Files
fn-serverless/api/agent/slots.go
Reed Allman 997c7fce89 fix undefined string slot key (#806)
while escape analysis didn't lie that the bytes underlying this string escaped
to the heap, the reference to them died and led to us getting an undefined
byte array underlying the string.

sadly, this makes 4 allocs here (still down from 31), but only adds 100ns per
op. I still don't get why 'buf' and 'byts' escape to the heap, blaming faulty
escape analysis code.

this one is kind of impossible to write a test for.

found this from doing benchmarking stuff and was getting weird behavior at the
end of runs where calls didn't find a slot, ran bisect on a known-good commit
from a couple weeks ago and found that it was this. voila. this could explain
the variance from the slack dude's benchmarks, too. anyway, confirmed that
this fixes the issue.
2018-02-28 18:35:07 -08:00

337 lines
7.6 KiB
Go

package agent
import (
"context"
"crypto/sha1"
"encoding/binary"
"hash"
"sort"
"sync"
"sync/atomic"
"unsafe"
)
//
// slotQueueMgr keeps track of hot container slotQueues where each slotQueue
// provides for multiple consumers/producers. slotQueue also stores
// a few basic stats in slotStats.
//
type Slot interface {
exec(ctx context.Context, call *call) error
Close(ctx context.Context) error
Error() error
}
// slotQueueMgr manages hot container slotQueues
type slotQueueMgr struct {
hMu sync.Mutex // protects hot
hot map[string]*slotQueue
}
// request and container states
type slotQueueStats struct {
requestStates [RequestStateMax]uint64
containerStates [ContainerStateMax]uint64
}
type slotToken struct {
slot Slot
trigger chan struct{}
id uint64
isBusy uint32
}
// LIFO queue that exposes input/output channels along
// with runner/waiter tracking for agent
type slotQueue struct {
key string
cond *sync.Cond
slots []*slotToken
nextId uint64
signaller chan bool
statsLock sync.Mutex // protects stats below
stats slotQueueStats
}
func NewSlotQueueMgr() *slotQueueMgr {
obj := &slotQueueMgr{
hot: make(map[string]*slotQueue),
}
return obj
}
func NewSlotQueue(key string) *slotQueue {
obj := &slotQueue{
key: key,
cond: sync.NewCond(new(sync.Mutex)),
slots: make([]*slotToken, 0),
signaller: make(chan bool, 1),
}
return obj
}
func (a *slotQueue) acquireSlot(s *slotToken) bool {
// let's get the lock
if !atomic.CompareAndSwapUint32(&s.isBusy, 0, 1) {
return false
}
a.cond.L.Lock()
// common case: acquired slots are usually at the end
for i := len(a.slots) - 1; i >= 0; i-- {
if a.slots[i].id == s.id {
a.slots = append(a.slots[:i], a.slots[i+1:]...)
break
}
}
a.cond.L.Unlock()
// now we have the lock, push the trigger
close(s.trigger)
return true
}
func (a *slotQueue) startDequeuer(ctx context.Context) chan *slotToken {
isWaiting := false
output := make(chan *slotToken)
go func() {
<-ctx.Done()
a.cond.L.Lock()
if isWaiting {
a.cond.Broadcast()
}
a.cond.L.Unlock()
}()
go func() {
for {
a.cond.L.Lock()
isWaiting = true
for len(a.slots) <= 0 && (ctx.Err() == nil) {
a.cond.Wait()
}
isWaiting = false
if ctx.Err() != nil {
a.cond.L.Unlock()
return
}
item := a.slots[len(a.slots)-1]
a.cond.L.Unlock()
select {
case output <- item: // good case (dequeued)
case <-item.trigger: // ejected (eject handles cleanup)
case <-ctx.Done(): // time out or cancel from caller
}
}
}()
return output
}
func (a *slotQueue) queueSlot(slot Slot) *slotToken {
token := &slotToken{slot, make(chan struct{}), 0, 0}
a.cond.L.Lock()
token.id = a.nextId
a.slots = append(a.slots, token)
a.nextId += 1
a.cond.L.Unlock()
a.cond.Broadcast()
return token
}
// isIdle() returns true is there's no activity for this slot queue. This
// means no one is waiting, running or starting.
func (a *slotQueue) isIdle() bool {
var isIdle bool
a.statsLock.Lock()
isIdle = a.stats.requestStates[RequestStateWait] == 0 &&
a.stats.requestStates[RequestStateExec] == 0 &&
a.stats.containerStates[ContainerStateWait] == 0 &&
a.stats.containerStates[ContainerStateStart] == 0 &&
a.stats.containerStates[ContainerStateIdle] == 0 &&
a.stats.containerStates[ContainerStateBusy] == 0
a.statsLock.Unlock()
return isIdle
}
func (a *slotQueue) getStats() slotQueueStats {
var out slotQueueStats
a.statsLock.Lock()
out = a.stats
a.statsLock.Unlock()
return out
}
func isNewContainerNeeded(cur *slotQueueStats) bool {
idleWorkers := cur.containerStates[ContainerStateIdle]
starters := cur.containerStates[ContainerStateStart]
startWaiters := cur.containerStates[ContainerStateWait]
queuedRequests := cur.requestStates[RequestStateWait]
// we expect idle containers to immediately pick up
// any waiters. We assume non-idle containers busy.
effectiveWaiters := uint64(0)
if idleWorkers < queuedRequests {
effectiveWaiters = queuedRequests - idleWorkers
}
if effectiveWaiters == 0 {
return false
}
// we expect resource waiters to eventually transition
// into starters.
effectiveStarters := starters + startWaiters
// if containers are starting, do not start more than effective waiters
if effectiveStarters > 0 && effectiveStarters >= effectiveWaiters {
return false
}
return true
}
func (a *slotQueue) enterRequestState(reqType RequestStateType) {
if reqType > RequestStateNone && reqType < RequestStateMax {
a.statsLock.Lock()
a.stats.requestStates[reqType] += 1
a.statsLock.Unlock()
}
}
func (a *slotQueue) exitRequestState(reqType RequestStateType) {
if reqType > RequestStateNone && reqType < RequestStateMax {
a.statsLock.Lock()
a.stats.requestStates[reqType] -= 1
a.statsLock.Unlock()
}
}
func (a *slotQueue) enterContainerState(conType ContainerStateType) {
if conType > ContainerStateNone && conType < ContainerStateMax {
a.statsLock.Lock()
a.stats.containerStates[conType] += 1
a.statsLock.Unlock()
}
}
func (a *slotQueue) exitContainerState(conType ContainerStateType) {
if conType > ContainerStateNone && conType < ContainerStateMax {
a.statsLock.Lock()
a.stats.containerStates[conType] -= 1
a.statsLock.Unlock()
}
}
// getSlot must ensure that if it receives a slot, it will be returned, otherwise
// a container will be locked up forever waiting for slot to free.
func (a *slotQueueMgr) getSlotQueue(call *call) (*slotQueue, bool) {
key := getSlotQueueKey(call)
a.hMu.Lock()
slots, ok := a.hot[key]
if !ok {
slots = NewSlotQueue(key)
a.hot[key] = slots
}
a.hMu.Unlock()
return slots, !ok
}
// currently unused. But at some point, we need to age/delete old
// slotQueues.
func (a *slotQueueMgr) deleteSlotQueue(slots *slotQueue) bool {
isDeleted := false
a.hMu.Lock()
if slots.isIdle() {
delete(a.hot, slots.key)
isDeleted = true
}
a.hMu.Unlock()
return isDeleted
}
var shapool = &sync.Pool{New: func() interface{} { return sha1.New() }}
// TODO do better; once we have app+route versions this function
// can be simply app+route names & version
func getSlotQueueKey(call *call) string {
// return a sha1 hash of a (hopefully) unique string of all the config
// values, to make map lookups quicker [than the giant unique string]
hash := shapool.Get().(hash.Hash)
hash.Reset()
defer shapool.Put(hash)
hash.Write(unsafeBytes(call.AppName))
hash.Write(unsafeBytes("\x00"))
hash.Write(unsafeBytes(call.Path))
hash.Write(unsafeBytes("\x00"))
hash.Write(unsafeBytes(call.Image))
hash.Write(unsafeBytes("\x00"))
hash.Write(unsafeBytes(call.Format))
hash.Write(unsafeBytes("\x00"))
// these are all static in size we only need to delimit the whole block of them
var byt [8]byte
binary.LittleEndian.PutUint32(byt[:4], uint32(call.Timeout))
hash.Write(byt[:4])
binary.LittleEndian.PutUint32(byt[:4], uint32(call.IdleTimeout))
hash.Write(byt[:4])
binary.LittleEndian.PutUint64(byt[:], call.Memory)
hash.Write(byt[:])
binary.LittleEndian.PutUint64(byt[:], uint64(call.CPUs))
hash.Write(byt[:])
hash.Write(unsafeBytes("\x00"))
// we have to sort these before printing, yay.
// TODO if we had a max size for config const we could avoid this!
keys := make([]string, 0, len(call.Config))
for k := range call.Config {
i := sort.SearchStrings(keys, k)
keys = append(keys, "")
copy(keys[i+1:], keys[i:])
keys[i] = k
}
for _, k := range keys {
hash.Write(unsafeBytes(k))
hash.Write(unsafeBytes("\x00"))
hash.Write(unsafeBytes(call.Config[k]))
hash.Write(unsafeBytes("\x00"))
}
var buf [sha1.Size]byte
hash.Sum(buf[:0])
return string(buf[:])
}
// WARN: this is read only
func unsafeBytes(a string) []byte {
return *(*[]byte)(unsafe.Pointer(&a))
}