b4325dfbce
We set RawToString=true so that []uint8 => string when decoding an interface{}. We set the MapType so that map[interface{}]interface{} decodes to map[string]interface{}. Add tests to ensure that this doesn't break existing usages. Fixes #7223
220 lines
5.8 KiB
Go
220 lines
5.8 KiB
Go
package fsm
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import (
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"fmt"
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"io"
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"sync"
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"time"
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"github.com/hashicorp/consul/agent/consul/state"
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"github.com/hashicorp/consul/agent/structs"
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"github.com/hashicorp/consul/logging"
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"github.com/hashicorp/go-hclog"
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"github.com/hashicorp/go-msgpack/codec"
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"github.com/hashicorp/go-raftchunking"
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"github.com/hashicorp/raft"
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)
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// command is a command method on the FSM.
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type command func(buf []byte, index uint64) interface{}
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// unboundCommand is a command method on the FSM, not yet bound to an FSM
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// instance.
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type unboundCommand func(c *FSM, buf []byte, index uint64) interface{}
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// commands is a map from message type to unbound command.
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var commands map[structs.MessageType]unboundCommand
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// registerCommand registers a new command with the FSM, which should be done
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// at package init() time.
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func registerCommand(msg structs.MessageType, fn unboundCommand) {
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if commands == nil {
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commands = make(map[structs.MessageType]unboundCommand)
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}
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if commands[msg] != nil {
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panic(fmt.Errorf("Message %d is already registered", msg))
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}
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commands[msg] = fn
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}
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// FSM implements a finite state machine that is used
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// along with Raft to provide strong consistency. We implement
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// this outside the Server to avoid exposing this outside the package.
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type FSM struct {
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logger hclog.Logger
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path string
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// apply is built off the commands global and is used to route apply
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// operations to their appropriate handlers.
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apply map[structs.MessageType]command
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// stateLock is only used to protect outside callers to State() from
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// racing with Restore(), which is called by Raft (it puts in a totally
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// new state store). Everything internal here is synchronized by the
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// Raft side, so doesn't need to lock this.
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stateLock sync.RWMutex
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state *state.Store
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gc *state.TombstoneGC
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chunker *raftchunking.ChunkingFSM
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}
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// New is used to construct a new FSM with a blank state.
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func New(gc *state.TombstoneGC, logger hclog.Logger) (*FSM, error) {
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if logger == nil {
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logger = hclog.New(&hclog.LoggerOptions{})
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}
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stateNew, err := state.NewStateStore(gc)
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if err != nil {
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return nil, err
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}
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fsm := &FSM{
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logger: logger.Named(logging.FSM),
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apply: make(map[structs.MessageType]command),
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state: stateNew,
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gc: gc,
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}
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// Build out the apply dispatch table based on the registered commands.
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for msg, fn := range commands {
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thisFn := fn
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fsm.apply[msg] = func(buf []byte, index uint64) interface{} {
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return thisFn(fsm, buf, index)
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}
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}
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fsm.chunker = raftchunking.NewChunkingFSM(fsm, nil)
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return fsm, nil
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}
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func (c *FSM) ChunkingFSM() *raftchunking.ChunkingFSM {
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return c.chunker
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}
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// State is used to return a handle to the current state
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func (c *FSM) State() *state.Store {
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c.stateLock.RLock()
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defer c.stateLock.RUnlock()
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return c.state
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}
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func (c *FSM) Apply(log *raft.Log) interface{} {
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buf := log.Data
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msgType := structs.MessageType(buf[0])
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// Check if this message type should be ignored when unknown. This is
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// used so that new commands can be added with developer control if older
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// versions can safely ignore the command, or if they should crash.
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ignoreUnknown := false
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if msgType&structs.IgnoreUnknownTypeFlag == structs.IgnoreUnknownTypeFlag {
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msgType &= ^structs.IgnoreUnknownTypeFlag
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ignoreUnknown = true
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}
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// Apply based on the dispatch table, if possible.
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if fn := c.apply[msgType]; fn != nil {
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return fn(buf[1:], log.Index)
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}
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// Otherwise, see if it's safe to ignore. If not, we have to panic so
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// that we crash and our state doesn't diverge.
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if ignoreUnknown {
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c.logger.Warn("ignoring unknown message type, upgrade to newer version", "type", msgType)
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return nil
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}
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panic(fmt.Errorf("failed to apply request: %#v", buf))
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}
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func (c *FSM) Snapshot() (raft.FSMSnapshot, error) {
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defer func(start time.Time) {
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c.logger.Info("snapshot created", "duration", time.Since(start).String())
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}(time.Now())
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chunkState, err := c.chunker.CurrentState()
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if err != nil {
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return nil, err
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}
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return &snapshot{
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state: c.state.Snapshot(),
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chunkState: chunkState,
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}, nil
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}
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// Restore streams in the snapshot and replaces the current state store with a
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// new one based on the snapshot if all goes OK during the restore.
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func (c *FSM) Restore(old io.ReadCloser) error {
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defer old.Close()
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// Create a new state store.
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stateNew, err := state.NewStateStore(c.gc)
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if err != nil {
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return err
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}
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// Set up a new restore transaction
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restore := stateNew.Restore()
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defer restore.Abort()
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// Create a decoder
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dec := codec.NewDecoder(old, structs.MsgpackHandle)
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// Read in the header
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var header snapshotHeader
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if err := dec.Decode(&header); err != nil {
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return err
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}
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// Populate the new state
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msgType := make([]byte, 1)
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for {
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// Read the message type
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_, err := old.Read(msgType)
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if err == io.EOF {
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break
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} else if err != nil {
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return err
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}
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// Decode
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msg := structs.MessageType(msgType[0])
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switch {
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case msg == structs.ChunkingStateType:
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chunkState := &raftchunking.State{
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ChunkMap: make(raftchunking.ChunkMap),
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}
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if err := dec.Decode(chunkState); err != nil {
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return err
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}
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if err := c.chunker.RestoreState(chunkState); err != nil {
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return err
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}
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case restorers[msg] != nil:
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fn := restorers[msg]
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if err := fn(&header, restore, dec); err != nil {
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return err
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}
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default:
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return fmt.Errorf("Unrecognized msg type %d", msg)
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}
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}
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restore.Commit()
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// External code might be calling State(), so we need to synchronize
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// here to make sure we swap in the new state store atomically.
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c.stateLock.Lock()
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stateOld := c.state
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c.state = stateNew
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c.stateLock.Unlock()
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// Signal that the old state store has been abandoned. This is required
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// because we don't operate on it any more, we just throw it away, so
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// blocking queries won't see any changes and need to be woken up.
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stateOld.Abandon()
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return nil
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}
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