foundationdb/fdbserver/RestoreWorker.actor.cpp

341 lines
14 KiB
C++

/*
* RestoreWorker.actor.cpp
*
* This source file is part of the FoundationDB open source project
*
* Copyright 2013-2018 Apple Inc. and the FoundationDB project authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <ctime>
#include <climits>
#include <numeric>
#include <algorithm>
#include <boost/algorithm/string/split.hpp>
#include <boost/algorithm/string/classification.hpp>
#include "fdbclient/NativeAPI.actor.h"
#include "fdbclient/SystemData.h"
#include "fdbclient/BackupAgent.actor.h"
#include "fdbclient/ManagementAPI.actor.h"
#include "fdbclient/MutationList.h"
#include "fdbclient/BackupContainer.h"
#include "fdbrpc/IAsyncFile.h"
#include "flow/genericactors.actor.h"
#include "flow/Hash3.h"
#include "flow/ActorCollection.h"
#include "fdbserver/RestoreWorker.actor.h"
#include "fdbserver/RestoreMaster.actor.h"
#include "flow/actorcompiler.h" // This must be the last #include.
class RestoreConfigFR;
struct RestoreWorkerData; // Only declare the struct exist but we cannot use its field
ACTOR Future<Void> handlerTerminateWorkerRequest(RestoreSimpleRequest req, Reference<RestoreWorkerData> self,
RestoreWorkerInterface workerInterf, Database cx);
ACTOR Future<Void> monitorWorkerLiveness(Reference<RestoreWorkerData> self);
void handleRecruitRoleRequest(RestoreRecruitRoleRequest req, Reference<RestoreWorkerData> self,
ActorCollection* actors, Database cx);
ACTOR Future<Void> collectRestoreWorkerInterface(Reference<RestoreWorkerData> self, Database cx,
int min_num_workers = 2);
ACTOR Future<Void> monitorleader(Reference<AsyncVar<RestoreWorkerInterface>> leader, Database cx,
RestoreWorkerInterface myWorkerInterf);
ACTOR Future<Void> startRestoreWorkerLeader(Reference<RestoreWorkerData> self, RestoreWorkerInterface workerInterf,
Database cx);
// Remove the worker interface from restoreWorkerKey and remove its roles interfaces from their keys.
ACTOR Future<Void> handlerTerminateWorkerRequest(RestoreSimpleRequest req, Reference<RestoreWorkerData> self,
RestoreWorkerInterface workerInterf, Database cx) {
wait(runRYWTransaction(cx, [=](Reference<ReadYourWritesTransaction> tr) -> Future<Void> {
tr->setOption(FDBTransactionOptions::ACCESS_SYSTEM_KEYS);
tr->setOption(FDBTransactionOptions::LOCK_AWARE);
tr->clear(restoreWorkerKeyFor(workerInterf.id()));
return Void();
}));
TraceEvent("FastRestore").detail("HandleTerminateWorkerReq", self->id());
return Void();
}
// Assume only 1 role on a restore worker.
// Future: Multiple roles in a restore worker
void handleRecruitRoleRequest(RestoreRecruitRoleRequest req, Reference<RestoreWorkerData> self,
ActorCollection* actors, Database cx) {
// Already recruited a role
// Future: Allow multiple restore roles on a restore worker. The design should easily allow this.
if (self->loaderInterf.present()) {
ASSERT(req.role == RestoreRole::Loader);
req.reply.send(RestoreRecruitRoleReply(self->id(), RestoreRole::Loader, self->loaderInterf.get()));
return;
} else if (self->applierInterf.present()) {
req.reply.send(RestoreRecruitRoleReply(self->id(), RestoreRole::Applier, self->applierInterf.get()));
return;
}
if (req.role == RestoreRole::Loader) {
ASSERT(!self->loaderInterf.present());
self->loaderInterf = RestoreLoaderInterface();
self->loaderInterf.get().initEndpoints();
RestoreLoaderInterface& recruited = self->loaderInterf.get();
DUMPTOKEN(recruited.initVersionBatch);
DUMPTOKEN(recruited.loadFile);
DUMPTOKEN(recruited.sendMutations);
DUMPTOKEN(recruited.collectRestoreRoleInterfaces);
DUMPTOKEN(recruited.finishRestore);
actors->add(restoreLoaderCore(self->loaderInterf.get(), req.nodeIndex, cx));
TraceEvent("FastRestore").detail("RecruitedLoaderNodeIndex", req.nodeIndex);
req.reply.send(
RestoreRecruitRoleReply(self->loaderInterf.get().id(), RestoreRole::Loader, self->loaderInterf.get()));
} else if (req.role == RestoreRole::Applier) {
ASSERT(!self->applierInterf.present());
self->applierInterf = RestoreApplierInterface();
self->applierInterf.get().initEndpoints();
RestoreApplierInterface& recruited = self->applierInterf.get();
DUMPTOKEN(recruited.sendMutationVector);
DUMPTOKEN(recruited.applyToDB);
DUMPTOKEN(recruited.initVersionBatch);
DUMPTOKEN(recruited.collectRestoreRoleInterfaces);
DUMPTOKEN(recruited.finishRestore);
actors->add(restoreApplierCore(self->applierInterf.get(), req.nodeIndex, cx));
TraceEvent("FastRestore").detail("RecruitedApplierNodeIndex", req.nodeIndex);
req.reply.send(
RestoreRecruitRoleReply(self->applierInterf.get().id(), RestoreRole::Applier, self->applierInterf.get()));
} else {
TraceEvent(SevError, "FastRestore")
.detail("HandleRecruitRoleRequest", "UnknownRole"); //.detail("Request", req.printable());
}
return;
}
// Read restoreWorkersKeys from DB to get each restore worker's workerInterface and set it to self->workerInterfaces;
// This is done before we assign restore roles for restore workers.
ACTOR Future<Void> collectRestoreWorkerInterface(Reference<RestoreWorkerData> self, Database cx, int min_num_workers) {
state Transaction tr(cx);
state vector<RestoreWorkerInterface> agents; // agents is cmdsInterf
loop {
try {
self->workerInterfaces.clear();
agents.clear();
tr.reset();
tr.setOption(FDBTransactionOptions::ACCESS_SYSTEM_KEYS);
tr.setOption(FDBTransactionOptions::LOCK_AWARE);
Standalone<RangeResultRef> agentValues = wait(tr.getRange(restoreWorkersKeys, CLIENT_KNOBS->TOO_MANY));
ASSERT(!agentValues.more);
// If agentValues.size() < min_num_workers, we should wait for coming workers to register their
// workerInterface before we read them once for all
if (agentValues.size() >= min_num_workers) {
for (auto& it : agentValues) {
agents.push_back(BinaryReader::fromStringRef<RestoreWorkerInterface>(it.value, IncludeVersion()));
// Save the RestoreWorkerInterface for the later operations
self->workerInterfaces.insert(std::make_pair(agents.back().id(), agents.back()));
}
break;
}
TraceEvent("FastRestore").suppressFor(10.0).detail("NotEnoughWorkers", agentValues.size());
wait(delay(5.0));
} catch (Error& e) {
wait(tr.onError(e));
}
}
ASSERT(agents.size() >= min_num_workers); // ASSUMPTION: We must have at least 1 loader and 1 applier
TraceEvent("FastRestore").detail("CollectWorkerInterfaceNumWorkers", self->workerInterfaces.size());
return Void();
}
// Periodically send worker heartbeat to
ACTOR Future<Void> monitorWorkerLiveness(Reference<RestoreWorkerData> self) {
ASSERT(!self->workerInterfaces.empty());
state std::map<UID, RestoreWorkerInterface>::iterator workerInterf;
loop {
std::vector<std::pair<UID, RestoreSimpleRequest>> requests;
for (auto& worker : self->workerInterfaces) {
requests.push_back(std::make_pair(worker.first, RestoreSimpleRequest()));
}
wait(sendBatchRequests(&RestoreWorkerInterface::heartbeat, self->workerInterfaces, requests));
wait(delay(60.0));
}
}
// RestoreWorkerLeader is the worker that runs RestoreMaster role
ACTOR Future<Void> startRestoreWorkerLeader(Reference<RestoreWorkerData> self, RestoreWorkerInterface workerInterf,
Database cx) {
// We must wait for enough time to make sure all restore workers have registered their workerInterfaces into the DB
TraceEvent("FastRestore")
.detail("Master", workerInterf.id())
.detail("WaitForRestoreWorkerInterfaces",
SERVER_KNOBS->FASTRESTORE_NUM_LOADERS + SERVER_KNOBS->FASTRESTORE_NUM_APPLIERS);
wait(delay(10.0));
TraceEvent("FastRestore")
.detail("Master", workerInterf.id())
.detail("CollectRestoreWorkerInterfaces",
SERVER_KNOBS->FASTRESTORE_NUM_LOADERS + SERVER_KNOBS->FASTRESTORE_NUM_APPLIERS);
wait(collectRestoreWorkerInterface(self, cx,
SERVER_KNOBS->FASTRESTORE_NUM_LOADERS + SERVER_KNOBS->FASTRESTORE_NUM_APPLIERS));
// TODO: Needs to keep this monitor's future. May use actorCollection
state Future<Void> workersFailureMonitor = monitorWorkerLiveness(self);
wait(startRestoreMaster(self, cx) || workersFailureMonitor);
return Void();
}
ACTOR Future<Void> startRestoreWorker(Reference<RestoreWorkerData> self, RestoreWorkerInterface interf, Database cx) {
state double lastLoopTopTime;
state ActorCollection actors(false); // Collect the main actor for each role
state Future<Void> exitRole = Never();
loop {
double loopTopTime = now();
double elapsedTime = loopTopTime - lastLoopTopTime;
if (elapsedTime > 0.050) {
if (deterministicRandom()->random01() < 0.01)
TraceEvent(SevWarn, "SlowRestoreWorkerLoopx100")
.detail("NodeDesc", self->describeNode())
.detail("Elapsed", elapsedTime);
}
lastLoopTopTime = loopTopTime;
state std::string requestTypeStr = "[Init]";
try {
choose {
when(RestoreSimpleRequest req = waitNext(interf.heartbeat.getFuture())) {
requestTypeStr = "heartbeat";
actors.add(handleHeartbeat(req, interf.id()));
}
when(RestoreRecruitRoleRequest req = waitNext(interf.recruitRole.getFuture())) {
requestTypeStr = "recruitRole";
handleRecruitRoleRequest(req, self, &actors, cx);
}
when(RestoreSimpleRequest req = waitNext(interf.terminateWorker.getFuture())) {
// Destroy the worker at the end of the restore
requestTypeStr = "terminateWorker";
exitRole = handlerTerminateWorkerRequest(req, self, interf, cx);
}
when(wait(exitRole)) {
TraceEvent("FastRestore").detail("RestoreWorkerCore", "ExitRole").detail("NodeID", self->id());
break;
}
}
} catch (Error& e) {
TraceEvent(SevWarn, "FastRestore")
.detail("RestoreWorkerError", e.what())
.detail("RequestType", requestTypeStr);
break;
}
}
return Void();
}
// RestoreMaster is the leader
ACTOR Future<Void> monitorleader(Reference<AsyncVar<RestoreWorkerInterface>> leader, Database cx,
RestoreWorkerInterface myWorkerInterf) {
wait(delay(5.0));
TraceEvent("FastRestoreWorker", myWorkerInterf.id()).detail("MonitorLeader", "StartLeaderElection");
state int count = 0;
loop {
try {
state RestoreWorkerInterface leaderInterf;
state ReadYourWritesTransaction tr(cx); // MX: Somewhere here program gets stuck
count++;
tr.reset();
tr.setOption(FDBTransactionOptions::ACCESS_SYSTEM_KEYS);
tr.setOption(FDBTransactionOptions::LOCK_AWARE);
Optional<Value> leaderValue = wait(tr.get(restoreLeaderKey));
TraceEvent(SevInfo, "FastRestoreLeaderElection")
.detail("Round", count)
.detail("LeaderExisted", leaderValue.present());
if (leaderValue.present()) {
leaderInterf = BinaryReader::fromStringRef<RestoreWorkerInterface>(leaderValue.get(), IncludeVersion());
// Register my interface as an worker if I am not the leader
if (leaderInterf != myWorkerInterf) {
tr.set(restoreWorkerKeyFor(myWorkerInterf.id()), restoreWorkerInterfaceValue(myWorkerInterf));
}
} else {
// Workers compete to be the leader
tr.set(restoreLeaderKey, BinaryWriter::toValue(myWorkerInterf, IncludeVersion()));
leaderInterf = myWorkerInterf;
}
wait(tr.commit());
leader->set(leaderInterf);
break;
} catch (Error& e) {
TraceEvent(SevInfo, "FastRestoreLeaderElection").detail("ErrorCode", e.code()).detail("Error", e.what());
wait(tr.onError(e));
}
}
TraceEvent("FastRestoreWorker", myWorkerInterf.id())
.detail("MonitorLeader", "FinishLeaderElection")
.detail("Leader", leaderInterf.id())
.detail("IamLeader", leaderInterf == myWorkerInterf);
return Void();
}
ACTOR Future<Void> _restoreWorker(Database cx, LocalityData locality) {
state ActorCollection actors(false);
state Future<Void> myWork = Never();
state Reference<AsyncVar<RestoreWorkerInterface>> leader =
Reference<AsyncVar<RestoreWorkerInterface>>(new AsyncVar<RestoreWorkerInterface>());
state RestoreWorkerInterface myWorkerInterf;
myWorkerInterf.initEndpoints();
state Reference<RestoreWorkerData> self = Reference<RestoreWorkerData>(new RestoreWorkerData());
self->workerID = myWorkerInterf.id();
TraceEvent("FastRestoreWorkerKnobs", myWorkerInterf.id())
.detail("FailureTimeout", SERVER_KNOBS->FASTRESTORE_FAILURE_TIMEOUT)
.detail("HeartBeat", SERVER_KNOBS->FASTRESTORE_HEARTBEAT_INTERVAL)
.detail("SamplePercentage", SERVER_KNOBS->FASTRESTORE_SAMPLING_PERCENT)
.detail("NumLoaders", SERVER_KNOBS->FASTRESTORE_NUM_LOADERS)
.detail("NumAppliers", SERVER_KNOBS->FASTRESTORE_NUM_APPLIERS)
.detail("TxnBatchSize", SERVER_KNOBS->FASTRESTORE_TXN_BATCH_MAX_BYTES)
.detail("VersionBatchSize", SERVER_KNOBS->FASTRESTORE_VERSIONBATCH_MAX_BYTES);
wait(monitorleader(leader, cx, myWorkerInterf));
TraceEvent("FastRestoreWorker", myWorkerInterf.id()).detail("LeaderElection", "WaitForLeader");
if (leader->get() == myWorkerInterf) {
// Restore master worker: doLeaderThings();
myWork = startRestoreWorkerLeader(self, myWorkerInterf, cx);
} else {
// Restore normal worker (for RestoreLoader and RestoreApplier roles): doWorkerThings();
myWork = startRestoreWorker(self, myWorkerInterf, cx);
}
wait(myWork);
return Void();
}
ACTOR Future<Void> restoreWorker(Reference<ClusterConnectionFile> connFile, LocalityData locality,
std::string coordFolder) {
try {
Database cx = Database::createDatabase(connFile, Database::API_VERSION_LATEST, true, locality);
wait(reportErrors(_restoreWorker(cx, locality), "RestoreWorker"));
} catch (Error& e) {
TraceEvent("FastRestoreWorker").detail("Error", e.what());
throw e;
}
return Void();
}