foundationdb/fdbserver/RestoreRoleCommon.actor.h

130 lines
4.6 KiB
C++

/*
* RestoreRoleCommon.h
*
* This source file is part of the FoundationDB open source project
*
* Copyright 2013-2022 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.
*/
// This file delcares common struct and functions shared by restore roles, i.e.,
// RestoreController, RestoreLoader, RestoreApplier
#pragma once
#if defined(NO_INTELLISENSE) && !defined(FDBSERVER_RestoreRoleCommon_G_H)
#define FDBSERVER_RestoreRoleCommon_G_H
#include "fdbserver/RestoreRoleCommon.actor.g.h"
#elif !defined(FDBSERVER_RestoreRoleCommon_H)
#define FDBSERVER_RestoreRoleCommon_H
#include <sstream>
#include "flow/SystemMonitor.h"
#include "fdbclient/FDBTypes.h"
#include "fdbclient/CommitTransaction.h"
#include "fdbclient/Notified.h"
#include "fdbrpc/fdbrpc.h"
#include "fdbrpc/Locality.h"
#include "fdbrpc/Stats.h"
#include "fdbserver/CoordinationInterface.h"
#include "fdbserver/RestoreWorkerInterface.actor.h"
#include "fdbserver/RestoreUtil.h"
#include "flow/actorcompiler.h" // has to be last include
struct RestoreRoleInterface;
struct RestoreLoaderInterface;
struct RestoreApplierInterface;
struct RestoreRoleData;
struct RestoreControllerData;
struct RestoreSimpleRequest;
// Key is the (version, subsequence) of parsed backup mutations.
// Value MutationsVec is the vector of parsed backup mutations.
// For old mutation logs, the subsequence number is always 0.
// For partitioned mutation logs, each mutation has a unique LogMessageVersion.
// Note for partitioned logs, one LogMessageVersion can have multiple mutations,
// because a clear mutation may be split into several smaller clear mutations by
// backup workers.
using VersionedMutationsMap = std::map<LogMessageVersion, MutationsVec>;
ACTOR Future<Void> isSchedulable(Reference<RestoreRoleData> self, int actorBatchIndex, std::string name);
ACTOR Future<Void> handleHeartbeat(RestoreSimpleRequest req, UID id);
ACTOR Future<Void> handleInitVersionBatchRequest(RestoreVersionBatchRequest req, Reference<RestoreRoleData> self);
void handleFinishRestoreRequest(const RestoreFinishRequest& req, Reference<RestoreRoleData> self);
class RoleVersionBatchState {
public:
static const int INVALID = -1;
virtual int get() { return vbState; }
virtual void operator=(int newState) { vbState = newState; }
explicit RoleVersionBatchState() : vbState(INVALID) {}
explicit RoleVersionBatchState(int newState) : vbState(newState) {}
virtual ~RoleVersionBatchState() = default;
int vbState;
};
struct RestoreRoleData : NonCopyable, public ReferenceCounted<RestoreRoleData> {
public:
RestoreRole role;
UID nodeID;
int nodeIndex;
double cpuUsage;
double memory;
double residentMemory;
AsyncTrigger checkMemory;
int delayedActors; // actors that are delayed to release because of low memory
std::map<UID, RestoreLoaderInterface> loadersInterf; // UID: loaderInterf's id
std::map<UID, RestoreApplierInterface> appliersInterf; // UID: applierInterf's id
Promise<Void> recruitedRoles; // sent when loaders and appliers are recruited
NotifiedVersion versionBatchId; // The index of the version batch that has been initialized and put into pipeline
NotifiedVersion finishedBatch; // The highest batch index all appliers have applied mutations
RestoreRoleData() : role(RestoreRole::Invalid), cpuUsage(0.0), memory(0.0), residentMemory(0.0), delayedActors(0){};
virtual ~RestoreRoleData() = default;
UID id() const { return nodeID; }
virtual void initVersionBatch(int batchIndex) = 0;
virtual void resetPerRestoreRequest() = 0;
virtual int getVersionBatchState(int batchIndex) = 0;
virtual void setVersionBatchState(int batchIndex, int vbState) = 0;
void clearInterfaces() {
loadersInterf.clear();
appliersInterf.clear();
}
virtual std::string describeNode() = 0;
};
void updateProcessStats(Reference<RestoreRoleData> self);
ACTOR Future<Void> updateProcessMetrics(Reference<RestoreRoleData> self);
ACTOR Future<Void> traceProcessMetrics(Reference<RestoreRoleData> self, std::string role);
ACTOR Future<Void> traceRoleVersionBatchProgress(Reference<RestoreRoleData> self, std::string role);
#include "flow/unactorcompiler.h"
#endif