomic.CompareAndSwapUint32(&s.isBusy, 0, 1) {
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return false
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}
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a.cond.L.Lock()
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// common case: acquired slots are usually at the end
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for i := len(a.slots) - 1; i >= 0; i-- {
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if a.slots[i].id == s.id {
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a.slots = append(a.slots[:i], a.slots[i+1:]...)
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break
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}
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}
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a.cond.L.Unlock()
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// now we have the lock, push the trigger
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close(s.trigger)
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return true
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}
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func (a *slotQueue) startDequeuer(ctx context.Context) chan *slotToken {
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isWaiting := false
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output := make(chan *slotToken)
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go func() {
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<-ctx.Done()
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a.cond.L.Lock()
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if isWaiting {
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a.cond.Broadcast()
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}
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a.cond.L.Unlock()
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}()
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go func() {
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for {
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a.cond.L.Lock()
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isWaiting = true
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for len(a.slots) <= 0 && (ctx.Err() == nil) {
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a.cond.Wait()
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}
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isWaiting = false
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if ctx.Err() != nil {
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a.cond.L.Unlock()
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return
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}
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item := a.slots[len(a.slots)-1]
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a.cond.L.Unlock()
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select {
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case output <- item: // good case (dequeued)
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case <-item.trigger: // ejected (eject handles cleanup)
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case <-ctx.Done(): // time out or cancel from caller
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}
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}
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}()
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return output
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}
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func (a *slotQueue) queueSlot(slot Slot) *slotToken {
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token := &slotToken{slot, make(chan struct{}), 0, 0}
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a.cond.L.Lock()
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token.id = a.nextId
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a.slots = append(a.slots, token)
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a.nextId += 1
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a.cond.L.Unlock()
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a.cond.Broadcast()
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return token
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}
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// isIdle() returns true is there's no activity for this slot queue. This
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// means no one is waiting, running or starting.
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func (a *slotQueue) isIdle() bool {
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var isIdle bool
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a.statsLock.Lock()
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isIdle = a.stats.requestStates[RequestStateWait] == 0 &&
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a.stats.requestStates[RequestStateExec] == 0 &&
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a.stats.containerStates[ContainerStateWait] == 0 &&
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a.stats.containerStates[ContainerStateStart] == 0 &&
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a.stats.containerStates[ContainerStateIdle] == 0 &&
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a.stats.containerStates[ContainerStateBusy] == 0
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a.statsLock.Unlock()
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return isIdle
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}
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func (a *slotQueue) getStats() slotQueueStats {
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var out slotQueueStats
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a.statsLock.Lock()
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out = a.stats
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a.statsLock.Unlock()
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return out
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}
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func isNewContainerNeeded(cur *slotQueueStats) bool {
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idleWorkers := cur.containerStates[ContainerStateIdle]
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starters := cur.containerStates[ContainerStateStart]
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startWaiters := cur.containerStates[ContainerStateWait]
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queuedRequests := cur.requestStates[RequestStateWait]
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// we expect idle containers to immediately pick up
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// any waiters. We assume non-idle containers busy.
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effectiveWaiters := uint64(0)
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if idleWorkers < queuedRequests {
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effectiveWaiters = queuedRequests - idleWorkers
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}
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if effectiveWaiters == 0 {
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return false
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}
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// we expect resource waiters to eventually transition
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// into starters.
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effectiveStarters := starters + startWaiters
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// if containers are starting, do not start more than effective waiters
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if effectiveStarters > 0 && effectiveStarters >= effectiveWaiters {
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return false
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}
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return true
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}
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func (a *slotQueue) enterRequestState(reqType RequestStateType) {
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if reqType > RequestStateNone && reqType < RequestStateMax {
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a.statsLock.Lock()
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a.stats.requestStates[reqType] += 1
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a.statsLock.Unlock()
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}
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}
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func (a *slotQueue) exitRequestState(reqType RequestStateType) {
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if reqType > RequestStateNone && reqType < RequestStateMax {
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a.statsLock.Lock()
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a.stats.requestStates[reqType] -= 1
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a.statsLock.Unlock()
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}
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}
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func (a *slotQueue) enterContainerState(conType ContainerStateType) {
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if conType > ContainerStateNone && conType < ContainerStateMax {
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a.statsLock.Lock()
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a.stats.containerStates[conType] += 1
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a.statsLock.Unlock()
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}
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}
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func (a *slotQueue) exitContainerState(conType ContainerStateType) {
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if conType > ContainerStateNone && conType < ContainerStateMax {
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a.statsLock.Lock()
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a.stats.containerStates[conType] -= 1
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a.statsLock.Unlock()
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}
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}
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// getSlot must ensure that if it receives a slot, it will be returned, otherwise
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// a container will be locked up forever waiting for slot to free.
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func (a *slotQueueMgr) getSlotQueue(call *call) (*slotQueue, bool) {
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key := getSlotQueueKey(call)
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a.hMu.Lock()
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slots, ok := a.hot[key]
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if !ok {
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slots = NewSlotQueue(key)
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a.hot[key] = slots
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}
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a.hMu.Unlock()
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return slots, !ok
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}
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// currently unused. But at some point, we need to age/delete old
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// slotQueues.
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func (a *slotQueueMgr) deleteSlotQueue(slots *slotQueue) bool {
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isDeleted := false
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a.hMu.Lock()
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if slots.isIdle() {
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delete(a.hot, slots.key)
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isDeleted = true
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}
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a.hMu.Unlock()
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return isDeleted
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}
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var shapool = &sync.Pool{New: func() interface{} { return sha1.New() }}
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// TODO do better; once we have app+route versions this function
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// can be simply app+route names & version
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func getSlotQueueKey(call *call) string {
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// return a sha1 hash of a (hopefully) unique string of all the config
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// values, to make map lookups quicker [than the giant unique string]
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hash := shapool.Get().(hash.Hash)
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hash.Reset()
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defer shapool.Put(hash)
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hash.Write(unsafeBytes(call.AppName))
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hash.Write(unsafeBytes("\x00"))
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hash.Write(unsafeBytes(call.Path))
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hash.Write(unsafeBytes("\x00"))
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hash.Write(unsafeBytes(call.Image))
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hash.Write(unsafeBytes("\x00"))
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hash.Write(unsafeBytes(call.Format))
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hash.Write(unsafeBytes("\x00"))
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// these are all static in size we only need to delimit the whole block of them
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var byt [8]byte
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binary.LittleEndian.PutUint32(byt[:4], uint32(call.Timeout))
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hash.Write(byt[:4])
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binary.LittleEndian.PutUint32(byt[:4], uint32(call.IdleTimeout))
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hash.Write(byt[:4])
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binary.LittleEndian.PutUint64(byt[:], call.Memory)
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hash.Write(byt[:])
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binary.LittleEndian.PutUint64(byt[:], uint64(call.CPUs))
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hash.Write(byt[:])
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hash.Write(unsafeBytes("\x00"))
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// we have to sort these before printing, yay.
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// TODO if we had a max size for config const we could avoid this!
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keys := make([]string, 0, len(call.Config))
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for k := range call.Config {
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i := sort.SearchStrings(keys, k)
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keys = append(keys, "")
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copy(keys[i+1:], keys[i:])
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keys[i] = k
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}
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for _, k := range keys {
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hash.Write(unsafeBytes(k))
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hash.Write(unsafeBytes("\x00"))
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hash.Write(unsafeBytes(call.Config[k]))
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hash.Write(unsafeBytes("\x00"))
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}
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var buf [sha1.Size]byte
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byts := hash.Sum(buf[:0])
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return unsafeString(byts)
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}
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// WARN: this is read only
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func unsafeBytes(a string) []byte {
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return *(*[]byte)(unsafe.Pointer(&a))
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}
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// WARN: this is read only
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func unsafeString(b []byte) string {
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return *(*string)(unsafe.Pointer(&b))
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}
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