132 lines
4.4 KiB
C++
132 lines
4.4 KiB
C++
/*
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* RestoreRoleCommon.h
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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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// This file delcares common struct and functions shared by restore roles, i.e.,
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// RestoreMaster, RestoreLoader, RestoreApplier
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#pragma once
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#if defined(NO_INTELLISENSE) && !defined(FDBSERVER_RestoreRoleCommon_G_H)
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#define FDBSERVER_RestoreRoleCommon_G_H
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#include "fdbserver/RestoreRoleCommon.actor.g.h"
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#elif !defined(FDBSERVER_RestoreRoleCommon_H)
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#define FDBSERVER_RestoreRoleCommon_H
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#include <sstream>
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#include "flow/Stats.h"
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#include "flow/SystemMonitor.h"
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#include "fdbclient/FDBTypes.h"
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#include "fdbclient/CommitTransaction.h"
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#include "fdbclient/Notified.h"
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#include "fdbrpc/fdbrpc.h"
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#include "fdbrpc/Locality.h"
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#include "fdbserver/CoordinationInterface.h"
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#include "fdbclient/RestoreWorkerInterface.actor.h"
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#include "fdbserver/RestoreUtil.h"
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#include "flow/actorcompiler.h" // has to be last include
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struct RestoreRoleInterface;
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struct RestoreLoaderInterface;
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struct RestoreApplierInterface;
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struct RestoreRoleData;
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struct RestoreMasterData;
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struct RestoreSimpleRequest;
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// Key is the (version, subsequence) of parsed backup mutations.
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// Value MutationsVec is the vector of parsed backup mutations.
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// For old mutation logs, the subsequence number is always 0.
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// For partitioned mutation logs, each mutation has a unique LogMessageVersion.
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// Note for partitioned logs, one LogMessageVersion can have multiple mutations,
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// because a clear mutation may be split into several smaller clear mutations by
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// backup workers.
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using VersionedMutationsMap = std::map<LogMessageVersion, MutationsVec>;
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ACTOR Future<Void> isSchedulable(Reference<RestoreRoleData> self, int actorBatchIndex, std::string name);
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ACTOR Future<Void> handleHeartbeat(RestoreSimpleRequest req, UID id);
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ACTOR Future<Void> handleInitVersionBatchRequest(RestoreVersionBatchRequest req, Reference<RestoreRoleData> self);
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void handleFinishRestoreRequest(const RestoreFinishRequest& req, Reference<RestoreRoleData> self);
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class RoleVersionBatchState {
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public:
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static const int INVALID = -1;
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virtual int get() {
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return vbState;
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}
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virtual void operator = (int newState) {
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vbState = newState;
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}
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explicit RoleVersionBatchState() : vbState(INVALID) {}
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explicit RoleVersionBatchState(int newState) : vbState(newState) {}
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virtual ~RoleVersionBatchState() = default;
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int vbState;
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};
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struct RestoreRoleData : NonCopyable, public ReferenceCounted<RestoreRoleData> {
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public:
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RestoreRole role;
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UID nodeID;
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int nodeIndex;
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double cpuUsage;
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double memory;
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double residentMemory;
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AsyncTrigger checkMemory;
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int delayedActors; // actors that are delayed to release because of low memory
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std::map<UID, RestoreLoaderInterface> loadersInterf; // UID: loaderInterf's id
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std::map<UID, RestoreApplierInterface> appliersInterf; // UID: applierInterf's id
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NotifiedVersion versionBatchId; // The index of the version batch that has been initialized and put into pipeline
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NotifiedVersion finishedBatch; // The highest batch index all appliers have applied mutations
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RestoreRoleData() : role(RestoreRole::Invalid), cpuUsage(0.0), memory(0.0), residentMemory(0.0), delayedActors(0){};
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virtual ~RestoreRoleData() = default;
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UID id() const { return nodeID; }
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virtual void initVersionBatch(int batchIndex) = 0;
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virtual void resetPerRestoreRequest() = 0;
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virtual int getVersionBatchState(int batchIndex) = 0;
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virtual void setVersionBatchState(int batchIndex, int vbState) = 0;
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void clearInterfaces() {
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loadersInterf.clear();
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appliersInterf.clear();
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}
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virtual std::string describeNode() = 0;
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};
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ACTOR Future<Void> updateProcessMetrics(Reference<RestoreRoleData> self);
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ACTOR Future<Void> traceProcessMetrics(Reference<RestoreRoleData> self, std::string role);
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ACTOR Future<Void> traceRoleVersionBatchProgress(Reference<RestoreRoleData> self, std::string role);
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#include "flow/unactorcompiler.h"
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#endif
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