foundationdb/fdbserver/RestoreRoleCommon.actor.cpp

195 lines
7.5 KiB
C++

/*
* RestoreRoleCommon.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 "fdbclient/NativeAPI.actor.h"
#include "fdbclient/MutationList.h"
#include "fdbclient/ReadYourWrites.h"
#include "fdbclient/RunTransaction.actor.h"
#include "fdbserver/RestoreUtil.h"
#include "fdbserver/RestoreRoleCommon.actor.h"
#include "fdbserver/RestoreLoader.actor.h"
#include "fdbserver/RestoreApplier.actor.h"
#include "fdbserver/RestoreMaster.actor.h"
#include "flow/actorcompiler.h" // This must be the last #include.
class Database;
struct RestoreWorkerData;
// id is the id of the worker to be monitored
// This actor is used for both restore loader and restore applier
ACTOR Future<Void> handleHeartbeat(RestoreSimpleRequest req, UID id) {
wait(delayJittered(5.0)); // Random jitter reduces heat beat monitor's pressure
req.reply.send(RestoreCommonReply(id));
return Void();
}
void handleFinishRestoreRequest(const RestoreFinishRequest& req, Reference<RestoreRoleData> self) {
self->resetPerRestoreRequest();
TraceEvent("FastRestoreRolePhaseFinishRestoreRequest", self->id())
.detail("FinishRestoreRequest", req.terminate)
.detail("Role", getRoleStr(self->role));
req.reply.send(RestoreCommonReply(self->id()));
}
// Multiple version batches may execute in parallel and init their version batches
ACTOR Future<Void> handleInitVersionBatchRequest(RestoreVersionBatchRequest req, Reference<RestoreRoleData> self) {
TraceEvent("FastRestoreRolePhaseInitVersionBatch", self->id())
.detail("BatchIndex", req.batchIndex)
.detail("Role", getRoleStr(self->role))
.detail("VersionBatchNotifiedVersion", self->versionBatchId.get());
// Loader destroy batchData once the batch finishes and self->finishedBatch.set(req.batchIndex);
ASSERT(self->finishedBatch.get() < req.batchIndex);
// batchId is continuous. (req.batchIndex-1) is the id of the just finished batch.
wait(self->versionBatchId.whenAtLeast(req.batchIndex - 1));
if (self->versionBatchId.get() == req.batchIndex - 1) {
self->initVersionBatch(req.batchIndex);
self->setVersionBatchState(req.batchIndex, ApplierVersionBatchState::INIT);
TraceEvent("FastRestoreInitVersionBatch")
.detail("BatchIndex", req.batchIndex)
.detail("Role", getRoleStr(self->role))
.detail("Node", self->id());
self->versionBatchId.set(req.batchIndex);
}
req.reply.send(RestoreCommonReply(self->id()));
return Void();
}
void updateProcessStats(Reference<RestoreRoleData> self) {
if (g_network->isSimulated()) {
// memUsage and cpuUsage are not relevant in the simulator,
// and relying on the actual values could break seed determinism
self->cpuUsage = 100.0;
self->memory = 100.0;
self->residentMemory = 100.0;
return;
}
SystemStatistics sysStats = getSystemStatistics();
if (sysStats.initialized) {
self->cpuUsage = 100 * sysStats.processCPUSeconds / sysStats.elapsed;
self->memory = sysStats.processMemory;
self->residentMemory = sysStats.processResidentMemory;
}
}
// An actor is schedulable to run if the current worker has enough resourc, i.e.,
// the worker's memory usage is below the threshold;
// Exception: If the actor is working on the current version batch, we have to schedule
// the actor to run to avoid dead-lock.
// Future: When we release the actors that are blocked by memory usage, we should release them
// in increasing order of their version batch.
ACTOR Future<Void> isSchedulable(Reference<RestoreRoleData> self, int actorBatchIndex, std::string name) {
self->delayedActors++;
state double memoryThresholdBytes = SERVER_KNOBS->FASTRESTORE_MEMORY_THRESHOLD_MB_SOFT * 1024 * 1024;
loop {
double memory = getSystemStatistics().processMemory;
if (g_network->isSimulated() && BUGGIFY) {
// Intentionally randomly block actors for low memory reason.
// memory will be larger than threshold when deterministicRandom()->random01() > 1/2
memory = SERVER_KNOBS->FASTRESTORE_MEMORY_THRESHOLD_MB_SOFT * 2 * deterministicRandom()->random01();
}
if (memory < memoryThresholdBytes || self->finishedBatch.get() + 1 == actorBatchIndex) {
if (memory >= memoryThresholdBytes) {
TraceEvent(SevWarn, "FastRestoreMemoryUsageAboveThreshold", self->id())
.suppressFor(5.0)
.detail("Role", getRoleStr(self->role))
.detail("BatchIndex", actorBatchIndex)
.detail("FinishedBatch", self->finishedBatch.get())
.detail("Actor", name)
.detail("Memory", memory);
}
self->delayedActors--;
break;
} else {
TraceEvent(SevInfo, "FastRestoreMemoryUsageAboveThresholdWait", self->id())
.suppressFor(5.0)
.detail("Role", getRoleStr(self->role))
.detail("BatchIndex", actorBatchIndex)
.detail("Actor", name)
.detail("CurrentMemory", memory);
// TODO: Set FASTRESTORE_WAIT_FOR_MEMORY_LATENCY to a large value. It should be able to avoided
wait(delay(SERVER_KNOBS->FASTRESTORE_WAIT_FOR_MEMORY_LATENCY) || self->checkMemory.onTrigger());
}
}
return Void();
}
// Updated process metrics will be used by scheduler for throttling as well
ACTOR Future<Void> updateProcessMetrics(Reference<RestoreRoleData> self) {
loop {
updateProcessStats(self);
wait(delay(SERVER_KNOBS->FASTRESTORE_UPDATE_PROCESS_STATS_INTERVAL));
}
}
ACTOR Future<Void> traceProcessMetrics(Reference<RestoreRoleData> self, std::string role) {
loop {
TraceEvent("FastRestoreTraceProcessMetrics", self->nodeID)
.detail("Role", role)
.detail("PipelinedMaxVersionBatchIndex", self->versionBatchId.get())
.detail("FinishedVersionBatchIndex", self->finishedBatch.get())
.detail("CpuUsage", self->cpuUsage)
.detail("UsedMemory", self->memory)
.detail("ResidentMemory", self->residentMemory);
wait(delay(SERVER_KNOBS->FASTRESTORE_ROLE_LOGGING_DELAY));
}
}
ACTOR Future<Void> traceRoleVersionBatchProgress(Reference<RestoreRoleData> self, std::string role) {
loop {
int batchIndex = self->finishedBatch.get();
int maxBatchIndex = self->versionBatchId.get();
TraceEvent ev("FastRestoreVersionBatchProgressState", self->nodeID);
ev.detail("Role", role).detail("Node", self->nodeID).detail("FinishedBatch", batchIndex).detail("InitializedBatch", maxBatchIndex);
while (batchIndex <= maxBatchIndex) {
std::stringstream typeName;
typeName << "VersionBatch" << batchIndex;
ev.detail(typeName.str(), self->getVersionBatchState(batchIndex));
batchIndex++;
}
wait(delay(SERVER_KNOBS->FASTRESTORE_ROLE_LOGGING_DELAY));
}
}
//-------Helper functions
std::string getHexString(StringRef input) {
std::stringstream ss;
for (int i = 0; i < input.size(); i++) {
if (i % 4 == 0) ss << " ";
if (i == 12) { // The end of 12bytes, which is the version size for value
ss << "|";
}
if (i == (12 + 12)) { // The end of version + header
ss << "@";
}
ss << std::setfill('0') << std::setw(2) << std::hex
<< (int)input[i]; // [] operator moves the pointer in step of unit8
}
return ss.str();
}