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