mirror of https://github.com/k3s-io/k3s
227 lines
6.1 KiB
Go
227 lines
6.1 KiB
Go
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/*
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Copyright 2016 The Kubernetes Authors All rights reserved.
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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package workqueue
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import (
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"sort"
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"sync"
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"time"
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"k8s.io/kubernetes/pkg/util"
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utilruntime "k8s.io/kubernetes/pkg/util/runtime"
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)
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// DelayingInterface is an Interface that can Add an item at a later time. This makes it easier to
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// requeue items after failures without ending up in a hot-loop.
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type DelayingInterface interface {
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Interface
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// AddAfter adds an item to the workqueue after the indicated duration has passed
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AddAfter(item interface{}, duration time.Duration)
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}
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// NewDelayingQueue constructs a new workqueue with delayed queuing ability
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func NewDelayingQueue() DelayingInterface {
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return newDelayingQueue(util.RealClock{})
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}
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func newDelayingQueue(clock util.Clock) DelayingInterface {
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ret := &delayingType{
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Type: New(),
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clock: clock,
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waitingCond: sync.NewCond(&sync.Mutex{}),
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}
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go ret.waitingLoop()
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go ret.heartbeat()
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return ret
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}
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// delayingType wraps a Type and provides delayed re-enquing
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type delayingType struct {
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*Type
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// clock tracks time for delayed firing
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clock util.Clock
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// waitingForAdd is an ordered slice of items to be added to the contained work queue
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waitingForAdd []waitFor
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// waitingLock synchronizes access to waitingForAdd
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waitingLock sync.Mutex
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// waitingCond is used to notify the adding go func that it needs to check for items to add
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waitingCond *sync.Cond
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// nextCheckTime is used to decide whether to add a notification timer. If the requested time
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// is beyond the time we're already waiting for, we don't add a new timer thread
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nextCheckTime *time.Time
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// nextCheckLock serializes access to the notification time
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nextCheckLock sync.Mutex
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// nextCheckCancel is a channel to close to cancel the notification
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nextCheckCancel chan struct{}
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}
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// waitFor holds the data to add and the time it should be added
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type waitFor struct {
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data t
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readyAt time.Time
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}
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// ShutDown gives a way to shut off this queue
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func (q *delayingType) ShutDown() {
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q.Type.ShutDown()
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q.waitingCond.Broadcast()
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}
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func (q *delayingType) AddAfter(item interface{}, duration time.Duration) {
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q.waitingLock.Lock()
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defer q.waitingLock.Unlock()
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waitEntry := waitFor{data: item, readyAt: q.clock.Now().Add(duration)}
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insertionIndex := sort.Search(len(q.waitingForAdd), func(i int) bool {
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return waitEntry.readyAt.Before(q.waitingForAdd[i].readyAt)
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})
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tail := q.waitingForAdd[insertionIndex:]
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q.waitingForAdd = append(make([]waitFor, 0, len(q.waitingForAdd)+1), q.waitingForAdd[:insertionIndex]...)
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q.waitingForAdd = append(q.waitingForAdd, waitEntry)
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q.waitingForAdd = append(q.waitingForAdd, tail...)
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q.notifyAt(waitEntry.readyAt)
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}
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// maxWait keeps a max bound on the wait time. It's just insurance against weird things happening.
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// Checking the queue every 10 seconds isn't expensive and we know that we'll never end up with an
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// expired item sitting for more than 10 seconds.
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const maxWait = 10 * time.Second
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// waitingLoop runs until the workqueue is shutdown and keeps a check on the list of items to be added.
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func (q *delayingType) waitingLoop() {
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defer utilruntime.HandleCrash()
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for {
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if q.shuttingDown {
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return
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}
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func() {
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q.waitingCond.L.Lock()
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defer q.waitingCond.L.Unlock()
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q.waitingCond.Wait()
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if q.shuttingDown {
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return
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}
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q.waitingLock.Lock()
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defer q.waitingLock.Unlock()
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nextReadyCheck := time.Time{}
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itemsAdded := 0
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for _, queuedItem := range q.waitingForAdd {
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nextReadyCheck = queuedItem.readyAt
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if queuedItem.readyAt.After(q.clock.Now()) {
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break
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}
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q.Type.Add(queuedItem.data)
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itemsAdded++
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}
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switch itemsAdded {
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case 0:
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// no change
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case len(q.waitingForAdd):
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// consumed everything
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q.waitingForAdd = make([]waitFor, 0, len(q.waitingForAdd))
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default:
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// consumed some
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q.waitingForAdd = q.waitingForAdd[itemsAdded:]
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if len(q.waitingForAdd) > 0 {
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q.notifyAt(nextReadyCheck)
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}
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}
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}()
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}
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}
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// heartbeat forces a check every maxWait seconds
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func (q *delayingType) heartbeat() {
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defer utilruntime.HandleCrash()
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for {
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if q.shuttingDown {
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return
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}
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ch := q.clock.After(maxWait)
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<-ch
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q.waitingCond.Broadcast()
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}
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}
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// clearNextCheckTimeIf resets the nextCheckTime if it matches the expected value to ensure that the subsequent notification will take effect.
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func (q *delayingType) clearNextCheckTimeIf(nextReadyCheck time.Time) {
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q.nextCheckLock.Lock()
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defer q.nextCheckLock.Unlock()
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if q.nextCheckTime != nil && *q.nextCheckTime == nextReadyCheck {
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q.nextCheckTime = nil
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}
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}
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// notifyAt: if the requested nextReadyCheck is sooner than the current check, then a new go func is
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// spawned to notify the condition that the waitingLoop is waiting for after the time is up. The previous go func
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// is cancelled
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func (q *delayingType) notifyAt(nextReadyCheck time.Time) {
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q.nextCheckLock.Lock()
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defer q.nextCheckLock.Unlock()
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now := q.clock.Now()
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if (q.nextCheckTime != nil && (nextReadyCheck.After(*q.nextCheckTime) || nextReadyCheck == *q.nextCheckTime)) || nextReadyCheck.Before(now) {
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return
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}
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duration := nextReadyCheck.Sub(now)
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q.nextCheckTime = &nextReadyCheck
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ch := q.clock.After(duration)
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newCancel := make(chan struct{})
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oldCancel := q.nextCheckCancel
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// always cancel the old notifier
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if oldCancel != nil {
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close(oldCancel)
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}
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q.nextCheckCancel = newCancel
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go func() {
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defer utilruntime.HandleCrash()
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select {
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case <-ch:
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// we only have one of these go funcs active at a time. If we hit our timer, then clear
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// the check time so that the next add will win
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q.clearNextCheckTimeIf(nextReadyCheck)
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q.waitingCond.Broadcast()
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case <-newCancel:
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// do nothing, cancelled
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}
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}()
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}
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