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* fn: non-blocking resource tracker and notification For some types of errors, we might want to notify the actual caller if the error is directly 1-1 tied to that request. If hotLauncher is triggered with signaller, then here we send a back communication error notification channel. This is passed to checkLaunch to send back synchronous responses to the caller that initiated this hot container launch. This is useful if we want to run the agent in quick fail mode, where instead of waiting for CPU/Mem to become available, we prefer to fail quick in order not to hold up the caller. To support this, non-blocking resource tracker option/functions are now available. * fn: test env var rename tweak * fn: fixup merge * fn: rebase test fix * fn: merge fixup * fn: test tweak down to 70MB for 128MB total * fn: refactor token creation and use broadcast regardless * fn: nb description * fn: bugfix
369 lines
8.6 KiB
Go
369 lines
8.6 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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"reflect"
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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 chan error
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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 chan error, 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.AppID))
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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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// we need to additionally delimit config and annotations to eliminate overlap bug
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hash.Write(unsafeBytes("\x00"))
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keys = keys[:0] // clear keys
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for k := range call.Annotations {
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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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v, _ := call.Annotations.Get(k)
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hash.Write(v)
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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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hash.Sum(buf[:0])
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return string(buf[:])
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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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strHeader := (*reflect.StringHeader)(unsafe.Pointer(&a))
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var b []byte
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byteHeader := (*reflect.SliceHeader)(unsafe.Pointer(&b))
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byteHeader.Data = strHeader.Data
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// need to take the length of `a` here to ensure it's alive until after we update b's Data
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// field since the garbage collector can collect a variable once it is no longer used
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// not when it goes out of scope, for more details see https://github.com/golang/go/issues/9046
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l := len(a)
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byteHeader.Len = l
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byteHeader.Cap = l
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return b
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}
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