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server.go
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server.go
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package roadrunner
import (
"fmt"
"github.com/pkg/errors"
"sync"
)
const (
// EventServerStart triggered when server creates new pool.
EventServerStart = iota + 200
// EventServerStop triggered when server creates new pool.
EventServerStop
// EventServerFailure triggered when server is unable to replace dead pool.
EventServerFailure
// EventPoolConstruct triggered when server creates new pool.
EventPoolConstruct
// EventPoolDestruct triggered when server destroys existed pool.
EventPoolDestruct
)
// Server manages pool creation and swapping.
type Server struct {
// configures server, pool, cmd creation and factory.
cfg *ServerConfig
// protects pool while the re-configuration
mu sync.Mutex
// indicates that server was started
started bool
// creates and connects to workers
factory Factory
// associated pool controller
controller Controller
// currently active pool instance
mup sync.Mutex
pool Pool
pController Controller
// observes pool events (can be attached to multiple pools at the same time)
mul sync.Mutex
lsn func(event int, ctx interface{})
}
// NewServer creates new router. Make sure to call configure before the usage.
func NewServer(cfg *ServerConfig) *Server {
return &Server{cfg: cfg}
}
// Listen attaches server event controller.
func (s *Server) Listen(l func(event int, ctx interface{})) {
s.mul.Lock()
defer s.mul.Unlock()
s.lsn = l
}
// Attach attaches worker controller.
func (s *Server) Attach(c Controller) {
s.mu.Lock()
defer s.mu.Unlock()
s.controller = c
s.mul.Lock()
if s.pController != nil && s.pool != nil {
s.pController.Detach()
s.pController = s.controller.Attach(s.pool)
}
s.mul.Unlock()
}
// Start underlying worker pool, configure factory and command provider.
func (s *Server) Start() (err error) {
s.mu.Lock()
defer s.mu.Unlock()
if s.factory, err = s.cfg.makeFactory(); err != nil {
return err
}
if s.pool, err = NewPool(s.cfg.makeCommand(), s.factory, *s.cfg.Pool); err != nil {
return err
}
if s.controller != nil {
s.pController = s.controller.Attach(s.pool)
}
s.pool.Listen(s.poolListener)
s.started = true
s.throw(EventServerStart, s)
return nil
}
// Stop underlying worker pool and close the factory.
func (s *Server) Stop() {
s.mu.Lock()
defer s.mu.Unlock()
if !s.started {
return
}
s.throw(EventPoolDestruct, s.pool)
if s.pController != nil {
s.pController.Detach()
s.pController = nil
}
s.pool.Destroy()
s.factory.Close()
s.factory = nil
s.pool = nil
s.started = false
s.throw(EventServerStop, s)
}
// Exec one task with given payload and context, returns result or error.
func (s *Server) Exec(rqs *Payload) (rsp *Payload, err error) {
pool := s.Pool()
if pool == nil {
return nil, fmt.Errorf("no associared pool")
}
return pool.Exec(rqs)
}
// Reconfigure re-configures underlying pool and destroys it's previous version if any. Reconfigure will ignore factory
// and relay settings.
func (s *Server) Reconfigure(cfg *ServerConfig) error {
s.mup.Lock()
defer s.mup.Unlock()
s.mu.Lock()
if !s.started {
s.cfg = cfg
s.mu.Unlock()
return nil
}
s.mu.Unlock()
if s.cfg.Differs(cfg) {
return errors.New("unable to reconfigure server (cmd and pool changes are allowed)")
}
s.mu.Lock()
previous := s.pool
pWatcher := s.pController
s.mu.Unlock()
pool, err := NewPool(cfg.makeCommand(), s.factory, *cfg.Pool)
if err != nil {
return err
}
pool.Listen(s.poolListener)
s.mu.Lock()
s.cfg.Pool, s.pool = cfg.Pool, pool
if s.controller != nil {
s.pController = s.controller.Attach(pool)
}
s.mu.Unlock()
s.throw(EventPoolConstruct, pool)
if previous != nil {
go func(previous Pool, pWatcher Controller) {
s.throw(EventPoolDestruct, previous)
if pWatcher != nil {
pWatcher.Detach()
}
previous.Destroy()
}(previous, pWatcher)
}
return nil
}
// Reset resets the state of underlying pool and rebuilds all of it's workers.
func (s *Server) Reset() error {
s.mu.Lock()
cfg := s.cfg
s.mu.Unlock()
return s.Reconfigure(cfg)
}
// Workers returns worker list associated with the server pool.
func (s *Server) Workers() (workers []*Worker) {
p := s.Pool()
if p == nil {
return nil
}
return p.Workers()
}
// Pool returns active pool or error.
func (s *Server) Pool() Pool {
s.mu.Lock()
defer s.mu.Unlock()
return s.pool
}
// Listen pool events.
func (s *Server) poolListener(event int, ctx interface{}) {
if event == EventPoolError {
// pool failure, rebuilding
if err := s.Reset(); err != nil {
s.mu.Lock()
s.started = false
s.pool = nil
s.factory = nil
s.mu.Unlock()
// everything is dead, this is recoverable but heavy state
s.throw(EventServerFailure, err)
}
}
// bypassing to user specified lsn
s.throw(event, ctx)
}
// throw invokes event handler if any.
func (s *Server) throw(event int, ctx interface{}) {
s.mul.Lock()
if s.lsn != nil {
s.lsn(event, ctx)
}
s.mul.Unlock()
}