Files
deb-python-taskflow/taskflow/engines/action_engine/builder.py
Joshua Harlow 22f75755b7 Protect storage better against external concurrent access
Lock down the various state machine action handling
functions so that they are ensured correct (and consistent)
access to the storage layer when they are modifiying and/or
reading it.

Change-Id: Ie893a44aa963ab515f19e77f9904f49c843cb4e5
2017-01-09 12:51:44 +00:00

371 lines
17 KiB
Python

# -*- coding: utf-8 -*-
# Copyright (C) 2012 Yahoo! Inc. All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License"); you may
# not use this file except in compliance with the License. You may obtain
# a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
# WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
# License for the specific language governing permissions and limitations
# under the License.
from concurrent import futures
import weakref
from automaton import machines
from oslo_utils import timeutils
from taskflow import logging
from taskflow import states as st
from taskflow.types import failure
from taskflow.utils import iter_utils
# Default waiting state timeout (in seconds).
WAITING_TIMEOUT = 60
# Meta states the state machine uses.
UNDEFINED = 'UNDEFINED'
GAME_OVER = 'GAME_OVER'
META_STATES = (GAME_OVER, UNDEFINED)
# Event name constants the state machine uses.
SCHEDULE = 'schedule_next'
WAIT = 'wait_finished'
ANALYZE = 'examine_finished'
FINISH = 'completed'
FAILED = 'failed'
SUSPENDED = 'suspended'
SUCCESS = 'success'
REVERTED = 'reverted'
START = 'start'
# Internal enums used to denote how/if a atom was completed."""
FAILED_COMPLETING = 'failed_completing'
WAS_CANCELLED = 'was_cancelled'
SUCCESSFULLY_COMPLETED = 'successfully_completed'
# For these states we will gather how long (in seconds) the
# state was in-progress (cumulatively if the state is entered multiple
# times)
TIMED_STATES = (st.ANALYZING, st.RESUMING, st.SCHEDULING, st.WAITING)
LOG = logging.getLogger(__name__)
class MachineMemory(object):
"""State machine memory."""
def __init__(self):
self.next_up = set()
self.not_done = set()
self.failures = []
self.done = set()
def cancel_futures(self):
"""Attempts to cancel any not done futures."""
for fut in self.not_done:
fut.cancel()
class MachineBuilder(object):
"""State machine *builder* that powers the engine components.
NOTE(harlowja): the machine (states and events that will trigger
transitions) that this builds is represented by the following
table::
+--------------+------------------+------------+----------+---------+
| Start | Event | End | On Enter | On Exit |
+--------------+------------------+------------+----------+---------+
| ANALYZING | completed | GAME_OVER | . | . |
| ANALYZING | schedule_next | SCHEDULING | . | . |
| ANALYZING | wait_finished | WAITING | . | . |
| FAILURE[$] | . | . | . | . |
| GAME_OVER | failed | FAILURE | . | . |
| GAME_OVER | reverted | REVERTED | . | . |
| GAME_OVER | success | SUCCESS | . | . |
| GAME_OVER | suspended | SUSPENDED | . | . |
| RESUMING | schedule_next | SCHEDULING | . | . |
| REVERTED[$] | . | . | . | . |
| SCHEDULING | wait_finished | WAITING | . | . |
| SUCCESS[$] | . | . | . | . |
| SUSPENDED[$] | . | . | . | . |
| UNDEFINED[^] | start | RESUMING | . | . |
| WAITING | examine_finished | ANALYZING | . | . |
+--------------+------------------+------------+----------+---------+
Between any of these yielded states (minus ``GAME_OVER`` and ``UNDEFINED``)
if the engine has been suspended or the engine has failed (due to a
non-resolveable task failure or scheduling failure) the machine will stop
executing new tasks (currently running tasks will be allowed to complete)
and this machines run loop will be broken.
NOTE(harlowja): If the runtimes scheduler component is able to schedule
tasks in parallel, this enables parallel running and/or reversion.
"""
def __init__(self, runtime, waiter):
self._runtime = weakref.proxy(runtime)
self._selector = runtime.selector
self._completer = runtime.completer
self._scheduler = runtime.scheduler
self._storage = runtime.storage
self._waiter = waiter
def build(self, statistics, timeout=None, gather_statistics=True):
"""Builds a state-machine (that is used during running)."""
if gather_statistics:
watches = {}
state_statistics = {}
statistics['seconds_per_state'] = state_statistics
watches = {}
for timed_state in TIMED_STATES:
state_statistics[timed_state.lower()] = 0.0
watches[timed_state] = timeutils.StopWatch()
statistics['discarded_failures'] = 0
statistics['awaiting'] = 0
statistics['completed'] = 0
statistics['incomplete'] = 0
memory = MachineMemory()
if timeout is None:
timeout = WAITING_TIMEOUT
# Cache some local functions/methods...
do_complete = self._completer.complete
do_complete_failure = self._completer.complete_failure
get_atom_intention = self._storage.get_atom_intention
def do_schedule(next_nodes):
with self._storage.lock.write_lock():
return self._scheduler.schedule(
sorted(next_nodes,
key=lambda node: getattr(node, 'priority', 0),
reverse=True))
def iter_next_atoms(atom=None, apply_deciders=True):
# Yields and filters and tweaks the next atoms to run...
maybe_atoms_it = self._selector.iter_next_atoms(atom=atom)
for atom, late_decider in maybe_atoms_it:
if apply_deciders:
proceed = late_decider.check_and_affect(self._runtime)
if proceed:
yield atom
else:
yield atom
def resume(old_state, new_state, event):
# This reaction function just updates the state machines memory
# to include any nodes that need to be executed (from a previous
# attempt, which may be empty if never ran before) and any nodes
# that are now ready to be ran.
with self._storage.lock.write_lock():
memory.next_up.update(
iter_utils.unique_seen((self._completer.resume(),
iter_next_atoms())))
return SCHEDULE
def game_over(old_state, new_state, event):
# This reaction function is mainly a intermediary delegation
# function that analyzes the current memory and transitions to
# the appropriate handler that will deal with the memory values,
# it is *always* called before the final state is entered.
if memory.failures:
return FAILED
with self._storage.lock.read_lock():
leftover_atoms = iter_utils.count(
# Avoid activating the deciders, since at this point
# the engine is finishing and there will be no more further
# work done anyway...
iter_next_atoms(apply_deciders=False))
if leftover_atoms:
# Ok we didn't finish (either reverting or executing...) so
# that means we must of been stopped at some point...
LOG.trace("Suspension determined to have been reacted to"
" since (at least) %s atoms have been left in an"
" unfinished state", leftover_atoms)
return SUSPENDED
elif self._runtime.is_success():
return SUCCESS
else:
return REVERTED
def schedule(old_state, new_state, event):
# This reaction function starts to schedule the memory's next
# nodes (iff the engine is still runnable, which it may not be
# if the user of this engine has requested the engine/storage
# that holds this information to stop or suspend); handles failures
# that occur during this process safely...
with self._storage.lock.write_lock():
current_flow_state = self._storage.get_flow_state()
if current_flow_state == st.RUNNING and memory.next_up:
not_done, failures = do_schedule(memory.next_up)
if not_done:
memory.not_done.update(not_done)
if failures:
memory.failures.extend(failures)
memory.next_up.intersection_update(not_done)
elif current_flow_state == st.SUSPENDING and memory.not_done:
# Try to force anything not cancelled to now be cancelled
# so that the executor that gets it does not continue to
# try to work on it (if the future execution is still in
# its backlog, if it's already being executed, this will
# do nothing).
memory.cancel_futures()
return WAIT
def complete_an_atom(fut):
# This completes a single atom saving its result in
# storage and preparing whatever predecessors or successors will
# now be ready to execute (or revert or retry...); it also
# handles failures that occur during this process safely...
atom = fut.atom
try:
outcome, result = fut.result()
do_complete(atom, outcome, result)
if isinstance(result, failure.Failure):
retain = do_complete_failure(atom, outcome, result)
if retain:
memory.failures.append(result)
else:
# NOTE(harlowja): avoid making any intention request
# to storage unless we are sure we are in DEBUG
# enabled logging (otherwise we will call this all
# the time even when DEBUG is not enabled, which
# would suck...)
if LOG.isEnabledFor(logging.DEBUG):
intention = get_atom_intention(atom.name)
LOG.debug("Discarding failure '%s' (in response"
" to outcome '%s') under completion"
" units request during completion of"
" atom '%s' (intention is to %s)",
result, outcome, atom, intention)
if gather_statistics:
statistics['discarded_failures'] += 1
if gather_statistics:
statistics['completed'] += 1
except futures.CancelledError:
# Well it got cancelled, skip doing anything
# and move on; at a further time it will be resumed
# and something should be done with it to get it
# going again.
return WAS_CANCELLED
except Exception:
memory.failures.append(failure.Failure())
LOG.exception("Engine '%s' atom post-completion"
" failed", atom)
return FAILED_COMPLETING
else:
return SUCCESSFULLY_COMPLETED
def wait(old_state, new_state, event):
# TODO(harlowja): maybe we should start doing 'yield from' this
# call sometime in the future, or equivalent that will work in
# py2 and py3.
if memory.not_done:
done, not_done = self._waiter(memory.not_done, timeout=timeout)
memory.done.update(done)
memory.not_done = not_done
return ANALYZE
def analyze(old_state, new_state, event):
# This reaction function is responsible for analyzing all nodes
# that have finished executing/reverting and figuring
# out what nodes are now ready to be ran (and then triggering those
# nodes to be scheduled in the future); handles failures that
# occur during this process safely...
next_up = set()
with self._storage.lock.write_lock():
while memory.done:
fut = memory.done.pop()
# Force it to be completed so that we can ensure that
# before we iterate over any successors or predecessors
# that we know it has been completed and saved and so on...
completion_status = complete_an_atom(fut)
if (not memory.failures
and completion_status != WAS_CANCELLED):
atom = fut.atom
try:
more_work = set(iter_next_atoms(atom=atom))
except Exception:
memory.failures.append(failure.Failure())
LOG.exception(
"Engine '%s' atom post-completion"
" next atom searching failed", atom)
else:
next_up.update(more_work)
current_flow_state = self._storage.get_flow_state()
if (current_flow_state == st.RUNNING
and next_up and not memory.failures):
memory.next_up.update(next_up)
return SCHEDULE
elif memory.not_done:
if current_flow_state == st.SUSPENDING:
memory.cancel_futures()
return WAIT
else:
return FINISH
def on_exit(old_state, event):
LOG.trace("Exiting old state '%s' in response to event '%s'",
old_state, event)
if gather_statistics:
if old_state in watches:
w = watches[old_state]
w.stop()
state_statistics[old_state.lower()] += w.elapsed()
if old_state in (st.SCHEDULING, st.WAITING):
statistics['incomplete'] = len(memory.not_done)
if old_state in (st.ANALYZING, st.SCHEDULING):
statistics['awaiting'] = len(memory.next_up)
def on_enter(new_state, event):
LOG.trace("Entering new state '%s' in response to event '%s'",
new_state, event)
if gather_statistics and new_state in watches:
watches[new_state].restart()
state_kwargs = {
'on_exit': on_exit,
'on_enter': on_enter,
}
m = machines.FiniteMachine()
m.add_state(GAME_OVER, **state_kwargs)
m.add_state(UNDEFINED, **state_kwargs)
m.add_state(st.ANALYZING, **state_kwargs)
m.add_state(st.RESUMING, **state_kwargs)
m.add_state(st.REVERTED, terminal=True, **state_kwargs)
m.add_state(st.SCHEDULING, **state_kwargs)
m.add_state(st.SUCCESS, terminal=True, **state_kwargs)
m.add_state(st.SUSPENDED, terminal=True, **state_kwargs)
m.add_state(st.WAITING, **state_kwargs)
m.add_state(st.FAILURE, terminal=True, **state_kwargs)
m.default_start_state = UNDEFINED
m.add_transition(GAME_OVER, st.REVERTED, REVERTED)
m.add_transition(GAME_OVER, st.SUCCESS, SUCCESS)
m.add_transition(GAME_OVER, st.SUSPENDED, SUSPENDED)
m.add_transition(GAME_OVER, st.FAILURE, FAILED)
m.add_transition(UNDEFINED, st.RESUMING, START)
m.add_transition(st.ANALYZING, GAME_OVER, FINISH)
m.add_transition(st.ANALYZING, st.SCHEDULING, SCHEDULE)
m.add_transition(st.ANALYZING, st.WAITING, WAIT)
m.add_transition(st.RESUMING, st.SCHEDULING, SCHEDULE)
m.add_transition(st.SCHEDULING, st.WAITING, WAIT)
m.add_transition(st.WAITING, st.ANALYZING, ANALYZE)
m.add_reaction(GAME_OVER, FINISH, game_over)
m.add_reaction(st.ANALYZING, ANALYZE, analyze)
m.add_reaction(st.RESUMING, START, resume)
m.add_reaction(st.SCHEDULING, SCHEDULE, schedule)
m.add_reaction(st.WAITING, WAIT, wait)
m.freeze()
return (m, memory)