2020-09-25 17:46:38 +00:00
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package autopilot
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import (
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"context"
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"fmt"
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"sort"
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"time"
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"github.com/hashicorp/raft"
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)
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// aliveServers will filter the input map of servers and output one with all of the
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// servers in a Left state removed.
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func aliveServers(servers map[raft.ServerID]*Server) map[raft.ServerID]*Server {
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serverMap := make(map[raft.ServerID]*Server)
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for _, server := range servers {
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if server.NodeStatus == NodeLeft {
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continue
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}
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serverMap[server.ID] = server
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}
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return serverMap
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}
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// nextStateInputs is the collection of values that can influence
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// creation of the next State.
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type nextStateInputs struct {
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Now time.Time
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StartTime time.Time
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Config *Config
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RaftConfig *raft.Configuration
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KnownServers map[raft.ServerID]*Server
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LatestIndex uint64
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LastTerm uint64
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FetchedStats map[raft.ServerID]*ServerStats
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LeaderID raft.ServerID
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}
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// gatherNextStateInputs gathers all the information that would be used to
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// create the new updated state from.
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//
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// - Time Providers current time.
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// - Autopilot Config (needed to determine if the stats should indicate unhealthiness)
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// - Current state
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// - Raft Configuration
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// - Known Servers
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2021-01-27 16:14:52 +00:00
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// - Latest raft index (gathered right before the remote server stats so that they should
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2020-09-25 17:46:38 +00:00
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// be from about the same point in time)
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// - Stats for all non-left servers
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func (a *Autopilot) gatherNextStateInputs(ctx context.Context) (*nextStateInputs, error) {
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// there are a lot of inputs to computing the next state so they get put into a
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// struct so that we don't have to return 8 values.
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inputs := &nextStateInputs{
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Now: a.time.Now(),
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StartTime: a.startTime,
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}
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// grab the latest autopilot configuration
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config := a.delegate.AutopilotConfig()
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if config == nil {
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return nil, fmt.Errorf("delegate did not return an Autopilot configuration")
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}
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inputs.Config = config
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// retrieve the raft configuration
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raftConfig, err := a.getRaftConfiguration()
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if err != nil {
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return nil, fmt.Errorf("failed to get the Raft configuration: %w", err)
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}
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inputs.RaftConfig = raftConfig
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leader := a.raft.Leader()
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for _, s := range inputs.RaftConfig.Servers {
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if s.Address == leader {
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inputs.LeaderID = s.ID
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break
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}
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}
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if inputs.LeaderID == "" {
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return nil, fmt.Errorf("cannot detect the current leader server id from its address: %s", leader)
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}
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// get the latest Raft index - this should be kept close to the call to
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// fetch the statistics so that the index values are as close in time as
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// possible to make the best decision regarding an individual servers
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// healthiness.
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inputs.LatestIndex = a.raft.LastIndex()
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term, err := a.lastTerm()
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if err != nil {
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return nil, fmt.Errorf("failed to determine the last Raft term: %w", err)
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}
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inputs.LastTerm = term
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// getting the raft configuration could block for a while so now is a good
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// time to check for context cancellation
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if ctx.Err() != nil {
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return nil, ctx.Err()
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}
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// get the known servers which may include left/failed ones
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inputs.KnownServers = a.delegate.KnownServers()
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// in most cases getting the known servers should be quick but as we cannot
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// account for every potential delegate and prevent them from making
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// blocking network requests we should probably check the context again.
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if ctx.Err() != nil {
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return nil, ctx.Err()
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}
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// we only allow the fetch to take place for up to half the health interval
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// the next health interval will attempt to fetch the stats again but if
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// we do not see responses within this time then we can assume they are
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// unhealthy
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d := inputs.Now.Add(a.updateInterval / 2)
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fetchCtx, cancel := context.WithDeadline(ctx, d)
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defer cancel()
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inputs.FetchedStats = a.delegate.FetchServerStats(fetchCtx, aliveServers(inputs.KnownServers))
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// it might be nil but we propagate the ctx.Err just in case our context was
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// cancelled since the last time we checked.
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return inputs, ctx.Err()
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}
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// nextState will gather many inputs about the current state of servers from the
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// delegate, raft and time provider among other sources and then compute the
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// next Autopilot state.
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func (a *Autopilot) nextState(ctx context.Context) (*State, error) {
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inputs, err := a.gatherNextStateInputs(ctx)
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if err != nil {
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return nil, err
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}
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state := a.nextStateWithInputs(inputs)
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if state.Leader == "" {
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return nil, fmt.Errorf("Unabled to detect the leader server")
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}
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return state, nil
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}
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// nextStateWithInputs computes the next state given pre-gathered inputs
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func (a *Autopilot) nextStateWithInputs(inputs *nextStateInputs) *State {
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nextServers := a.nextServers(inputs)
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newState := &State{
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startTime: inputs.StartTime,
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Healthy: true,
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Servers: nextServers,
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}
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voterCount := 0
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healthyVoters := 0
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// This loop will
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// 1. Determine the ID of the leader server and set it in the state
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// 2. Count the number of voters in the cluster
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// 3. Count the number of healthy voters in the cluster
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// 4. Detect unhealthy servers and mark the overall health as false
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for id, srv := range nextServers {
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if !srv.Health.Healthy {
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// any unhealthiness results in overall unhealthiness
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newState.Healthy = false
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}
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switch srv.State {
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case RaftLeader:
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newState.Leader = id
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fallthrough
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case RaftVoter:
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newState.Voters = append(newState.Voters, id)
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voterCount++
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if srv.Health.Healthy {
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healthyVoters++
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}
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}
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}
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// If we have extra healthy voters, update FailureTolerance from its
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// zero value in the struct.
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requiredQuorum := requiredQuorum(voterCount)
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if healthyVoters > requiredQuorum {
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newState.FailureTolerance = healthyVoters - requiredQuorum
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}
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// update any promoter specific overall state
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if newExt := a.promoter.GetStateExt(inputs.Config, newState); newExt != nil {
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newState.Ext = newExt
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}
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// update the node types - these are really informational for users to
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// know how autopilot and the associate promoter algorithms have classed
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// each server as some promotion algorithms may want to keep certain
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// servers as non-voters for reasons. The node type then can be used
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// to indicate why that might be happening.
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for id, typ := range a.promoter.GetNodeTypes(inputs.Config, newState) {
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if srv, ok := newState.Servers[id]; ok {
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srv.Server.NodeType = typ
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}
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}
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// Sort the voters list to keep the output stable. This is done near the end
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// as SortServers may use other parts of the state that were created in
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// this method and populated in the newState. Requiring output stability
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// helps make tests easier to manage and means that if you happen to be dumping
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// the state periodically you shouldn't see things change unless there
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// are real changes to server health or overall configuration.
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SortServers(newState.Voters, newState)
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return newState
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}
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// nextServers will build out the servers map for the next state to be created
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// from the given inputs. This will take into account all the various sources
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// of partial state (current state, raft config, application known servers etc.)
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// and combine them into the final server map.
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func (a *Autopilot) nextServers(inputs *nextStateInputs) map[raft.ServerID]*ServerState {
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newServers := make(map[raft.ServerID]*ServerState)
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for _, srv := range inputs.RaftConfig.Servers {
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state := a.buildServerState(inputs, srv)
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// update any promoter specific information. This isn't done within
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// buildServerState to keep that function "pure" and not require
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// mocking for tests
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if newExt := a.promoter.GetServerExt(inputs.Config, &state); newExt != nil {
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state.Server.Ext = newExt
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}
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newServers[srv.ID] = &state
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}
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return newServers
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}
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// buildServerState takes all the nextStateInputs and builds out a ServerState
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// for the given Raft server. This will take into account the raft configuration
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// existing state, application known servers and recently fetched stats.
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func (a *Autopilot) buildServerState(inputs *nextStateInputs, srv raft.Server) ServerState {
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// Note that the ordering of operations in this method are very important.
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// We are building up the ServerState from the least important sources
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// and overriding them with more up to date values.
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// build the basic state from the Raft server
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state := ServerState{
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Server: Server{
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ID: srv.ID,
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Address: srv.Address,
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},
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}
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switch srv.Suffrage {
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case raft.Voter:
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state.State = RaftVoter
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case raft.Nonvoter:
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state.State = RaftNonVoter
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case raft.Staging:
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state.State = RaftStaging
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default:
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// should be impossible unless the constants in Raft were updated
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// to have a new state.
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// TODO (mkeeler) maybe a panic would be better here. The downside is
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// that it would be hard to catch that in tests when updating the Raft
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// version.
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state.State = RaftNone
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}
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// overwrite the raft state to mark the leader as such instead of just
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// a regular voter
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if srv.ID == inputs.LeaderID {
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state.State = RaftLeader
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}
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var previousHealthy *bool
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a.stateLock.RLock()
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// copy some state from an existing server into the new state - most of this
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// should be overridden soon but at this point we are just building the base.
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if existing, found := a.state.Servers[srv.ID]; found {
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state.Stats = existing.Stats
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state.Health = existing.Health
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previousHealthy = &state.Health.Healthy
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// it is is important to note that the map values we retrieved this from are
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// stored by value. Therefore we are modifying a copy of what is in the existing
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// state and not the actual state itself. We want to ensure that the Address
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// is what Raft will know about.
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state.Server = existing.Server
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state.Server.Address = srv.Address
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}
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a.stateLock.RUnlock()
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// pull in the latest information from the applications knowledge of the
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// server. Mainly we want the NodeStatus & Meta
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if known, found := inputs.KnownServers[srv.ID]; found {
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// it is important to note that we are modifying a copy of a Server as the
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// map we retrieved this from has a non-pointer type value. We definitely
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// do not want to modify the current known servers but we do want to ensure
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// that we do not overwrite the Address
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state.Server = *known
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state.Server.Address = srv.Address
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} else {
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// TODO (mkeeler) do we need a None state. In the previous autopilot code
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// we would have set this to serf.StatusNone
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state.Server.NodeStatus = NodeLeft
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}
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// override the Stats if any where in the fetched results
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if stats, found := inputs.FetchedStats[srv.ID]; found {
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state.Stats = *stats
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}
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// now populate the healthy field given the stats
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state.Health.Healthy = state.isHealthy(inputs.LastTerm, inputs.LatestIndex, inputs.Config)
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// overwrite the StableSince field if this is a new server or when
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// the health status changes. No need for an else as we previously set
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// it when we overwrote the whole Health structure when finding a
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// server in the existing state
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if previousHealthy == nil || *previousHealthy != state.Health.Healthy {
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state.Health.StableSince = inputs.Now
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}
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return state
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}
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// updateState will compute the nextState, set it on the Autopilot instance and
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// then notify the delegate of the update.
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func (a *Autopilot) updateState(ctx context.Context) {
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newState, err := a.nextState(ctx)
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if err != nil {
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a.logger.Error("Error when computing next state", "error", err)
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return
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}
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a.stateLock.Lock()
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defer a.stateLock.Unlock()
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a.state = newState
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a.delegate.NotifyState(newState)
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}
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// SortServers will take a list of raft ServerIDs and sort it using
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// information from the State. See the ServerLessThan function for
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// details about how two servers get compared.
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func SortServers(ids []raft.ServerID, s *State) {
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sort.Slice(ids, func(i, j int) bool {
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return ServerLessThan(ids[i], ids[j], s)
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})
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}
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// ServerLessThan will lookup both servers in the given State and return
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// true if the first id corresponds to a server that is logically less than
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// lower than, better than etc. the second server. The following criteria
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// are considered in order of most important to least important
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//
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// 1. A Leader server is always less than all others
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// 2. A voter is less than non voters
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// 3. Healthy servers are less than unhealthy servers
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// 4. Servers that have been stable longer are consider less than.
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func ServerLessThan(id1 raft.ServerID, id2 raft.ServerID, s *State) bool {
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srvI := s.Servers[id1]
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srvJ := s.Servers[id2]
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// the leader always comes first
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if srvI.State == RaftLeader {
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return true
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} else if srvJ.State == RaftLeader {
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return false
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}
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// voters come before non-voters & staging
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if srvI.State == RaftVoter && srvJ.State != RaftVoter {
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return true
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} else if srvI.State != RaftVoter && srvJ.State == RaftVoter {
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return false
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}
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// at this point we know that the raft state of both nodes is roughly
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// equivalent so we want to now sort based on health
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if srvI.Health.Healthy == srvJ.Health.Healthy {
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if srvI.Health.StableSince.Before(srvJ.Health.StableSince) {
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return srvI.Health.Healthy
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} else if srvJ.Health.StableSince.Before(srvI.Health.StableSince) {
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return !srvI.Health.Healthy
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}
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// with all else equal sort by the IDs
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return id1 < id2
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}
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// one of the two isn't healthy. We consider the healthy one as less than
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// the other. So we return true if server I is healthy and false if it isn't
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// as we know that server J is healthy and thus should come before server I.
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return srvI.Health.Healthy
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}
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