fusen-render/sm.go

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package fusenrender
import (
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"context"
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"io"
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"log"
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"sync"
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"time"
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"github.com/474420502/execute/triggered"
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"github.com/474420502/passer"
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sm "github.com/lni/dragonboat/v4/statemachine"
)
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var FsPasser *passer.Passer[sm.Result] = func() *passer.Passer[sm.Result] {
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fsPasser := passer.NewPasser[sm.Result]()
fsPasser.RegisterPasser(&CmdEnqueue{}, func(cxt context.Context, obj any) (sm.Result, error) {
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var smqueue = cxt.Value(ctxSMQueue{}).(*SMQueue)
var consumer = cxt.Value(ctxConsumption{}).(*triggered.EventExecute[bool])
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cmd := obj.(*CmdEnqueue)
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key := cmd.Item.GetKey()
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smqueue.mu.Lock()
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var queue *PriorityQueue[QueueItem]
var ok bool
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if queue, ok = smqueue.queues[cmd.Group]; !ok {
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queue = NewPriorityQueue[QueueItem]()
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smqueue.queues[cmd.Group] = queue
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}
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smqueue.mu.Unlock()
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queue.Push(&Slice[QueueItem]{
Key: key,
Value: cmd.Item,
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})
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var result sm.Result
consumer.Notify(consumer.NULL) // 通知可以执行update
return result, nil
})
fsPasser.RegisterPasser(&CmdDequeue{}, func(cxt context.Context, obj any) (sm.Result, error) {
var smqueue = cxt.Value(ctxSMQueue{}).(*SMQueue)
var e = cxt.Value(ctxEntry{}).(*sm.Entry)
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var queue *PriorityQueue[QueueItem]
var ok bool
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cmd := obj.(*CmdDequeue)
smqueue.mu.Lock()
if queue, ok = smqueue.queues[cmd.Group]; !ok {
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queue = NewPriorityQueue[QueueItem]()
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smqueue.queues[cmd.Group] = queue
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}
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smqueue.mu.Unlock()
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var result sm.Result
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if queue.Empty() {
return result, nil
}
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item := queue.Pop()
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if item == nil {
result.Value = 0
return result, nil
}
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if item != nil {
d, err := item.Encode()
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if err != nil {
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return result, err
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}
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e.Result.Data = d
result.Data = d
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queue.Empty()
size := queue.Size()
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smqueue.counter.Notify(size)
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// log.Println("queue remain:", queue.Size())
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}
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return result, nil
})
return fsPasser
}()
// SMQueue实现了StateMachine接口,用于管理基于PriorityQueue的消息队列
type SMQueue struct {
// 所属的Shard ID
shardID uint64
// Replica ID
replicaID uint64
// 互斥锁,保护队列Map的并发访问
mu *sync.Mutex
// 组名到队列的映射
queues map[string]*PriorityQueue[QueueItem]
counter *triggered.EventExecute[int64]
}
// // NewSMQueue creates and return a new ExampleStateMachine object.
func NewSMQueue(shardID uint64, replicaID uint64) sm.IStateMachine {
mu := &sync.Mutex{}
return &SMQueue{
shardID: shardID,
replicaID: replicaID,
mu: mu,
queues: make(map[string]*PriorityQueue[QueueItem]),
counter: triggered.RegisterExecute[int64](func(params *triggered.Params[int64]) {
log.Printf("queue remain: %d\n", params.Value)
time.Sleep(time.Second * 5)
}),
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}
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}
// Lookup performs local lookup on the ExampleStateMachine instance. In this example,
// we always return the Count value as a little endian binary encoded byte
// slice.
func (s *SMQueue) Lookup(group interface{}) (item interface{}, err error) {
return item, nil
}
type ctxEntry struct{}
type ctxSMQueue struct{}
type ctxConsumption struct{}
// Update处理Entry中的更新命令
// Update updates the object using the specified committed raft entry.
func (s *SMQueue) Update(e sm.Entry) (result sm.Result, err error) {
ctx := context.TODO()
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ctx = context.WithValue(ctx, ctxEntry{}, &e)
ctx = context.WithValue(ctx, ctxSMQueue{}, s)
ctx = context.WithValue(ctx, ctxConsumption{}, Consumption)
return FsPasser.ExecuteWithBytes(ctx, e.Cmd)
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}
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// SaveSnapshot saves the current IStateMachine state into a snapshot using the
// specified io.Writer object.
func (s *SMQueue) SaveSnapshot(w io.Writer,
fc sm.ISnapshotFileCollection, done <-chan struct{}) error {
// as shown above, the only state that can be saved is the Count variable
// there is no external file in this IStateMachine example, we thus leave
// the fc untouched
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// s.mu.Lock()
// defer s.mu.Unlock()
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// return gob.NewEncoder(w).Encode(&s.queues)
return nil
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}
// RecoverFromSnapshot recovers the state using the provided snapshot.
func (s *SMQueue) RecoverFromSnapshot(r io.Reader,
files []sm.SnapshotFile,
done <-chan struct{}) error {
// restore the Count variable, that is the only state we maintain in this
// example, the input files is expected to be empty
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// err := gob.NewDecoder(r).Decode(&s.queues)
// if err != nil {
// return err
// }
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return nil
}
// Close closes the IStateMachine instance. There is nothing for us to cleanup
// or release as this is a pure in memory data store. Note that the Close
// method is not guaranteed to be called as node can crash at any time.
func (s *SMQueue) Close() error { return nil }