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