610 lines
19 KiB
Go
610 lines
19 KiB
Go
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// Copyright 2019 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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"errors"
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"math"
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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/les/utils"
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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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var errBalanceOverflow = errors.New("balance overflow")
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const maxBalance = math.MaxInt64 // maximum allowed balance value
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const (
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balanceCallbackUpdate = iota // called when priority drops below the last minimum estimate
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balanceCallbackZero // called when priority drops to zero (positive balance exhausted)
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balanceCallbackCount // total number of balance callbacks
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)
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// PriceFactors determine the pricing policy (may apply either to positive or
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// negative balances which may have different factors).
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// - TimeFactor is cost unit per nanosecond of connection time
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// - CapacityFactor is cost unit per nanosecond of connection time per 1000000 capacity
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// - RequestFactor is cost unit per request "realCost" unit
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type PriceFactors struct {
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TimeFactor, CapacityFactor, RequestFactor float64
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}
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// timePrice returns the price of connection per nanosecond at the given capacity
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func (p PriceFactors) timePrice(cap uint64) float64 {
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return p.TimeFactor + float64(cap)*p.CapacityFactor/1000000
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}
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// NodeBalance keeps track of the positive and negative balances of a connected
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// client and calculates actual and projected future priority values.
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// Implements nodePriority interface.
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type NodeBalance struct {
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bt *BalanceTracker
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lock sync.RWMutex
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node *enode.Node
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connAddress string
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active bool
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priority bool
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capacity uint64
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balance balance
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posFactor, negFactor PriceFactors
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sumReqCost uint64
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lastUpdate, nextUpdate, initTime mclock.AbsTime
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updateEvent mclock.Timer
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// since only a limited and fixed number of callbacks are needed, they are
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// stored in a fixed size array ordered by priority threshold.
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callbacks [balanceCallbackCount]balanceCallback
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// callbackIndex maps balanceCallback constants to callbacks array indexes (-1 if not active)
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callbackIndex [balanceCallbackCount]int
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callbackCount int // number of active callbacks
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}
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// balance represents a pair of positive and negative balances
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type balance struct {
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pos, neg utils.ExpiredValue
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}
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// balanceCallback represents a single callback that is activated when client priority
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// reaches the given threshold
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type balanceCallback struct {
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id int
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threshold int64
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callback func()
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}
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// GetBalance returns the current positive and negative balance.
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func (n *NodeBalance) GetBalance() (uint64, uint64) {
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n.lock.Lock()
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defer n.lock.Unlock()
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now := n.bt.clock.Now()
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n.updateBalance(now)
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return n.balance.pos.Value(n.bt.posExp.LogOffset(now)), n.balance.neg.Value(n.bt.negExp.LogOffset(now))
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}
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// GetRawBalance returns the current positive and negative balance
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// but in the raw(expired value) format.
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func (n *NodeBalance) GetRawBalance() (utils.ExpiredValue, utils.ExpiredValue) {
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n.lock.Lock()
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defer n.lock.Unlock()
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now := n.bt.clock.Now()
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n.updateBalance(now)
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return n.balance.pos, n.balance.neg
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}
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// AddBalance adds the given amount to the positive balance and returns the balance
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// before and after the operation. Exceeding maxBalance results in an error (balance is
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// unchanged) while adding a negative amount higher than the current balance results in
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// zero balance.
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func (n *NodeBalance) AddBalance(amount int64) (uint64, uint64, error) {
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var (
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err error
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old, new uint64
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)
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n.bt.ns.Operation(func() {
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var (
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callbacks []func()
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setPriority bool
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)
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n.bt.updateTotalBalance(n, func() bool {
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now := n.bt.clock.Now()
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n.updateBalance(now)
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// Ensure the given amount is valid to apply.
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offset := n.bt.posExp.LogOffset(now)
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old = n.balance.pos.Value(offset)
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if amount > 0 && (amount > maxBalance || old > maxBalance-uint64(amount)) {
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err = errBalanceOverflow
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return false
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}
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// Update the total positive balance counter.
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n.balance.pos.Add(amount, offset)
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callbacks = n.checkCallbacks(now)
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setPriority = n.checkPriorityStatus()
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new = n.balance.pos.Value(offset)
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n.storeBalance(true, false)
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return true
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})
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for _, cb := range callbacks {
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cb()
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}
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if setPriority {
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n.bt.ns.SetStateSub(n.node, n.bt.PriorityFlag, nodestate.Flags{}, 0)
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}
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n.signalPriorityUpdate()
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})
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if err != nil {
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return old, old, err
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}
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return old, new, nil
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}
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// SetBalance sets the positive and negative balance to the given values
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func (n *NodeBalance) SetBalance(pos, neg uint64) error {
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if pos > maxBalance || neg > maxBalance {
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return errBalanceOverflow
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}
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n.bt.ns.Operation(func() {
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var (
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callbacks []func()
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setPriority bool
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)
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n.bt.updateTotalBalance(n, func() bool {
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now := n.bt.clock.Now()
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n.updateBalance(now)
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var pb, nb utils.ExpiredValue
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pb.Add(int64(pos), n.bt.posExp.LogOffset(now))
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nb.Add(int64(neg), n.bt.negExp.LogOffset(now))
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n.balance.pos = pb
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n.balance.neg = nb
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callbacks = n.checkCallbacks(now)
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setPriority = n.checkPriorityStatus()
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n.storeBalance(true, true)
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return true
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})
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for _, cb := range callbacks {
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cb()
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}
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if setPriority {
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n.bt.ns.SetStateSub(n.node, n.bt.PriorityFlag, nodestate.Flags{}, 0)
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}
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n.signalPriorityUpdate()
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})
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return nil
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}
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// RequestServed should be called after serving a request for the given peer
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func (n *NodeBalance) RequestServed(cost uint64) uint64 {
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n.lock.Lock()
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var callbacks []func()
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defer func() {
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n.lock.Unlock()
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if callbacks != nil {
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n.bt.ns.Operation(func() {
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for _, cb := range callbacks {
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cb()
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}
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})
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}
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}()
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now := n.bt.clock.Now()
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n.updateBalance(now)
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fcost := float64(cost)
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posExp := n.bt.posExp.LogOffset(now)
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var check bool
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if !n.balance.pos.IsZero() {
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if n.posFactor.RequestFactor != 0 {
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c := -int64(fcost * n.posFactor.RequestFactor)
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cc := n.balance.pos.Add(c, posExp)
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if c == cc {
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fcost = 0
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} else {
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fcost *= 1 - float64(cc)/float64(c)
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}
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check = true
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} else {
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fcost = 0
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}
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}
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if fcost > 0 {
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if n.negFactor.RequestFactor != 0 {
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n.balance.neg.Add(int64(fcost*n.negFactor.RequestFactor), n.bt.negExp.LogOffset(now))
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check = true
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}
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}
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if check {
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callbacks = n.checkCallbacks(now)
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}
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n.sumReqCost += cost
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return n.balance.pos.Value(posExp)
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}
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// Priority returns the actual priority based on the current balance
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func (n *NodeBalance) Priority(now mclock.AbsTime, capacity uint64) int64 {
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n.lock.Lock()
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defer n.lock.Unlock()
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n.updateBalance(now)
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return n.balanceToPriority(n.balance, capacity)
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}
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// EstMinPriority gives a lower estimate for the priority at a given time in the future.
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// An average request cost per time is assumed that is twice the average cost per time
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// in the current session.
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// If update is true then a priority callback is added that turns UpdateFlag on and off
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// in case the priority goes below the estimated minimum.
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func (n *NodeBalance) EstMinPriority(at mclock.AbsTime, capacity uint64, update bool) int64 {
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n.lock.Lock()
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defer n.lock.Unlock()
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var avgReqCost float64
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dt := time.Duration(n.lastUpdate - n.initTime)
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if dt > time.Second {
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avgReqCost = float64(n.sumReqCost) * 2 / float64(dt)
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}
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pri := n.balanceToPriority(n.reducedBalance(at, capacity, avgReqCost), capacity)
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if update {
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n.addCallback(balanceCallbackUpdate, pri, n.signalPriorityUpdate)
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}
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return pri
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}
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// PosBalanceMissing calculates the missing amount of positive balance in order to
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// connect at targetCapacity, stay connected for the given amount of time and then
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// still have a priority of targetPriority
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func (n *NodeBalance) PosBalanceMissing(targetPriority int64, targetCapacity uint64, after time.Duration) uint64 {
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n.lock.Lock()
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defer n.lock.Unlock()
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now := n.bt.clock.Now()
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if targetPriority < 0 {
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timePrice := n.negFactor.timePrice(targetCapacity)
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timeCost := uint64(float64(after) * timePrice)
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negBalance := n.balance.neg.Value(n.bt.negExp.LogOffset(now))
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if timeCost+negBalance < uint64(-targetPriority) {
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return 0
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}
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if uint64(-targetPriority) > negBalance && timePrice > 1e-100 {
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if negTime := time.Duration(float64(uint64(-targetPriority)-negBalance) / timePrice); negTime < after {
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after -= negTime
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} else {
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after = 0
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}
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}
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targetPriority = 0
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}
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timePrice := n.posFactor.timePrice(targetCapacity)
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posRequired := uint64(float64(targetPriority)*float64(targetCapacity)+float64(after)*timePrice) + 1
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if posRequired >= maxBalance {
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return math.MaxUint64 // target not reachable
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}
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posBalance := n.balance.pos.Value(n.bt.posExp.LogOffset(now))
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if posRequired > posBalance {
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return posRequired - posBalance
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}
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return 0
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}
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// SetPriceFactors sets the price factors. TimeFactor is the price of a nanosecond of
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// connection while RequestFactor is the price of a request cost unit.
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func (n *NodeBalance) SetPriceFactors(posFactor, negFactor PriceFactors) {
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n.lock.Lock()
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now := n.bt.clock.Now()
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n.updateBalance(now)
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n.posFactor, n.negFactor = posFactor, negFactor
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callbacks := n.checkCallbacks(now)
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n.lock.Unlock()
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if callbacks != nil {
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n.bt.ns.Operation(func() {
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for _, cb := range callbacks {
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cb()
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}
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})
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}
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}
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// GetPriceFactors returns the price factors
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func (n *NodeBalance) GetPriceFactors() (posFactor, negFactor PriceFactors) {
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n.lock.Lock()
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defer n.lock.Unlock()
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return n.posFactor, n.negFactor
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}
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// activate starts time/capacity cost deduction.
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func (n *NodeBalance) activate() {
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n.bt.updateTotalBalance(n, func() bool {
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if n.active {
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return false
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}
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n.active = true
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n.lastUpdate = n.bt.clock.Now()
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return true
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})
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}
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// deactivate stops time/capacity cost deduction and saves the balances in the database
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func (n *NodeBalance) deactivate() {
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n.bt.updateTotalBalance(n, func() bool {
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if !n.active {
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return false
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}
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n.updateBalance(n.bt.clock.Now())
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if n.updateEvent != nil {
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n.updateEvent.Stop()
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n.updateEvent = nil
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}
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n.storeBalance(true, true)
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n.active = false
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return true
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})
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}
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// updateBalance updates balance based on the time factor
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func (n *NodeBalance) updateBalance(now mclock.AbsTime) {
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if n.active && now > n.lastUpdate {
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n.balance = n.reducedBalance(now, n.capacity, 0)
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n.lastUpdate = now
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}
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}
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// storeBalance stores the positive and/or negative balance of the node in the database
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func (n *NodeBalance) storeBalance(pos, neg bool) {
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if pos {
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n.bt.storeBalance(n.node.ID().Bytes(), false, n.balance.pos)
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}
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if neg {
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n.bt.storeBalance([]byte(n.connAddress), true, n.balance.neg)
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}
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}
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// addCallback sets up a one-time callback to be called when priority reaches
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// the threshold. If it has already reached the threshold the callback is called
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// immediately.
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// Note: should be called while n.lock is held
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// Note 2: the callback function runs inside a NodeStateMachine operation
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func (n *NodeBalance) addCallback(id int, threshold int64, callback func()) {
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n.removeCallback(id)
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idx := 0
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for idx < n.callbackCount && threshold > n.callbacks[idx].threshold {
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idx++
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}
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for i := n.callbackCount - 1; i >= idx; i-- {
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n.callbackIndex[n.callbacks[i].id]++
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n.callbacks[i+1] = n.callbacks[i]
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}
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n.callbackCount++
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n.callbackIndex[id] = idx
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n.callbacks[idx] = balanceCallback{id, threshold, callback}
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now := n.bt.clock.Now()
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n.updateBalance(now)
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n.scheduleCheck(now)
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}
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// removeCallback removes the given callback and returns true if it was active
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// Note: should be called while n.lock is held
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func (n *NodeBalance) removeCallback(id int) bool {
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idx := n.callbackIndex[id]
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if idx == -1 {
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return false
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}
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n.callbackIndex[id] = -1
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for i := idx; i < n.callbackCount-1; i++ {
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n.callbackIndex[n.callbacks[i+1].id]--
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n.callbacks[i] = n.callbacks[i+1]
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}
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n.callbackCount--
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return true
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}
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// checkCallbacks checks whether the threshold of any of the active callbacks
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// have been reached and returns triggered callbacks.
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// Note: checkCallbacks assumes that the balance has been recently updated.
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func (n *NodeBalance) checkCallbacks(now mclock.AbsTime) (callbacks []func()) {
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if n.callbackCount == 0 || n.capacity == 0 {
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return
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}
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pri := n.balanceToPriority(n.balance, n.capacity)
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for n.callbackCount != 0 && n.callbacks[n.callbackCount-1].threshold >= pri {
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n.callbackCount--
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||
|
n.callbackIndex[n.callbacks[n.callbackCount].id] = -1
|
||
|
callbacks = append(callbacks, n.callbacks[n.callbackCount].callback)
|
||
|
}
|
||
|
n.scheduleCheck(now)
|
||
|
return
|
||
|
}
|
||
|
|
||
|
// scheduleCheck sets up or updates a scheduled event to ensure that it will be called
|
||
|
// again just after the next threshold has been reached.
|
||
|
func (n *NodeBalance) scheduleCheck(now mclock.AbsTime) {
|
||
|
if n.callbackCount != 0 {
|
||
|
d, ok := n.timeUntil(n.callbacks[n.callbackCount-1].threshold)
|
||
|
if !ok {
|
||
|
n.nextUpdate = 0
|
||
|
n.updateAfter(0)
|
||
|
return
|
||
|
}
|
||
|
if n.nextUpdate == 0 || n.nextUpdate > now+mclock.AbsTime(d) {
|
||
|
if d > time.Second {
|
||
|
// Note: if the scheduled update is not in the very near future then we
|
||
|
// schedule the update a bit earlier. This way we do need to update a few
|
||
|
// extra times but don't need to reschedule every time a processed request
|
||
|
// brings the expected firing time a little bit closer.
|
||
|
d = ((d - time.Second) * 7 / 8) + time.Second
|
||
|
}
|
||
|
n.nextUpdate = now + mclock.AbsTime(d)
|
||
|
n.updateAfter(d)
|
||
|
}
|
||
|
} else {
|
||
|
n.nextUpdate = 0
|
||
|
n.updateAfter(0)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// updateAfter schedules a balance update and callback check in the future
|
||
|
func (n *NodeBalance) updateAfter(dt time.Duration) {
|
||
|
if n.updateEvent == nil || n.updateEvent.Stop() {
|
||
|
if dt == 0 {
|
||
|
n.updateEvent = nil
|
||
|
} else {
|
||
|
n.updateEvent = n.bt.clock.AfterFunc(dt, func() {
|
||
|
var callbacks []func()
|
||
|
n.lock.Lock()
|
||
|
if n.callbackCount != 0 {
|
||
|
now := n.bt.clock.Now()
|
||
|
n.updateBalance(now)
|
||
|
callbacks = n.checkCallbacks(now)
|
||
|
}
|
||
|
n.lock.Unlock()
|
||
|
if callbacks != nil {
|
||
|
n.bt.ns.Operation(func() {
|
||
|
for _, cb := range callbacks {
|
||
|
cb()
|
||
|
}
|
||
|
})
|
||
|
}
|
||
|
})
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// balanceExhausted should be called when the positive balance is exhausted (priority goes to zero/negative)
|
||
|
// Note: this function should run inside a NodeStateMachine operation
|
||
|
func (n *NodeBalance) balanceExhausted() {
|
||
|
n.lock.Lock()
|
||
|
n.storeBalance(true, false)
|
||
|
n.priority = false
|
||
|
n.lock.Unlock()
|
||
|
n.bt.ns.SetStateSub(n.node, nodestate.Flags{}, n.bt.PriorityFlag, 0)
|
||
|
}
|
||
|
|
||
|
// checkPriorityStatus checks whether the node has gained priority status and sets the priority
|
||
|
// callback and flag if necessary. It assumes that the balance has been recently updated.
|
||
|
// Note that the priority flag has to be set by the caller after the mutex has been released.
|
||
|
func (n *NodeBalance) checkPriorityStatus() bool {
|
||
|
if !n.priority && !n.balance.pos.IsZero() {
|
||
|
n.priority = true
|
||
|
n.addCallback(balanceCallbackZero, 0, func() { n.balanceExhausted() })
|
||
|
return true
|
||
|
}
|
||
|
return false
|
||
|
}
|
||
|
|
||
|
// signalPriorityUpdate signals that the priority fell below the previous minimum estimate
|
||
|
// Note: this function should run inside a NodeStateMachine operation
|
||
|
func (n *NodeBalance) signalPriorityUpdate() {
|
||
|
n.bt.ns.SetStateSub(n.node, n.bt.UpdateFlag, nodestate.Flags{}, 0)
|
||
|
n.bt.ns.SetStateSub(n.node, nodestate.Flags{}, n.bt.UpdateFlag, 0)
|
||
|
}
|
||
|
|
||
|
// setCapacity updates the capacity value used for priority calculation
|
||
|
// Note: capacity should never be zero
|
||
|
// Note 2: this function should run inside a NodeStateMachine operation
|
||
|
func (n *NodeBalance) setCapacity(capacity uint64) {
|
||
|
n.lock.Lock()
|
||
|
now := n.bt.clock.Now()
|
||
|
n.updateBalance(now)
|
||
|
n.capacity = capacity
|
||
|
callbacks := n.checkCallbacks(now)
|
||
|
n.lock.Unlock()
|
||
|
for _, cb := range callbacks {
|
||
|
cb()
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// balanceToPriority converts a balance to a priority value. Lower priority means
|
||
|
// first to disconnect. Positive balance translates to positive priority. If positive
|
||
|
// balance is zero then negative balance translates to a negative priority.
|
||
|
func (n *NodeBalance) balanceToPriority(b balance, capacity uint64) int64 {
|
||
|
if !b.pos.IsZero() {
|
||
|
return int64(b.pos.Value(n.bt.posExp.LogOffset(n.bt.clock.Now())) / capacity)
|
||
|
}
|
||
|
return -int64(b.neg.Value(n.bt.negExp.LogOffset(n.bt.clock.Now())))
|
||
|
}
|
||
|
|
||
|
// reducedBalance estimates the reduced balance at a given time in the fututre based
|
||
|
// on the current balance, the time factor and an estimated average request cost per time ratio
|
||
|
func (n *NodeBalance) reducedBalance(at mclock.AbsTime, capacity uint64, avgReqCost float64) balance {
|
||
|
dt := float64(at - n.lastUpdate)
|
||
|
b := n.balance
|
||
|
if !b.pos.IsZero() {
|
||
|
factor := n.posFactor.timePrice(capacity) + n.posFactor.RequestFactor*avgReqCost
|
||
|
diff := -int64(dt * factor)
|
||
|
dd := b.pos.Add(diff, n.bt.posExp.LogOffset(at))
|
||
|
if dd == diff {
|
||
|
dt = 0
|
||
|
} else {
|
||
|
dt += float64(dd) / factor
|
||
|
}
|
||
|
}
|
||
|
if dt > 0 {
|
||
|
factor := n.negFactor.timePrice(capacity) + n.negFactor.RequestFactor*avgReqCost
|
||
|
b.neg.Add(int64(dt*factor), n.bt.negExp.LogOffset(at))
|
||
|
}
|
||
|
return b
|
||
|
}
|
||
|
|
||
|
// timeUntil calculates the remaining time needed to reach a given priority level
|
||
|
// assuming that no requests are processed until then. If the given level is never
|
||
|
// reached then (0, false) is returned.
|
||
|
// Note: the function assumes that the balance has been recently updated and
|
||
|
// calculates the time starting from the last update.
|
||
|
func (n *NodeBalance) timeUntil(priority int64) (time.Duration, bool) {
|
||
|
now := n.bt.clock.Now()
|
||
|
var dt float64
|
||
|
if !n.balance.pos.IsZero() {
|
||
|
posBalance := n.balance.pos.Value(n.bt.posExp.LogOffset(now))
|
||
|
timePrice := n.posFactor.timePrice(n.capacity)
|
||
|
if timePrice < 1e-100 {
|
||
|
return 0, false
|
||
|
}
|
||
|
if priority > 0 {
|
||
|
newBalance := uint64(priority) * n.capacity
|
||
|
if newBalance > posBalance {
|
||
|
return 0, false
|
||
|
}
|
||
|
dt = float64(posBalance-newBalance) / timePrice
|
||
|
return time.Duration(dt), true
|
||
|
} else {
|
||
|
dt = float64(posBalance) / timePrice
|
||
|
}
|
||
|
} else {
|
||
|
if priority > 0 {
|
||
|
return 0, false
|
||
|
}
|
||
|
}
|
||
|
// if we have a positive balance then dt equals the time needed to get it to zero
|
||
|
negBalance := n.balance.neg.Value(n.bt.negExp.LogOffset(now))
|
||
|
timePrice := n.negFactor.timePrice(n.capacity)
|
||
|
if uint64(-priority) > negBalance {
|
||
|
if timePrice < 1e-100 {
|
||
|
return 0, false
|
||
|
}
|
||
|
dt += float64(uint64(-priority)-negBalance) / timePrice
|
||
|
}
|
||
|
return time.Duration(dt), true
|
||
|
}
|