112 lines
5.0 KiB
C++
112 lines
5.0 KiB
C++
/*
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* MoveKeys.actor.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 2013-2022 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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#pragma once
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#if defined(NO_INTELLISENSE) && !defined(FDBSERVER_MOVEKEYS_ACTOR_G_H)
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#define FDBSERVER_MOVEKEYS_ACTOR_G_H
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#include "fdbserver/MoveKeys.actor.g.h"
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#elif !defined(FDBSERVER_MOVEKEYS_ACTOR_H)
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#define FDBSERVER_MOVEKEYS_ACTOR_H
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#include "fdbclient/NativeAPI.actor.h"
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#include "fdbclient/CommitTransaction.h"
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#include "fdbclient/KeyRangeMap.h"
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#include "fdbserver/MasterInterface.h"
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#include "flow/actorcompiler.h"
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struct MoveKeysLock {
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UID prevOwner, myOwner, prevWrite;
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template <class Ar>
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void serialize(Ar& ar) {
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serializer(ar, prevOwner, myOwner, prevWrite);
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}
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};
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class DDEnabledState {
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// in-memory flag to disable DD
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bool ddEnabled = true;
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UID ddEnabledStatusUID;
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public:
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// checks if DD is enabled/disable transiently
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bool isDDEnabled() const;
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// transiently enable(true) or disable(false) the DD. If the process
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// restarts, the state will be forgotten.
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bool setDDEnabled(bool status, UID snapUID);
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};
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// Calling moveKeys, etc with the return value of this actor ensures that no movekeys, etc
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// has been executed by a different locker since takeMoveKeysLock(), as calling
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// takeMoveKeysLock() updates "moveKeysLockOwnerKey" to a random UID.
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ACTOR Future<MoveKeysLock> takeMoveKeysLock(Database cx, UID ddId);
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// Checks that the a moveKeysLock has not changed since having taken it
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// This does not modify the moveKeysLock
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Future<Void> checkMoveKeysLockReadOnly(Transaction* tr, MoveKeysLock lock, const DDEnabledState* ddEnabledState);
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void seedShardServers(Arena& trArena, CommitTransactionRef& tr, std::vector<StorageServerInterface> servers);
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// Called by the master server to write the very first transaction to the database
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// establishing a set of shard servers and all invariants of the systemKeys.
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ACTOR Future<Void> moveKeys(Database occ,
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KeyRange keys,
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std::vector<UID> destinationTeam,
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std::vector<UID> healthyDestinations,
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MoveKeysLock lock,
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Promise<Void> dataMovementComplete,
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FlowLock* startMoveKeysParallelismLock,
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FlowLock* finishMoveKeysParallelismLock,
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bool hasRemote,
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UID relocationIntervalId, // for logging only
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const DDEnabledState* ddEnabledState);
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// Eventually moves the given keys to the given destination team
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// Caller is responsible for cancelling it before issuing an overlapping move,
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// for restarting the remainder, and for not otherwise cancelling it before
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// it returns (since it needs to execute the finishMoveKeys transaction).
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ACTOR Future<std::pair<Version, Tag>> addStorageServer(Database cx, StorageServerInterface server);
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// Adds a newly recruited storage server to a database (e.g. adding it to FF/serverList)
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// Returns a Version in which the storage server is in the database
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// This doesn't need to be called for the "seed" storage servers (see seedShardServers above)
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ACTOR Future<Void> removeStorageServer(Database cx,
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UID serverID,
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Optional<UID> tssPairID, // if serverID is a tss, set to its ss pair id
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MoveKeysLock lock,
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const DDEnabledState* ddEnabledState);
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// Removes the given storage server permanently from the database. It must already
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// have no shards assigned to it. The storage server MUST NOT be added again after this
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// (though a new storage server with a new unique ID may be recruited from the same fdbserver).
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ACTOR Future<bool> canRemoveStorageServer(Reference<ReadYourWritesTransaction> tr, UID serverID);
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// Returns true if the given storage server has no keys assigned to it and may be safely removed
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// Obviously that could change later!
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ACTOR Future<Void> removeKeysFromFailedServer(Database cx,
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UID serverID,
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std::vector<UID> teamForDroppedRange,
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MoveKeysLock lock,
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const DDEnabledState* ddEnabledState);
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// Directly removes serverID from serverKeys and keyServers system keyspace.
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// Performed when a storage server is marked as permanently failed.
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#include "flow/unactorcompiler.h"
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#endif
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