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通过memberlist库实现gossip管理集群以及集群数据交互
概述
memberlist库的简单用法如下,注意下面使用for循环来执行list.Join
,原因是一开始各节点都没有runing,直接执行Join
会出现连接拒绝的错误。
package main
import (
"fmt"
"github.com/hashicorp/memberlist"
"time"
)
func main() {
/* Create the initial memberlist from a safe configuration.
Please reference the godoc for other default config types.
http://godoc.org/github.com/hashicorp/memberlist#Config
*/
list, err := memberlist.Create(memberlist.DefaultLocalConfig())
if err != nil {
panic("Failed to create memberlist: " + err.Error())
}
t := time.NewTicker(time.Second * 5)
for {
select {
case <-t.C:
// Join an existing cluster by specifying at least one known member.
n, err := list.Join([]string{"192.168.80.129"})
if err != nil {
fmt.Println("Failed to join cluster: " + err.Error())
continue
}
fmt.Println("member number is:", n)
goto END
}
}
END:
for {
select {
case <-t.C:
// Ask for members of the cluster
for _, member := range list.Members() {
fmt.Printf("Member: %s %s\n", member.Name, member.Addr)
}
}
}
// Continue doing whatever you need, memberlist will maintain membership
// information in the background. Delegates can be used for receiving
// events when members join or leave.
}
memberlist的两个主要接口如下:
- Create:根据入参配置创建一个
Memberlist
,初始化阶段Memberlist
仅包含本节点状态。注意此时并不会连接到其他节点,执行成功之后就可以允许其他节点加入该memberlist。 - Join:使用已有的
Memberlist
来尝试连接给定的主机,并与之同步状态,以此来加入某个cluster。执行该操作可以让其他节点了解到本节点的存在。最后返回成功建立连接的节点数以及错误信息,如果没有与任何节点建立连接,则返回错误。
注意当join一个cluster时,至少需要指定集群中的一个已知成员,后续会通过gossip同步整个集群的成员信息。
memberlist提供的功能主要分为两块:维护成员状态(gossip)以及数据同步(boardcast、SendReliable)。下面看几个相关接口。
接口
memberlist.Create
的入参要求给出相应的配置信息,DefaultLocalConfig()
给出了通用的配置信息,但还需要实现相关接口来实现成员状态的同步以及用户数据的收发。注意下面有些接口是必选的,有些则可选:
type Config struct {
// ...
// Delegate and Events are delegates for receiving and providing
// data to memberlist via callback mechanisms. For Delegate, see
// the Delegate interface. For Events, see the EventDelegate interface.
//
// The DelegateProtocolMin/Max are used to guarantee protocol-compatibility
// for any custom messages that the delegate might do (broadcasts,
// local/remote state, etc.). If you don't set these, then the protocol
// versions will just be zero, and version compliance won't be done.
Delegate Delegate
Events EventDelegate
Conflict ConflictDelegate
Merge MergeDelegate
Ping PingDelegate
Alive AliveDelegate
//...
}
memberlist使用如下类型的消息来同步集群状态和处理用户消息:
const (
pingMsg messageType = iota
indirectPingMsg
ackRespMsg
suspectMsg
aliveMsg
deadMsg
pushPullMsg
compoundMsg
userMsg // User mesg, not handled by us
compressMsg
encryptMsg
nackRespMsg
hasCrcMsg
errMsg
)
Delegate
如果要使用memberlist的gossip协议,则必须实现该接口。所有这些方法都必须是线程安全的。
type Delegate interface {
// NodeMeta is used to retrieve meta-data about the current node
// when broadcasting an alive message. It's length is limited to
// the given byte size. This metadata is available in the Node structure.
NodeMeta(limit int) []byte
// NotifyMsg is called when a user-data message is received.
// Care should be taken that this method does not block, since doing
// so would block the entire UDP packet receive loop. Additionally, the byte
// slice may be modified after the call returns, so it should be copied if needed
NotifyMsg([]byte)
// GetBroadcasts is called when user data messages can be broadcast.
// It can return a list of buffers to send. Each buffer should assume an
// overhead as provided with a limit on the total byte size allowed.
// The total byte size of the resulting data to send must not exceed
// the limit. Care should be taken that this method does not block,
// since doing so would block the entire UDP packet receive loop.
GetBroadcasts(overhead, limit int) [][]byte
// LocalState is used for a TCP Push/Pull. This is sent to
// the remote side in addition to the membership information. Any
// data can be sent here. See MergeRemoteState as well. The `join`
// boolean indicates this is for a join instead of a push/pull.
LocalState(join bool) []byte
// MergeRemoteState is invoked after a TCP Push/Pull. This is the
// state received from the remote side and is the result of the
// remote side's LocalState call. The 'join'
// boolean indicates this is for a join instead of a push/pull.
MergeRemoteState(buf []byte, join bool)
}
主要方法如下:
- NotifyMsg:用于接收用户消息(
userMsg
)。注意不能阻塞该方法,否则会阻塞整个UDP/TCP报文接收循环。此外由于数据可能在方法调用时被修改,因此应该事先拷贝数据。
该方法用于接收通过UDP/TCP方式发送的用户消息(userMsg
):
注意UDP方式并不是立即发送的,它会随gossip周期性发送或在处理
pingMsg
等消息时发送从GetBroadcasts获取到的用户消息。
//使用UDP方式将用户消息传输到给定节点,消息大小受限于memberlist的UDPBufferSize配置。没有使用gossip机制
func (m *Memberlist) SendBestEffort(to *Node, msg []byte) error
//与SendBestEffort机制相同,只不过一个指定了Node,一个指定了Node地址
func (m *Memberlist) SendToAddress(a Address, msg []byte) error
//使用TCP方式将用户消息传输到给定节点,消息没有大小限制。没有使用gossip机制
func (m *Memberlist) SendReliable(to *Node, msg []byte) error
- GetBroadcasts:用于在gossip周期性调度或处理处理
pingMsg
等消息时携带用户消息,因此并不是即时的。通常会把需要发送的消息通过TransmitLimitedQueue.QueueBroadcast
保存起来,然后在发送时通过TransmitLimitedQueue.GetBroadcasts
获取需要发送的消息。见下面TransmitLimitedQueue
的描述。 - LocalState:用于TCP Push/Pull,用于向远端发送除成员之外的信息(可以发送任意数据),用于定期同步成员状态。参数
join
用于表示将该方法用于join阶段,而非push/pull。 - MergeRemoteState:TCP Push/Pull之后调用,接收到远端的状态(即远端调用LocalState的结果)。参数
join
用于表示将该方法用于join阶段,而非push/pull。
定期(PushPullInterval)调用pushPull来随机执行一次完整的状态交互。但由于pushPull会与其他节点同步本节点的所有状态,因此代价也比较大。
EventDelegate
仅用于接收成员的joining 和leaving通知,可以用于更新本地的成员状态信息。
type EventDelegate interface {
// NotifyJoin is invoked when a node is detected to have joined.
// The Node argument must not be modified.
NotifyJoin(*Node)
// NotifyLeave is invoked when a node is detected to have left.
// The Node argument must not be modified.
NotifyLeave(*Node)
// NotifyUpdate is invoked when a node is detected to have
// updated, usually involving the meta data. The Node argument
// must not be modified.
NotifyUpdate(*Node)
}
ChannelEventDelegate
实现了简单的EventDelegate
接口:type ChannelEventDelegate struct { Ch chan
ConflictDelegate
用于通知某个client在执行join时产生了命名冲突。通常是因为两个client配置了相同的名称,但使用了不同的地址。可以用于统计错误信息。
type ConflictDelegate interface {
// NotifyConflict is invoked when a name conflict is detected
NotifyConflict(existing, other *Node)
}
MergeDelegate
在集群执行merge操作时调用。NotifyMerge
方法的参数peers
提供了对端成员信息。可以不实现该接口。
type MergeDelegate interface {
// NotifyMerge is invoked when a merge could take place.
// Provides a list of the nodes known by the peer. If
// the return value is non-nil, the merge is canceled.
NotifyMerge(peers []*Node) error
}
PingDelegate
用于通知观察者完成一个ping消息(pingMsg
)要花费多长时间。可以在NotifyPingComplete
中(使用histogram)统计ping的执行时间。
type PingDelegate interface {
// AckPayload is invoked when an ack is being sent; the returned bytes will be appended to the ack
AckPayload() []byte
// NotifyPing is invoked when an ack for a ping is received
NotifyPingComplete(other *Node, rtt time.Duration, payload []byte)
}
AliveDelegate
当接收到aliveMsg
消息时调用的接口,可以用于添加日志和指标等信息。
type AliveDelegate interface {
// NotifyAlive is invoked when a message about a live
// node is received from the network. Returning a non-nil
// error prevents the node from being considered a peer.
NotifyAlive(peer *Node) error
}
Broadcast
可以随gossip将数据广播到memberlist集群。
// Broadcast is something that can be broadcasted via gossip to
// the memberlist cluster.
type Broadcast interface {
// Invalidates checks if enqueuing the current broadcast
// invalidates a previous broadcast
Invalidates(b Broadcast) bool
// Returns a byte form of the message
Message() []byte
// Finished is invoked when the message will no longer
// be broadcast, either due to invalidation or to the
// transmit limit being reached
Finished()
}
Broadcast
接口通常作为TransmitLimitedQueue.QueueBroadcast
的入参:
func (q *TransmitLimitedQueue) QueueBroadcast(b Broadcast) {
q.queueBroadcast(b, 0)
}
alertmanager中的实现如下:
type simpleBroadcast []byte
func (b simpleBroadcast) Message() []byte { return []byte(b) }
func (b simpleBroadcast) Invalidates(memberlist.Broadcast) bool { return false }
func (b simpleBroadcast) Finished()
TransmitLimitedQueue
TransmitLimitedQueue主要用于处理广播消息。有两个主要的方法:QueueBroadcast
和GetBroadcasts
,前者用于保存广播消息,后者用于在发送的时候获取需要广播的消息。随gossip周期性调度或在处理pingMsg
等消息时调用GetBroadcasts
方法。
// TransmitLimitedQueue is used to queue messages to broadcast to
// the cluster (via gossip) but limits the number of transmits per
// message. It also prioritizes messages with lower transmit counts
// (hence newer messages).
type TransmitLimitedQueue struct {
// NumNodes returns the number of nodes in the cluster. This is
// used to determine the retransmit count, which is calculated
// based on the log of this.
NumNodes func() int
// RetransmitMult is the multiplier used to determine the maximum
// number of retransmissions attempted.
RetransmitMult int
mu sync.Mutex
tq *btree.BTree // stores *limitedBroadcast as btree.Item
tm map[string]*limitedBroadcast
idGen int64
}
小结
memberlist中的消息分为两种,一种是内部用于同步集群状态的消息,另一种是用户消息。
GossipInterval
周期性调度的有两个方法:
// GossipInterval and GossipNodes are used to configure the gossip
// behavior of memberlist.
//
// GossipInterval is the interval between sending messages that need
// to be gossiped that haven't been able to piggyback on probing messages.
// If this is set to zero, non-piggyback gossip is disabled. By lowering
// this value (more frequent) gossip messages are propagated across
// the cluster more quickly at the expense of increased bandwidth.
//
// GossipNodes is the number of random nodes to send gossip messages to
// per GossipInterval. Increasing this number causes the gossip messages
// to propagate across the cluster more quickly at the expense of
// increased bandwidth.
//
// GossipToTheDeadTime is the interval after which a node has died that
// we will still try to gossip to it. This gives it a chance to refute.
GossipInterval time.Duration
GossipNodes int
GossipToTheDeadTime time.Duration
用户消息又分为两种:
- 周期性同步:
- 以
PushPullInterval
为周期,使用Delegate.LocalState
和Delegate.MergeRemoteState
以TCP方式同步用户信息; - 使用
Delegate.GetBroadcasts
随gossip发送用户信息。
- 以
- 主动发送:使用
SendReliable
等方法实现主动发送用户消息。
alertmanager的处理
alertmanager通过两种方式发送用户消息,即UDP方式和TCP方式。在alertmanager中,当要发送的数据大于MaxGossipPacketSize/2
将采用TCP方式(SendReliable
方法),否则使用UDP方式(Broadcast
接口)。
func (c *Channel) Broadcast(b []byte) {
b, err := proto.Marshal(&clusterpb.Part{Key: c.key, Data: b})
if err != nil {
return
}
if OversizedMessage(b) {
select {
case c.msgc <- b: //从c.msgc 接收数据,并使用SendReliable发送
default:
level.Debug(c.logger).Log("msg", "oversized gossip channel full")
c.oversizeGossipMessageDroppedTotal.Inc()
}
} else {
c.send(b)
}
}
func OversizedMessage(b []byte) bool {
return len(b) > MaxGossipPacketSize/2
}
demo
这里实现了一个简单的基于gossip管理集群信息,并通过TCP给集群成员发送信息的例子。