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