Crate raft[][src]

Creating a Raft node

You can use RawNode::new to create the Raft node. To create the Raft node, you need to provide a Storage component, and a Config to the RawNode::new function.

use raft::{
    Config,
    storage::MemStorage,
    raw_node::RawNode,
};

// Select some defaults, then change what we need.
let id = 1;
let peers = vec![];
let storage = MemStorage::default();
let config = Config::new(id);
// ... Make any configuration changes.
// After, make sure it's valid!
config.validate().unwrap();
// We'll use the built-in `MemStorage`, but you will likely want your own.
// Finally, create our Raft node!
let mut node = RawNode::new(&config, storage, peers).unwrap();

Ticking the Raft node

Use a timer to tick the Raft node at regular intervals. See the following example using Rust channel recv_timeout to drive the Raft node at least every 100ms, calling tick() each time.

use std::{sync::mpsc::{channel, RecvTimeoutError}, time::{Instant, Duration}};

// We're using a channel, but this could be any stream of events.
let (tx, rx) = channel();
let timeout = Duration::from_millis(100);

// Send the `tx` somewhere else...

let ticks = 5; // Only tick 5 times.
let mut remaining_timeout = timeout;
for _ in 0..ticks {
    let now = Instant::now();

    match rx.recv_timeout(remaining_timeout) {
        Ok(()) => {
            // Let's save this for later.
            unimplemented!()
        },
        Err(RecvTimeoutError::Timeout) => (),
        Err(RecvTimeoutError::Disconnected) => unimplemented!(),
    }
    let elapsed = now.elapsed();
    if elapsed >= remaining_timeout {
        remaining_timeout = timeout;
        // We drive Raft every 100ms.
        node.tick();
    } else {
        remaining_timeout -= elapsed;
    }
}

Proposing to, and stepping the Raft node

Using the propose function you can drive the Raft node when the client sends a request to the Raft server. You can call propose to add the request to the Raft log explicitly.

In most cases, the client needs to wait for a response for the request. For example, if the client writes a value to a key and wants to know whether the write succeeds or not, but the write flow is asynchronous in Raft, so the write log entry must be replicated to other followers, then committed and at last applied to the state machine, so here we need a way to notify the client after the write is finished.

One simple way is to use a unique ID for the client request, and save the associated callback function in a hash map. When the log entry is applied, we can get the ID from the decoded entry, call the corresponding callback, and notify the client.

You can call the step function when you receive the Raft messages from other nodes.

Here is a simple example to use propose and step:

This example is not tested
let mut cbs = HashMap::new();
loop {
    match receiver.recv_timeout(d) {
        Ok(Msg::Propose { id, callback }) => {
            cbs.insert(id, callback);
            node.propose(vec![id], false).unwrap();
        }
        Ok(Msg::Raft(m)) => node.step(m).unwrap(),
        // ...
    }
    //...
}

In the above example, we use a channel to receive the propose and step messages. We only propose the request ID to the Raft log. In your own practice, you can embed the ID in your request and propose the encoded binary request data.

Processing the Ready State

When your Raft node is ticked and running, Raft should enter a Ready state. You need to first use has_ready to check whether Raft is ready. If yes, use the ready function to get a Ready state:

This example is not tested
if !node.has_ready() {
    return;
}

// The Raft is ready, we can do something now.
let mut ready = node.ready();

The Ready state contains quite a bit of information, and you need to check and process them one by one:

  1. Check whether snapshot is empty or not. If not empty, it means that the Raft node has received a Raft snapshot from the leader and we must apply the snapshot:

    This example is not tested
    if !raft::is_empty_snap(&ready.snapshot) {
        // This is a snapshot, we need to apply the snapshot at first.
        node.mut_store()
            .wl()
            .apply_snapshot(ready.snapshot.clone())
            .unwrap();
    }
    
  2. Check whether entries is empty or not. If not empty, it means that there are newly added entries but has not been committed yet, we must append the entries to the Raft log:

    This example is not tested
    if !ready.entries.is_empty() {
        // Append entries to the Raft log
        node.mut_store().wl().append(&ready.entries).unwrap();
    }
    
  3. Check whether hs is empty or not. If not empty, it means that the HardState of the node has changed. For example, the node may vote for a new leader, or the commit index has been increased. We must persist the changed HardState:

    This example is not tested
    if let Some(ref hs) = ready.hs {
        // Raft HardState changed, and we need to persist it.
        node.mut_store().wl().set_hardstate(hs.clone());
    }
  4. Check whether messages is empty or not. If not, it means that the node will send messages to other nodes. There has been an optimization for sending messages: if the node is a leader, this can be done together with step 1 in parallel; if the node is not a leader, it needs to reply the messages to the leader after appending the Raft entries:

    This example is not tested
    if !is_leader {
        // If not leader, the follower needs to reply the messages to
        // the leader after appending Raft entries.
        let msgs = ready.messages.drain(..);
        for _msg in msgs {
            // Send messages to other peers.
        }
    }
  5. Check whether committed_entires is empty or not. If not, it means that there are some newly committed log entries which you must apply to the state machine. Of course, after applying, you need to update the applied index and resume apply later:

    This example is not tested
    if let Some(committed_entries) = ready.committed_entries.take() {
        let mut _last_apply_index = 0;
        for entry in committed_entries {
            // Mostly, you need to save the last apply index to resume applying
            // after restart. Here we just ignore this because we use a Memory storage.
            _last_apply_index = entry.get_index();
    
            if entry.get_data().is_empty() {
                // Emtpy entry, when the peer becomes Leader it will send an empty entry.
                continue;
            }
    
            match entry.get_entry_type() {
                EntryType::EntryNormal => handle_normal(entry),
                EntryType::EntryConfChange => handle_conf_change(entry),
            }
        }
    }
  6. Call advance to prepare for the next Ready state.

    This example is not tested
    node.advance(ready);

For more information, check out an example.

Re-exports

pub use self::raft_log::NO_LIMIT;
pub use self::raw_node::is_empty_snap;
pub use self::raw_node::Peer;
pub use self::raw_node::RawNode;
pub use self::raw_node::Ready;
pub use self::raw_node::SnapshotStatus;
pub use self::storage::RaftState;
pub use self::storage::Storage;

Modules

eraftpb
prelude

A "prelude" for crates using the raft crate.

raw_node
storage
util

Structs

Config

Config contains the parameters to start a raft.

Inflights
Progress
ProgressSet

ProgressSet contains several Progresses, which could be Leader, Follower and Learner.

Raft
RaftLog

Raft log implementation

ReadState
SoftState
Status
Unstable

Enums

Error
ProgressState
ReadOnlyOption
StateRole
StorageError

Constants

INVALID_ID
INVALID_INDEX

Functions

quorum
vote_resp_msg_type

Type Definitions

Result