85d81b2cdd
* les: move NodeStateMachine from clientPool to LesServer * les: new header broadcaster * les: peerCommons.headInfo always contains last announced head * les: remove clientPeerSet and serverSet * les: fixed panic * les: fixed --nodiscover option * les: disconnect all peers at ns.Stop() * les: added comments and fixed signed broadcasts * les: removed unused parameter, fixed tests
504 lines
17 KiB
Go
504 lines
17 KiB
Go
// Copyright 2020 The go-ethereum Authors
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// This file is part of the go-ethereum library.
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//
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// The go-ethereum library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// The go-ethereum library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with the go-ethereum library. If not, see <http://www.gnu.org/licenses/>.
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package server
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import (
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"math"
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"reflect"
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"sync"
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"time"
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"github.com/ethereum/go-ethereum/common/mclock"
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"github.com/ethereum/go-ethereum/common/prque"
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"github.com/ethereum/go-ethereum/log"
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"github.com/ethereum/go-ethereum/p2p/enode"
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"github.com/ethereum/go-ethereum/p2p/nodestate"
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)
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const (
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lazyQueueRefresh = time.Second * 10 // refresh period of the active queue
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)
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// PriorityPoolSetup contains node state flags and fields used by PriorityPool
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// Note: ActiveFlag and InactiveFlag can be controlled both externally and by the pool,
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// see PriorityPool description for details.
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type PriorityPoolSetup struct {
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// controlled by PriorityPool
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ActiveFlag, InactiveFlag nodestate.Flags
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CapacityField, ppNodeInfoField nodestate.Field
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// external connections
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updateFlag nodestate.Flags
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priorityField nodestate.Field
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}
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// NewPriorityPoolSetup creates a new PriorityPoolSetup and initializes the fields
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// and flags controlled by PriorityPool
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func NewPriorityPoolSetup(setup *nodestate.Setup) PriorityPoolSetup {
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return PriorityPoolSetup{
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ActiveFlag: setup.NewFlag("active"),
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InactiveFlag: setup.NewFlag("inactive"),
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CapacityField: setup.NewField("capacity", reflect.TypeOf(uint64(0))),
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ppNodeInfoField: setup.NewField("ppNodeInfo", reflect.TypeOf(&ppNodeInfo{})),
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}
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}
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// Connect sets the fields and flags used by PriorityPool as an input
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func (pps *PriorityPoolSetup) Connect(priorityField nodestate.Field, updateFlag nodestate.Flags) {
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pps.priorityField = priorityField // should implement nodePriority
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pps.updateFlag = updateFlag // triggers an immediate priority update
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}
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// PriorityPool handles a set of nodes where each node has a capacity (a scalar value)
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// and a priority (which can change over time and can also depend on the capacity).
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// A node is active if it has at least the necessary minimal amount of capacity while
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// inactive nodes have 0 capacity (values between 0 and the minimum are not allowed).
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// The pool ensures that the number and total capacity of all active nodes are limited
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// and the highest priority nodes are active at all times (limits can be changed
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// during operation with immediate effect).
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//
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// When activating clients a priority bias is applied in favor of the already active
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// nodes in order to avoid nodes quickly alternating between active and inactive states
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// when their priorities are close to each other. The bias is specified in terms of
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// duration (time) because priorities are expected to usually get lower over time and
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// therefore a future minimum prediction (see EstMinPriority) should monotonously
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// decrease with the specified time parameter.
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// This time bias can be interpreted as minimum expected active time at the given
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// capacity (if the threshold priority stays the same).
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//
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// Nodes in the pool always have either InactiveFlag or ActiveFlag set. A new node is
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// added to the pool by externally setting InactiveFlag. PriorityPool can switch a node
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// between InactiveFlag and ActiveFlag at any time. Nodes can be removed from the pool
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// by externally resetting both flags. ActiveFlag should not be set externally.
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//
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// The highest priority nodes in "inactive" state are moved to "active" state as soon as
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// the minimum capacity can be granted for them. The capacity of lower priority active
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// nodes is reduced or they are demoted to "inactive" state if their priority is
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// insufficient even at minimal capacity.
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type PriorityPool struct {
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PriorityPoolSetup
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ns *nodestate.NodeStateMachine
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clock mclock.Clock
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lock sync.Mutex
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activeQueue *prque.LazyQueue
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inactiveQueue *prque.Prque
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changed []*ppNodeInfo
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activeCount, activeCap uint64
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maxCount, maxCap uint64
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minCap uint64
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activeBias time.Duration
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capacityStepDiv uint64
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}
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// nodePriority interface provides current and estimated future priorities on demand
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type nodePriority interface {
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// Priority should return the current priority of the node (higher is better)
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Priority(now mclock.AbsTime, cap uint64) int64
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// EstMinPriority should return a lower estimate for the minimum of the node priority
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// value starting from the current moment until the given time. If the priority goes
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// under the returned estimate before the specified moment then it is the caller's
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// responsibility to signal with updateFlag.
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EstMinPriority(until mclock.AbsTime, cap uint64, update bool) int64
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}
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// ppNodeInfo is the internal node descriptor of PriorityPool
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type ppNodeInfo struct {
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nodePriority nodePriority
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node *enode.Node
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connected bool
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capacity, origCap uint64
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bias time.Duration
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forced, changed bool
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activeIndex, inactiveIndex int
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}
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// NewPriorityPool creates a new PriorityPool
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func NewPriorityPool(ns *nodestate.NodeStateMachine, setup PriorityPoolSetup, clock mclock.Clock, minCap uint64, activeBias time.Duration, capacityStepDiv uint64) *PriorityPool {
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pp := &PriorityPool{
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ns: ns,
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PriorityPoolSetup: setup,
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clock: clock,
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activeQueue: prque.NewLazyQueue(activeSetIndex, activePriority, activeMaxPriority, clock, lazyQueueRefresh),
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inactiveQueue: prque.New(inactiveSetIndex),
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minCap: minCap,
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activeBias: activeBias,
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capacityStepDiv: capacityStepDiv,
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}
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ns.SubscribeField(pp.priorityField, func(node *enode.Node, state nodestate.Flags, oldValue, newValue interface{}) {
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if newValue != nil {
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c := &ppNodeInfo{
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node: node,
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nodePriority: newValue.(nodePriority),
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activeIndex: -1,
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inactiveIndex: -1,
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}
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ns.SetFieldSub(node, pp.ppNodeInfoField, c)
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} else {
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ns.SetStateSub(node, nodestate.Flags{}, pp.ActiveFlag.Or(pp.InactiveFlag), 0)
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if n, _ := pp.ns.GetField(node, pp.ppNodeInfoField).(*ppNodeInfo); n != nil {
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pp.disconnectedNode(n)
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}
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ns.SetFieldSub(node, pp.CapacityField, nil)
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ns.SetFieldSub(node, pp.ppNodeInfoField, nil)
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}
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})
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ns.SubscribeState(pp.ActiveFlag.Or(pp.InactiveFlag), func(node *enode.Node, oldState, newState nodestate.Flags) {
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if c, _ := pp.ns.GetField(node, pp.ppNodeInfoField).(*ppNodeInfo); c != nil {
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if oldState.IsEmpty() {
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pp.connectedNode(c)
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}
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if newState.IsEmpty() {
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pp.disconnectedNode(c)
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}
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}
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})
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ns.SubscribeState(pp.updateFlag, func(node *enode.Node, oldState, newState nodestate.Flags) {
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if !newState.IsEmpty() {
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pp.updatePriority(node)
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}
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})
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return pp
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}
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// RequestCapacity checks whether changing the capacity of a node to the given target
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// is possible (bias is applied in favor of other active nodes if the target is higher
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// than the current capacity).
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// If setCap is true then it also performs the change if possible. The function returns
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// the minimum priority needed to do the change and whether it is currently allowed.
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// If setCap and allowed are both true then the caller can assume that the change was
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// successful.
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// Note: priorityField should always be set before calling RequestCapacity. If setCap
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// is false then both InactiveFlag and ActiveFlag can be unset and they are not changed
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// by this function call either.
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// Note 2: this function should run inside a NodeStateMachine operation
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func (pp *PriorityPool) RequestCapacity(node *enode.Node, targetCap uint64, bias time.Duration, setCap bool) (minPriority int64, allowed bool) {
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pp.lock.Lock()
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pp.activeQueue.Refresh()
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var updates []capUpdate
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defer func() {
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pp.lock.Unlock()
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pp.updateFlags(updates)
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}()
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if targetCap < pp.minCap {
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targetCap = pp.minCap
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}
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c, _ := pp.ns.GetField(node, pp.ppNodeInfoField).(*ppNodeInfo)
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if c == nil {
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log.Error("RequestCapacity called for unknown node", "id", node.ID())
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return math.MaxInt64, false
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}
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var priority int64
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if targetCap > c.capacity {
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priority = c.nodePriority.EstMinPriority(pp.clock.Now()+mclock.AbsTime(bias), targetCap, false)
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} else {
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priority = c.nodePriority.Priority(pp.clock.Now(), targetCap)
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}
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pp.markForChange(c)
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pp.setCapacity(c, targetCap)
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c.forced = true
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pp.activeQueue.Remove(c.activeIndex)
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pp.inactiveQueue.Remove(c.inactiveIndex)
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pp.activeQueue.Push(c)
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minPriority = pp.enforceLimits()
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// if capacity update is possible now then minPriority == math.MinInt64
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// if it is not possible at all then minPriority == math.MaxInt64
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allowed = priority > minPriority
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updates = pp.finalizeChanges(setCap && allowed)
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return
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}
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// SetLimits sets the maximum number and total capacity of simultaneously active nodes
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func (pp *PriorityPool) SetLimits(maxCount, maxCap uint64) {
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pp.lock.Lock()
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pp.activeQueue.Refresh()
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var updates []capUpdate
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defer func() {
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pp.lock.Unlock()
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pp.ns.Operation(func() { pp.updateFlags(updates) })
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}()
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inc := (maxCount > pp.maxCount) || (maxCap > pp.maxCap)
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dec := (maxCount < pp.maxCount) || (maxCap < pp.maxCap)
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pp.maxCount, pp.maxCap = maxCount, maxCap
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if dec {
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pp.enforceLimits()
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updates = pp.finalizeChanges(true)
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}
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if inc {
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updates = pp.tryActivate()
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}
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}
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// SetActiveBias sets the bias applied when trying to activate inactive nodes
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func (pp *PriorityPool) SetActiveBias(bias time.Duration) {
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pp.lock.Lock()
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defer pp.lock.Unlock()
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pp.activeBias = bias
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pp.tryActivate()
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}
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// Active returns the number and total capacity of currently active nodes
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func (pp *PriorityPool) Active() (uint64, uint64) {
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pp.lock.Lock()
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defer pp.lock.Unlock()
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return pp.activeCount, pp.activeCap
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}
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// inactiveSetIndex callback updates ppNodeInfo item index in inactiveQueue
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func inactiveSetIndex(a interface{}, index int) {
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a.(*ppNodeInfo).inactiveIndex = index
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}
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// activeSetIndex callback updates ppNodeInfo item index in activeQueue
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func activeSetIndex(a interface{}, index int) {
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a.(*ppNodeInfo).activeIndex = index
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}
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// invertPriority inverts a priority value. The active queue uses inverted priorities
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// because the node on the top is the first to be deactivated.
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func invertPriority(p int64) int64 {
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if p == math.MinInt64 {
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return math.MaxInt64
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}
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return -p
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}
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// activePriority callback returns actual priority of ppNodeInfo item in activeQueue
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func activePriority(a interface{}, now mclock.AbsTime) int64 {
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c := a.(*ppNodeInfo)
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if c.forced {
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return math.MinInt64
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}
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if c.bias == 0 {
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return invertPriority(c.nodePriority.Priority(now, c.capacity))
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} else {
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return invertPriority(c.nodePriority.EstMinPriority(now+mclock.AbsTime(c.bias), c.capacity, true))
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}
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}
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// activeMaxPriority callback returns estimated maximum priority of ppNodeInfo item in activeQueue
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func activeMaxPriority(a interface{}, until mclock.AbsTime) int64 {
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c := a.(*ppNodeInfo)
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if c.forced {
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return math.MinInt64
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}
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return invertPriority(c.nodePriority.EstMinPriority(until+mclock.AbsTime(c.bias), c.capacity, false))
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}
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// inactivePriority callback returns actual priority of ppNodeInfo item in inactiveQueue
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func (pp *PriorityPool) inactivePriority(p *ppNodeInfo) int64 {
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return p.nodePriority.Priority(pp.clock.Now(), pp.minCap)
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}
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// connectedNode is called when a new node has been added to the pool (InactiveFlag set)
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// Note: this function should run inside a NodeStateMachine operation
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func (pp *PriorityPool) connectedNode(c *ppNodeInfo) {
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pp.lock.Lock()
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pp.activeQueue.Refresh()
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var updates []capUpdate
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defer func() {
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pp.lock.Unlock()
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pp.updateFlags(updates)
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}()
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if c.connected {
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return
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}
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c.connected = true
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pp.inactiveQueue.Push(c, pp.inactivePriority(c))
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updates = pp.tryActivate()
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}
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// disconnectedNode is called when a node has been removed from the pool (both InactiveFlag
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// and ActiveFlag reset)
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// Note: this function should run inside a NodeStateMachine operation
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func (pp *PriorityPool) disconnectedNode(c *ppNodeInfo) {
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pp.lock.Lock()
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pp.activeQueue.Refresh()
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var updates []capUpdate
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defer func() {
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pp.lock.Unlock()
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pp.updateFlags(updates)
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}()
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if !c.connected {
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return
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}
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c.connected = false
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pp.activeQueue.Remove(c.activeIndex)
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pp.inactiveQueue.Remove(c.inactiveIndex)
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if c.capacity != 0 {
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pp.setCapacity(c, 0)
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updates = pp.tryActivate()
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}
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}
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// markForChange internally puts a node in a temporary state that can either be reverted
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// or confirmed later. This temporary state allows changing the capacity of a node and
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// moving it between the active and inactive queue. ActiveFlag/InactiveFlag and
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// CapacityField are not changed while the changes are still temporary.
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func (pp *PriorityPool) markForChange(c *ppNodeInfo) {
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if c.changed {
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return
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}
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c.changed = true
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c.origCap = c.capacity
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pp.changed = append(pp.changed, c)
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}
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// setCapacity changes the capacity of a node and adjusts activeCap and activeCount
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// accordingly. Note that this change is performed in the temporary state so it should
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// be called after markForChange and before finalizeChanges.
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func (pp *PriorityPool) setCapacity(n *ppNodeInfo, cap uint64) {
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pp.activeCap += cap - n.capacity
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if n.capacity == 0 {
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pp.activeCount++
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}
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if cap == 0 {
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pp.activeCount--
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}
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n.capacity = cap
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}
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// enforceLimits enforces active node count and total capacity limits. It returns the
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// lowest active node priority. Note that this function is performed on the temporary
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// internal state.
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func (pp *PriorityPool) enforceLimits() int64 {
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if pp.activeCap <= pp.maxCap && pp.activeCount <= pp.maxCount {
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return math.MinInt64
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}
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var maxActivePriority int64
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pp.activeQueue.MultiPop(func(data interface{}, priority int64) bool {
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c := data.(*ppNodeInfo)
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pp.markForChange(c)
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maxActivePriority = priority
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if c.capacity == pp.minCap {
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pp.setCapacity(c, 0)
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} else {
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sub := c.capacity / pp.capacityStepDiv
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if c.capacity-sub < pp.minCap {
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sub = c.capacity - pp.minCap
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}
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pp.setCapacity(c, c.capacity-sub)
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pp.activeQueue.Push(c)
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}
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return pp.activeCap > pp.maxCap || pp.activeCount > pp.maxCount
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})
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return invertPriority(maxActivePriority)
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}
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// finalizeChanges either commits or reverts temporary changes. The necessary capacity
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// field and according flag updates are not performed here but returned in a list because
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// they should be performed while the mutex is not held.
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func (pp *PriorityPool) finalizeChanges(commit bool) (updates []capUpdate) {
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for _, c := range pp.changed {
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// always remove and push back in order to update biased/forced priority
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pp.activeQueue.Remove(c.activeIndex)
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pp.inactiveQueue.Remove(c.inactiveIndex)
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c.bias = 0
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c.forced = false
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c.changed = false
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if !commit {
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pp.setCapacity(c, c.origCap)
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}
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if c.connected {
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if c.capacity != 0 {
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pp.activeQueue.Push(c)
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} else {
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pp.inactiveQueue.Push(c, pp.inactivePriority(c))
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}
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if c.capacity != c.origCap && commit {
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updates = append(updates, capUpdate{c.node, c.origCap, c.capacity})
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}
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}
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c.origCap = 0
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}
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pp.changed = nil
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return
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}
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// capUpdate describes a CapacityField and ActiveFlag/InactiveFlag update
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type capUpdate struct {
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node *enode.Node
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oldCap, newCap uint64
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}
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// updateFlags performs CapacityField and ActiveFlag/InactiveFlag updates while the
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// pool mutex is not held
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// Note: this function should run inside a NodeStateMachine operation
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func (pp *PriorityPool) updateFlags(updates []capUpdate) {
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for _, f := range updates {
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if f.oldCap == 0 {
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pp.ns.SetStateSub(f.node, pp.ActiveFlag, pp.InactiveFlag, 0)
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}
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if f.newCap == 0 {
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pp.ns.SetStateSub(f.node, pp.InactiveFlag, pp.ActiveFlag, 0)
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pp.ns.SetFieldSub(f.node, pp.CapacityField, nil)
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} else {
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pp.ns.SetFieldSub(f.node, pp.CapacityField, f.newCap)
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}
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}
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}
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// tryActivate tries to activate inactive nodes if possible
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func (pp *PriorityPool) tryActivate() []capUpdate {
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var commit bool
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for pp.inactiveQueue.Size() > 0 {
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c := pp.inactiveQueue.PopItem().(*ppNodeInfo)
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pp.markForChange(c)
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pp.setCapacity(c, pp.minCap)
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c.bias = pp.activeBias
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pp.activeQueue.Push(c)
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pp.enforceLimits()
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if c.capacity > 0 {
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commit = true
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} else {
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break
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}
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}
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return pp.finalizeChanges(commit)
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}
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// updatePriority gets the current priority value of the given node from the nodePriority
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// interface and performs the necessary changes. It is triggered by updateFlag.
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// Note: this function should run inside a NodeStateMachine operation
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func (pp *PriorityPool) updatePriority(node *enode.Node) {
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pp.lock.Lock()
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pp.activeQueue.Refresh()
|
|
var updates []capUpdate
|
|
defer func() {
|
|
pp.lock.Unlock()
|
|
pp.updateFlags(updates)
|
|
}()
|
|
|
|
c, _ := pp.ns.GetField(node, pp.ppNodeInfoField).(*ppNodeInfo)
|
|
if c == nil || !c.connected {
|
|
return
|
|
}
|
|
pp.activeQueue.Remove(c.activeIndex)
|
|
pp.inactiveQueue.Remove(c.inactiveIndex)
|
|
if c.capacity != 0 {
|
|
pp.activeQueue.Push(c)
|
|
} else {
|
|
pp.inactiveQueue.Push(c, pp.inactivePriority(c))
|
|
}
|
|
updates = pp.tryActivate()
|
|
}
|