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https://github.com/ceph/ceph-csi.git
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3af1e26d7c
Signed-off-by: Humble Chirammal <hchiramm@redhat.com>
301 lines
13 KiB
Go
301 lines
13 KiB
Go
// Copyright 2015 The etcd Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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/*
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Package raft sends and receives messages in the Protocol Buffer format
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defined in the raftpb package.
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Raft is a protocol with which a cluster of nodes can maintain a replicated state machine.
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The state machine is kept in sync through the use of a replicated log.
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For more details on Raft, see "In Search of an Understandable Consensus Algorithm"
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(https://raft.github.io/raft.pdf) by Diego Ongaro and John Ousterhout.
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A simple example application, _raftexample_, is also available to help illustrate
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how to use this package in practice:
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https://github.com/etcd-io/etcd/tree/master/contrib/raftexample
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Usage
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The primary object in raft is a Node. You either start a Node from scratch
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using raft.StartNode or start a Node from some initial state using raft.RestartNode.
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To start a node from scratch:
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storage := raft.NewMemoryStorage()
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c := &Config{
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ID: 0x01,
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ElectionTick: 10,
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HeartbeatTick: 1,
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Storage: storage,
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MaxSizePerMsg: 4096,
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MaxInflightMsgs: 256,
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}
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n := raft.StartNode(c, []raft.Peer{{ID: 0x02}, {ID: 0x03}})
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To restart a node from previous state:
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storage := raft.NewMemoryStorage()
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// recover the in-memory storage from persistent
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// snapshot, state and entries.
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storage.ApplySnapshot(snapshot)
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storage.SetHardState(state)
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storage.Append(entries)
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c := &Config{
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ID: 0x01,
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ElectionTick: 10,
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HeartbeatTick: 1,
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Storage: storage,
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MaxSizePerMsg: 4096,
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MaxInflightMsgs: 256,
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}
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// restart raft without peer information.
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// peer information is already included in the storage.
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n := raft.RestartNode(c)
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Now that you are holding onto a Node you have a few responsibilities:
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First, you must read from the Node.Ready() channel and process the updates
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it contains. These steps may be performed in parallel, except as noted in step
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2.
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1. Write HardState, Entries, and Snapshot to persistent storage if they are
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not empty. Note that when writing an Entry with Index i, any
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previously-persisted entries with Index >= i must be discarded.
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2. Send all Messages to the nodes named in the To field. It is important that
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no messages be sent until the latest HardState has been persisted to disk,
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and all Entries written by any previous Ready batch (Messages may be sent while
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entries from the same batch are being persisted). To reduce the I/O latency, an
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optimization can be applied to make leader write to disk in parallel with its
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followers (as explained at section 10.2.1 in Raft thesis). If any Message has type
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MsgSnap, call Node.ReportSnapshot() after it has been sent (these messages may be
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large).
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Note: Marshalling messages is not thread-safe; it is important that you
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make sure that no new entries are persisted while marshalling.
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The easiest way to achieve this is to serialize the messages directly inside
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your main raft loop.
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3. Apply Snapshot (if any) and CommittedEntries to the state machine.
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If any committed Entry has Type EntryConfChange, call Node.ApplyConfChange()
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to apply it to the node. The configuration change may be cancelled at this point
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by setting the NodeID field to zero before calling ApplyConfChange
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(but ApplyConfChange must be called one way or the other, and the decision to cancel
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must be based solely on the state machine and not external information such as
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the observed health of the node).
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4. Call Node.Advance() to signal readiness for the next batch of updates.
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This may be done at any time after step 1, although all updates must be processed
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in the order they were returned by Ready.
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Second, all persisted log entries must be made available via an
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implementation of the Storage interface. The provided MemoryStorage
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type can be used for this (if you repopulate its state upon a
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restart), or you can supply your own disk-backed implementation.
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Third, when you receive a message from another node, pass it to Node.Step:
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func recvRaftRPC(ctx context.Context, m raftpb.Message) {
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n.Step(ctx, m)
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}
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Finally, you need to call Node.Tick() at regular intervals (probably
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via a time.Ticker). Raft has two important timeouts: heartbeat and the
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election timeout. However, internally to the raft package time is
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represented by an abstract "tick".
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The total state machine handling loop will look something like this:
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for {
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select {
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case <-s.Ticker:
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n.Tick()
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case rd := <-s.Node.Ready():
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saveToStorage(rd.State, rd.Entries, rd.Snapshot)
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send(rd.Messages)
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if !raft.IsEmptySnap(rd.Snapshot) {
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processSnapshot(rd.Snapshot)
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}
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for _, entry := range rd.CommittedEntries {
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process(entry)
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if entry.Type == raftpb.EntryConfChange {
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var cc raftpb.ConfChange
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cc.Unmarshal(entry.Data)
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s.Node.ApplyConfChange(cc)
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}
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}
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s.Node.Advance()
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case <-s.done:
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return
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}
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}
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To propose changes to the state machine from your node take your application
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data, serialize it into a byte slice and call:
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n.Propose(ctx, data)
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If the proposal is committed, data will appear in committed entries with type
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raftpb.EntryNormal. There is no guarantee that a proposed command will be
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committed; you may have to re-propose after a timeout.
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To add or remove a node in a cluster, build ConfChange struct 'cc' and call:
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n.ProposeConfChange(ctx, cc)
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After config change is committed, some committed entry with type
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raftpb.EntryConfChange will be returned. You must apply it to node through:
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var cc raftpb.ConfChange
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cc.Unmarshal(data)
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n.ApplyConfChange(cc)
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Note: An ID represents a unique node in a cluster for all time. A
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given ID MUST be used only once even if the old node has been removed.
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This means that for example IP addresses make poor node IDs since they
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may be reused. Node IDs must be non-zero.
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Implementation notes
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This implementation is up to date with the final Raft thesis
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(https://github.com/ongardie/dissertation/blob/master/stanford.pdf), although our
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implementation of the membership change protocol differs somewhat from
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that described in chapter 4. The key invariant that membership changes
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happen one node at a time is preserved, but in our implementation the
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membership change takes effect when its entry is applied, not when it
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is added to the log (so the entry is committed under the old
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membership instead of the new). This is equivalent in terms of safety,
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since the old and new configurations are guaranteed to overlap.
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To ensure that we do not attempt to commit two membership changes at
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once by matching log positions (which would be unsafe since they
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should have different quorum requirements), we simply disallow any
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proposed membership change while any uncommitted change appears in
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the leader's log.
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This approach introduces a problem when you try to remove a member
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from a two-member cluster: If one of the members dies before the
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other one receives the commit of the confchange entry, then the member
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cannot be removed any more since the cluster cannot make progress.
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For this reason it is highly recommended to use three or more nodes in
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every cluster.
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MessageType
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Package raft sends and receives message in Protocol Buffer format (defined
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in raftpb package). Each state (follower, candidate, leader) implements its
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own 'step' method ('stepFollower', 'stepCandidate', 'stepLeader') when
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advancing with the given raftpb.Message. Each step is determined by its
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raftpb.MessageType. Note that every step is checked by one common method
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'Step' that safety-checks the terms of node and incoming message to prevent
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stale log entries:
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'MsgHup' is used for election. If a node is a follower or candidate, the
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'tick' function in 'raft' struct is set as 'tickElection'. If a follower or
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candidate has not received any heartbeat before the election timeout, it
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passes 'MsgHup' to its Step method and becomes (or remains) a candidate to
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start a new election.
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'MsgBeat' is an internal type that signals the leader to send a heartbeat of
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the 'MsgHeartbeat' type. If a node is a leader, the 'tick' function in
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the 'raft' struct is set as 'tickHeartbeat', and triggers the leader to
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send periodic 'MsgHeartbeat' messages to its followers.
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'MsgProp' proposes to append data to its log entries. This is a special
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type to redirect proposals to leader. Therefore, send method overwrites
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raftpb.Message's term with its HardState's term to avoid attaching its
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local term to 'MsgProp'. When 'MsgProp' is passed to the leader's 'Step'
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method, the leader first calls the 'appendEntry' method to append entries
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to its log, and then calls 'bcastAppend' method to send those entries to
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its peers. When passed to candidate, 'MsgProp' is dropped. When passed to
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follower, 'MsgProp' is stored in follower's mailbox(msgs) by the send
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method. It is stored with sender's ID and later forwarded to leader by
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rafthttp package.
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'MsgApp' contains log entries to replicate. A leader calls bcastAppend,
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which calls sendAppend, which sends soon-to-be-replicated logs in 'MsgApp'
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type. When 'MsgApp' is passed to candidate's Step method, candidate reverts
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back to follower, because it indicates that there is a valid leader sending
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'MsgApp' messages. Candidate and follower respond to this message in
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'MsgAppResp' type.
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'MsgAppResp' is response to log replication request('MsgApp'). When
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'MsgApp' is passed to candidate or follower's Step method, it responds by
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calling 'handleAppendEntries' method, which sends 'MsgAppResp' to raft
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mailbox.
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'MsgVote' requests votes for election. When a node is a follower or
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candidate and 'MsgHup' is passed to its Step method, then the node calls
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'campaign' method to campaign itself to become a leader. Once 'campaign'
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method is called, the node becomes candidate and sends 'MsgVote' to peers
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in cluster to request votes. When passed to leader or candidate's Step
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method and the message's Term is lower than leader's or candidate's,
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'MsgVote' will be rejected ('MsgVoteResp' is returned with Reject true).
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If leader or candidate receives 'MsgVote' with higher term, it will revert
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back to follower. When 'MsgVote' is passed to follower, it votes for the
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sender only when sender's last term is greater than MsgVote's term or
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sender's last term is equal to MsgVote's term but sender's last committed
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index is greater than or equal to follower's.
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'MsgVoteResp' contains responses from voting request. When 'MsgVoteResp' is
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passed to candidate, the candidate calculates how many votes it has won. If
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it's more than majority (quorum), it becomes leader and calls 'bcastAppend'.
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If candidate receives majority of votes of denials, it reverts back to
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follower.
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'MsgPreVote' and 'MsgPreVoteResp' are used in an optional two-phase election
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protocol. When Config.PreVote is true, a pre-election is carried out first
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(using the same rules as a regular election), and no node increases its term
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number unless the pre-election indicates that the campaigning node would win.
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This minimizes disruption when a partitioned node rejoins the cluster.
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'MsgSnap' requests to install a snapshot message. When a node has just
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become a leader or the leader receives 'MsgProp' message, it calls
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'bcastAppend' method, which then calls 'sendAppend' method to each
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follower. In 'sendAppend', if a leader fails to get term or entries,
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the leader requests snapshot by sending 'MsgSnap' type message.
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'MsgSnapStatus' tells the result of snapshot install message. When a
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follower rejected 'MsgSnap', it indicates the snapshot request with
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'MsgSnap' had failed from network issues which causes the network layer
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to fail to send out snapshots to its followers. Then leader considers
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follower's progress as probe. When 'MsgSnap' were not rejected, it
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indicates that the snapshot succeeded and the leader sets follower's
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progress to probe and resumes its log replication.
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'MsgHeartbeat' sends heartbeat from leader. When 'MsgHeartbeat' is passed
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to candidate and message's term is higher than candidate's, the candidate
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reverts back to follower and updates its committed index from the one in
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this heartbeat. And it sends the message to its mailbox. When
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'MsgHeartbeat' is passed to follower's Step method and message's term is
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higher than follower's, the follower updates its leaderID with the ID
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from the message.
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'MsgHeartbeatResp' is a response to 'MsgHeartbeat'. When 'MsgHeartbeatResp'
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is passed to leader's Step method, the leader knows which follower
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responded. And only when the leader's last committed index is greater than
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follower's Match index, the leader runs 'sendAppend` method.
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'MsgUnreachable' tells that request(message) wasn't delivered. When
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'MsgUnreachable' is passed to leader's Step method, the leader discovers
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that the follower that sent this 'MsgUnreachable' is not reachable, often
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indicating 'MsgApp' is lost. When follower's progress state is replicate,
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the leader sets it back to probe.
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*/
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package raft
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