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// Copyright (c) Sean Lawlor
//
// This source code is licensed under both the MIT license found in the
// LICENSE-MIT file in the root directory of this source tree.
//! # Factory actors
//!
//! A factory is a manager of a pool of workers on the same node. This
//! is helpful for job dispatch and load balancing when single-threaded execution
//! of a since [crate::Actor] may not be sufficient. Factories have a set "Job" syntax
//! which denotes a key and message payload for each action. Workers are effectively mindless
//! agents of the factory's will.
//!
//! ## Worker message routing mode
//!
//! The factory has a series of dispatch modes which are defined in [RoutingMode] and
//! control the way the factory dispatches work to workers. This should be selected based
//! on the intended workload. Some general guidance:
//!
//! 1. If you need to process a sequence of operations on a given key (i.e. the Job is a user, and
//! there's a sequential list of updates to that user). You then want the job to land on the same
//! worker and should select [RoutingMode::KeyPersistent] or [RoutingMode::StickyQueuer].
//! 2. If you don't need a sequence of operations then [RoutingMode::Queuer] is likely a good choice.
//! 3. If your workers are making remote calls to other services/actors you probably want [RoutingMode::Queuer]
//! or [RoutingMode::StickyQueuer] to prevent head-of-the-line contention. Otherwise [RoutingMode::KeyPersistent]
//! is sufficient.
//! 4. For some custom defined routing, you can define your own [CustomHashFunction] which will be
//! used in conjunction with [RoutingMode::CustomHashFunction] to take the incoming job key and
//! the space which should be hashed to (i.e. the number of workers).
//! 5. If you just want load balancing there's also [RoutingMode::RoundRobin] and [RoutingMode::Random]
//! for general 1-off dispatching of jobs
//!
//! ## Worker lifecycle
//!
//! A worker's lifecycle is managed by the factory. If the worker dies or crashes, the factory will
//! replace the worker with a new instance and continue processing jobs for that worker. The
//! factory also maintains the worker's message queue's so messages won't be lost which were in the
//! "worker"'s queue.
use std::collections::{HashMap, VecDeque};
use std::marker::PhantomData;
use rand::Rng;
use crate::concurrency::{Duration, Instant};
#[cfg(feature = "cluster")]
use crate::message::BoxedDowncastErr;
use crate::{Actor, ActorProcessingErr, ActorRef, Message, RpcReplyPort, SupervisionEvent};
pub mod hash;
pub mod job;
pub mod routing_mode;
pub mod stats;
pub mod worker;
use stats::MessageProcessingStats;
pub use job::{Job, JobKey, JobOptions};
pub use routing_mode::{CustomHashFunction, RoutingMode};
pub use worker::{WorkerMessage, WorkerProperties, WorkerStartContext};
/// Identifier for a worker in a factory
pub type WorkerId = usize;
#[cfg(not(test))]
const PING_FREQUENCY_MS: u64 = 1000;
#[cfg(test)]
const PING_FREQUENCY_MS: u64 = 100;
#[cfg(test)]
mod tests;
/// Trait defining the discard handler for a factory.
pub trait DiscardHandler<TKey, TMsg>: Send + Sync + 'static
where
TKey: JobKey,
TMsg: Message,
{
/// Called on a job
fn discard(&self, job: Job<TKey, TMsg>);
/// clone yourself into a box
fn clone_box(&self) -> Box<dyn DiscardHandler<TKey, TMsg>>;
}
/// Trait defining a builder of workers for a factory
pub trait WorkerBuilder<TWorker>: Send + Sync
where
TWorker: Actor,
{
/// Build a new worker
///
/// * `wid`: The worker's "id" or index in the worker pool
fn build(&self, wid: WorkerId) -> TWorker;
}
/// The configuration for the dead-man's switch functionality
pub struct DeadMansSwitchConfiguration {
/// Duration before determining worker is stuck
pub detection_timeout: Duration,
/// Flag denoting if the stuck worker should be killed
/// and restarted
pub kill_worker: bool,
}
/// A factory is a manager to a pool of worker actors used for job dispatching
pub struct Factory<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>>,
{
/// Number of workers in the factory
pub worker_count: usize,
/// If [true], tells the factory to collect statistics on the workers.
///
/// Default is [false]
pub collect_worker_stats: bool,
/// Message routing mode
///
/// Default is [RoutingMode::KeyPersistent]
pub routing_mode: RoutingMode<TKey>,
/// Maximum queue length. Any job arriving when the queue is at its max length
/// will cause an oldest job at the head of the queue will be dropped.
///
/// * For [RoutingMode::Queuer] factories, applied to the factory's internal queue.
/// * For [RoutingMode::KeyPersistent] and [RoutingMode::CustomHashFunction], this applies to the worker's
/// message queue
///
/// Default is [None]
pub discard_threshold: Option<usize>,
/// Discard callback when a job is discarded.
///
/// Default is [None]
pub discard_handler: Option<Box<dyn DiscardHandler<TKey, TMsg>>>,
/// A worker's ability for parallelized work
///
/// Default is 1 (worker is strictly sequential in dispatched work)
pub worker_parallel_capacity: usize,
/// Controls the "dead man's" switching logic on the factory. Periodically
/// the factory will scan for stuck workers. If detected, the worker information
/// will be logged along with the current job key information. Optionally the worker
/// can be killed and replaced by the factory
pub dead_mans_switch: Option<DeadMansSwitchConfiguration>,
/// The worker type
pub _worker: PhantomData<TWorker>,
}
impl<TKey, TMsg, TWorker> Factory<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>>,
{
fn maybe_dequeue(
&self,
state: &mut FactoryState<TKey, TMsg, TWorker>,
who: WorkerId,
) -> Result<(), ActorProcessingErr> {
match &self.routing_mode {
RoutingMode::Queuer | RoutingMode::StickyQueuer => {
// pop + discard expired jobs
let mut next_job = None;
while let Some(job) = state.messages.pop_front() {
if !job.is_expired() {
next_job = Some(job);
break;
} else {
state.stats.job_ttl_expired();
}
}
// de-queue another job
if let Some(job) = next_job {
if let Some(worker) = state.pool.get_mut(&who).filter(|f| f.is_available()) {
// Check if this worker is now free (should be the case except potentially in a sticky queuer which may automatically
// move to a sticky message)
worker.enqueue_job(job)?;
} else if let Some(worker) =
state.pool.values_mut().find(|worker| worker.is_available())
{
// If that worker is busy, try and scan the workers to find a free worker
worker.enqueue_job(job)?;
} else {
// no free worker, put the message back into the queue where it was (at the front of the queue)
state.messages.push_front(job);
}
}
}
_ => {}
}
Ok(())
}
fn maybe_enqueue(&self, state: &mut FactoryState<TKey, TMsg, TWorker>, job: Job<TKey, TMsg>) {
if let Some(limit) = self.discard_threshold {
state.messages.push_back(job);
while state.messages.len() > limit {
// try and shed a job
if let Some(msg) = state.messages.pop_front() {
if let Some(handler) = &self.discard_handler {
handler.discard(msg);
}
state.stats.job_discarded();
}
}
} else {
// no load-shedding
state.messages.push_back(job);
}
}
}
impl<TKey, TMsg, TWorker> Default for Factory<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>>,
{
fn default() -> Self {
Self {
worker_count: 1,
routing_mode: RoutingMode::default(),
discard_threshold: None,
discard_handler: None,
_worker: PhantomData,
worker_parallel_capacity: 1,
collect_worker_stats: false,
dead_mans_switch: None,
}
}
}
/// State of a factory (backlogged jobs, handler, etc)
pub struct FactoryState<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>>,
{
worker_builder: Box<dyn WorkerBuilder<TWorker>>,
pool: HashMap<WorkerId, WorkerProperties<TKey, TMsg>>,
messages: VecDeque<Job<TKey, TMsg>>,
last_worker: WorkerId,
stats: MessageProcessingStats,
}
impl<TKey, TMsg, TWorker> FactoryState<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>, Arguments = WorkerStartContext<TKey, TMsg>>,
{
fn log_stats(&mut self, factory: &ActorRef<FactoryMessage<TKey, TMsg>>) {
let factory_identifier = if let Some(factory_name) = factory.get_name() {
format!("======== Factory {factory_name} stats ========\n")
} else {
format!("======== Factory ({}) stats ========\n", factory.get_id())
};
tracing::debug!("{factory_identifier}\n{}", self.stats);
self.stats.reset_global_counters();
}
}
/// Messages to a factory.
///
/// **A special note about factory messages in a distributed context!**
///
/// Factories only support the command [FactoryMessage::Dispatch] over a cluster
/// configuration as the rest of the message types are internal and only intended for
/// in-host communication. This means if you're communicating to a factory you would
/// send only a serialized [Job] which would automatically be converted to a
/// [FactoryMessage::Dispatch(Job)]
pub enum FactoryMessage<TKey, TMsg>
where
TKey: JobKey,
TMsg: Message,
{
/// Dispatch a new message
Dispatch(Job<TKey, TMsg>),
/// A job finished
Finished(WorkerId, TKey),
/// Send a ping to the workers of the factory along with
/// tracking the factory's timing itself
DoPings(Instant),
/// A reply to a factory ping supplying the worker id and the time
/// of the ping start
WorkerPong(WorkerId, Duration),
/// Trigger a scan for stuck worker detection
IdentifyStuckWorkers,
/// Retrieve the factory's statsistics
GetStats(RpcReplyPort<MessageProcessingStats>),
}
#[cfg(feature = "cluster")]
impl<TKey, TMsg> Message for FactoryMessage<TKey, TMsg>
where
TKey: JobKey,
TMsg: Message,
{
fn serializable() -> bool {
TMsg::serializable()
}
fn serialize(
self,
) -> Result<crate::message::SerializedMessage, crate::message::BoxedDowncastErr> {
match self {
Self::Dispatch(job) => job.serialize(),
_ => Err(BoxedDowncastErr),
}
}
fn deserialize(bytes: crate::message::SerializedMessage) -> Result<Self, BoxedDowncastErr> {
Ok(Self::Dispatch(Job::<TKey, TMsg>::deserialize(bytes)?))
}
}
#[async_trait::async_trait]
impl<TKey, TMsg, TWorker> Actor for Factory<TKey, TMsg, TWorker>
where
TKey: JobKey,
TMsg: Message,
TWorker: Actor<Msg = WorkerMessage<TKey, TMsg>, Arguments = WorkerStartContext<TKey, TMsg>>,
{
type Msg = FactoryMessage<TKey, TMsg>;
type State = FactoryState<TKey, TMsg, TWorker>;
type Arguments = Box<dyn WorkerBuilder<TWorker>>;
async fn pre_start(
&self,
myself: ActorRef<Self::Msg>,
builder: Box<dyn WorkerBuilder<TWorker>>,
) -> Result<Self::State, ActorProcessingErr> {
// build the pool
let mut pool = HashMap::new();
for wid in 0..self.worker_count {
let context = WorkerStartContext {
wid,
factory: myself.clone(),
};
let handler = builder.build(wid);
let (worker, worker_handle) =
Actor::spawn_linked(None, handler, context, myself.get_cell()).await?;
pool.insert(
wid,
WorkerProperties::new(
wid,
worker,
self.worker_parallel_capacity,
self.discard_threshold,
self.discard_handler.as_ref().map(|a| a.clone_box()),
self.collect_worker_stats,
worker_handle,
),
);
}
// Startup worker pinging
myself.send_after(Duration::from_millis(PING_FREQUENCY_MS), || {
FactoryMessage::DoPings(Instant::now())
});
// startup stuck worker detection
if let Some(dmd) = &self.dead_mans_switch {
myself.send_after(dmd.detection_timeout, || {
FactoryMessage::IdentifyStuckWorkers
});
}
let mut stats = MessageProcessingStats::default();
stats.enable();
// initial state
Ok(Self::State {
messages: VecDeque::new(),
worker_builder: builder,
pool,
last_worker: 0,
stats,
})
}
async fn post_stop(
&self,
_: ActorRef<Self::Msg>,
state: &mut Self::State,
) -> Result<(), ActorProcessingErr> {
// send the stop signal to all workers
for worker in state.pool.values() {
worker.actor.stop(None);
}
// wait for all workers to exit
for worker in state.pool.values_mut() {
if let Some(handle) = worker.get_handle() {
let _ = handle.await;
}
}
Ok(())
}
async fn handle(
&self,
myself: ActorRef<Self::Msg>,
message: FactoryMessage<TKey, TMsg>,
state: &mut Self::State,
) -> Result<(), ActorProcessingErr> {
// TODO: based on the routing spec, dispatch the message
match message {
FactoryMessage::Dispatch(mut job) => {
// set the time the factory received the message
job.set_factory_time();
state.stats.job_submitted();
match &self.routing_mode {
RoutingMode::KeyPersistent => {
let key = hash::hash_with_max(&job.key, self.worker_count);
if let Some(worker) = state.pool.get_mut(&key) {
worker.enqueue_job(job)?;
}
}
RoutingMode::Queuer => {
if let Some(worker) =
state.pool.values_mut().find(|worker| worker.is_available())
{
worker.enqueue_job(job)?;
} else {
// no free worker, maybe backlog the message
self.maybe_enqueue(state, job);
}
}
RoutingMode::StickyQueuer => {
// See if there's a worker processing this given job key already, if yes route to that worker
let maybe_worker = state
.pool
.values_mut()
.find(|worker| worker.is_processing_key(&job.key));
if let Some(worker) = maybe_worker {
worker.enqueue_job(job)?;
} else if let Some(worker) =
state.pool.values_mut().find(|worker| worker.is_available())
{
// If no matching sticky worker, find the first free worker
worker.enqueue_job(job)?;
} else {
// no free worker, maybe backlog the message
self.maybe_enqueue(state, job);
}
}
RoutingMode::RoundRobin => {
let mut key = state.last_worker + 1;
if key >= self.worker_count {
key = 0;
}
if let Some(worker) = state.pool.get_mut(&key) {
worker.enqueue_job(job)?;
}
state.last_worker = key;
}
RoutingMode::Random => {
let key = rand::thread_rng().gen_range(0..self.worker_count);
if let Some(worker) = state.pool.get_mut(&key) {
worker.enqueue_job(job)?;
}
}
RoutingMode::CustomHashFunction(hasher) => {
let key = hasher.hash(&job.key, self.worker_count);
if let Some(worker) = state.pool.get_mut(&key) {
worker.enqueue_job(job)?;
}
}
}
}
FactoryMessage::Finished(who, job_key) => {
let wid = if let Some(worker) = state.pool.get_mut(&who) {
if let Some(job_options) = worker.worker_complete(job_key)? {
// record the job data on the factory
state.stats.factory_job_done(&job_options);
}
Some(worker.wid)
} else {
None
};
if let Some(wid) = wid {
self.maybe_dequeue(state, wid)?;
}
}
FactoryMessage::WorkerPong(wid, time) => {
if let Some(worker) = state.pool.get_mut(&wid) {
worker.ping_received(time);
}
}
FactoryMessage::DoPings(when) => {
if state.stats.ping_received(when.elapsed()) {
state.log_stats(&myself);
}
for worker in state.pool.values_mut() {
worker.send_factory_ping()?;
}
// schedule next ping
myself.send_after(Duration::from_millis(PING_FREQUENCY_MS), || {
FactoryMessage::DoPings(Instant::now())
});
}
FactoryMessage::IdentifyStuckWorkers => {
if let Some(dmd) = &self.dead_mans_switch {
for worker in state.pool.values() {
if worker.is_stuck(dmd.detection_timeout) && dmd.kill_worker {
tracing::info!(
"Factory {:?} killing stuck worker {}",
myself.get_name(),
worker.wid
);
worker.actor.kill();
}
}
// schedule next check
myself.send_after(dmd.detection_timeout, || {
FactoryMessage::IdentifyStuckWorkers
});
}
}
FactoryMessage::GetStats(reply) => {
let _ = reply.send(state.stats.clone());
}
}
Ok(())
}
async fn handle_supervisor_evt(
&self,
myself: ActorRef<Self::Msg>,
message: SupervisionEvent,
state: &mut Self::State,
) -> Result<(), ActorProcessingErr> {
match message {
SupervisionEvent::ActorTerminated(who, _, reason) => {
let wid = if let Some(worker) = state
.pool
.values_mut()
.find(|actor| actor.is_pid(who.get_id()))
{
tracing::warn!(
"Factory {:?}'s worker {} terminated with {reason:?}",
myself.get_name(),
worker.wid
);
let new_worker = state.worker_builder.build(worker.wid);
let spec = WorkerStartContext {
wid: worker.wid,
factory: myself.clone(),
};
let (replacement, replacement_handle) =
Actor::spawn_linked(None, new_worker, spec, myself.get_cell()).await?;
worker.replace_worker(replacement, replacement_handle)?;
Some(worker.wid)
} else {
None
};
if let Some(wid) = wid {
self.maybe_dequeue(state, wid)?;
}
}
SupervisionEvent::ActorPanicked(who, reason) => {
let wid = if let Some(worker) = state
.pool
.values_mut()
.find(|actor| actor.is_pid(who.get_id()))
{
tracing::warn!(
"Factory {:?}'s worker {} panicked with {reason}",
myself.get_name(),
worker.wid
);
let new_worker = state.worker_builder.build(worker.wid);
let spec = WorkerStartContext {
wid: worker.wid,
factory: myself.clone(),
};
let (replacement, replacement_handle) =
Actor::spawn_linked(None, new_worker, spec, myself.get_cell()).await?;
worker.replace_worker(replacement, replacement_handle)?;
Some(worker.wid)
} else {
None
};
if let Some(wid) = wid {
self.maybe_dequeue(state, wid)?;
}
}
_ => {}
}
Ok(())
}
}