• 通过memberlist库实现gossip管理集群以及集群数据交互


    通过memberlist库实现gossip管理集群以及集群数据交互

    概述

    memberlist库的简单用法如下,注意下面使用for循环来执行list.Join,原因是一开始各节点都没有runing,直接执行Join会出现连接拒绝的错误。

    package main
    
    import (
    	"fmt"
    	"github.com/hashicorp/memberlist"
    	"time"
    )
    
    func main() {
    	/* Create the initial memberlist from a safe configuration.
    	   Please reference the godoc for other default config types.
    	   http://godoc.org/github.com/hashicorp/memberlist#Config
    	*/
    	list, err := memberlist.Create(memberlist.DefaultLocalConfig())
    	if err != nil {
    		panic("Failed to create memberlist: " + err.Error())
    	}
    
    	t := time.NewTicker(time.Second * 5)
    	for {
    		select {
    		case <-t.C:
    			// Join an existing cluster by specifying at least one known member.
    			n, err := list.Join([]string{"192.168.80.129"})
    			if err != nil {
    				fmt.Println("Failed to join cluster: " + err.Error())
    				continue
    			}
    			fmt.Println("member number is:", n)
    			goto END
    		}
    	}
    END:
    	for {
    		select {
    		case <-t.C:
    			// Ask for members of the cluster
    			for _, member := range list.Members() {
    				fmt.Printf("Member: %s %s\n", member.Name, member.Addr)
    			}
    		}
    	}
    
    	// Continue doing whatever you need, memberlist will maintain membership
    	// information in the background. Delegates can be used for receiving
    	// events when members join or leave.
    }
    

    memberlist的两个主要接口如下:

    1. Create:根据入参配置创建一个Memberlist,初始化阶段Memberlist仅包含本节点状态。注意此时并不会连接到其他节点,执行成功之后就可以允许其他节点加入该memberlist。

    2. Join:使用已有的Memberlist来尝试连接给定的主机,并与之同步状态,以此来加入某个cluster。执行该操作可以让其他节点了解到本节点的存在。最后返回成功建立连接的节点数以及错误信息,如果没有与任何节点建立连接,则返回错误。

      注意当join一个cluster时,至少需要指定集群中的一个已知成员,后续会通过gossip同步整个集群的成员信息。

    memberlist提供的功能主要分为两块:维护成员状态(gossip)以及数据同步(boardcast、SendReliable)。下面看几个相关接口。

    接口

    memberlist.Create的入参要求给出相应的配置信息,DefaultLocalConfig()给出了通用的配置信息,但还需要实现相关接口来实现成员状态的同步以及用户数据的收发。注意下面有些接口是必选的,有些则可选:

    type Config struct {
    	// ...
    	// Delegate and Events are delegates for receiving and providing
    	// data to memberlist via callback mechanisms. For Delegate, see
    	// the Delegate interface. For Events, see the EventDelegate interface.
    	//
    	// The DelegateProtocolMin/Max are used to guarantee protocol-compatibility
    	// for any custom messages that the delegate might do (broadcasts,
    	// local/remote state, etc.). If you don't set these, then the protocol
    	// versions will just be zero, and version compliance won't be done.
    	Delegate                Delegate
    	Events                  EventDelegate
    	Conflict                ConflictDelegate
    	Merge                   MergeDelegate
    	Ping                    PingDelegate
    	Alive                   AliveDelegate
    	//...
    }
    

    memberlist使用如下类型的消息来同步集群状态和处理用户消息:

    const (
    	pingMsg messageType = iota
    	indirectPingMsg
    	ackRespMsg
    	suspectMsg
    	aliveMsg
    	deadMsg
    	pushPullMsg
    	compoundMsg
    	userMsg // User mesg, not handled by us
    	compressMsg
    	encryptMsg
    	nackRespMsg
    	hasCrcMsg
    	errMsg
    )
    

    Delegate

    如果要使用memberlist的gossip协议,则必须实现该接口。所有这些方法都必须是线程安全的。

    type Delegate interface {
    	// NodeMeta is used to retrieve meta-data about the current node
    	// when broadcasting an alive message. It's length is limited to
    	// the given byte size. This metadata is available in the Node structure.
    	NodeMeta(limit int) []byte
    
    	// NotifyMsg is called when a user-data message is received.
    	// Care should be taken that this method does not block, since doing
    	// so would block the entire UDP packet receive loop. Additionally, the byte
    	// slice may be modified after the call returns, so it should be copied if needed
    	NotifyMsg([]byte)
    
    	// GetBroadcasts is called when user data messages can be broadcast.
    	// It can return a list of buffers to send. Each buffer should assume an
    	// overhead as provided with a limit on the total byte size allowed.
    	// The total byte size of the resulting data to send must not exceed
    	// the limit. Care should be taken that this method does not block,
    	// since doing so would block the entire UDP packet receive loop.
    	GetBroadcasts(overhead, limit int) [][]byte
    
    	// LocalState is used for a TCP Push/Pull. This is sent to
    	// the remote side in addition to the membership information. Any
    	// data can be sent here. See MergeRemoteState as well. The `join`
    	// boolean indicates this is for a join instead of a push/pull.
    	LocalState(join bool) []byte
    
    	// MergeRemoteState is invoked after a TCP Push/Pull. This is the
    	// state received from the remote side and is the result of the
    	// remote side's LocalState call. The 'join'
    	// boolean indicates this is for a join instead of a push/pull.
    	MergeRemoteState(buf []byte, join bool)
    }
    

    主要方法如下:

    • NotifyMsg:用于接收用户消息(userMsg)。注意不能阻塞该方法,否则会阻塞整个UDP/TCP报文接收循环。此外由于数据可能在方法调用时被修改,因此应该事先拷贝数据。

      该方法用于接收通过UDP/TCP方式发送的用户消息(userMsg):

      注意UDP方式并不是立即发送的,它会随gossip周期性发送或在处理pingMsg等消息时发送从GetBroadcasts获取到的用户消息。

      //使用UDP方式将用户消息传输到给定节点,消息大小受限于memberlist的UDPBufferSize配置。没有使用gossip机制
      func (m *Memberlist) SendBestEffort(to *Node, msg []byte) error
      //与SendBestEffort机制相同,只不过一个指定了Node,一个指定了Node地址
      func (m *Memberlist) SendToAddress(a Address, msg []byte) error
      //使用TCP方式将用户消息传输到给定节点,消息没有大小限制。没有使用gossip机制
      func (m *Memberlist) SendReliable(to *Node, msg []byte) error
      
    • GetBroadcasts:用于在gossip周期性调度或处理处理pingMsg等消息时携带用户消息,因此并不是即时的。通常会把需要发送的消息通过TransmitLimitedQueue.QueueBroadcast保存起来,然后在发送时通过TransmitLimitedQueue.GetBroadcasts获取需要发送的消息。见下面TransmitLimitedQueue的描述。

    • LocalState:用于TCP Push/Pull,用于向远端发送除成员之外的信息(可以发送任意数据),用于定期同步成员状态。参数join用于表示将该方法用于join阶段,而非push/pull。

    • MergeRemoteState:TCP Push/Pull之后调用,接收到远端的状态(即远端调用LocalState的结果)。参数join用于表示将该方法用于join阶段,而非push/pull。

    定期(PushPullInterval)调用pushPull来随机执行一次完整的状态交互。但由于pushPull会与其他节点同步本节点的所有状态,因此代价也比较大。

    EventDelegate

    仅用于接收成员的joining 和leaving通知,可以用于更新本地的成员状态信息。

    type EventDelegate interface {
    	// NotifyJoin is invoked when a node is detected to have joined.
    	// The Node argument must not be modified.
    	NotifyJoin(*Node)
    
    	// NotifyLeave is invoked when a node is detected to have left.
    	// The Node argument must not be modified.
    	NotifyLeave(*Node)
    
    	// NotifyUpdate is invoked when a node is detected to have
    	// updated, usually involving the meta data. The Node argument
    	// must not be modified.
    	NotifyUpdate(*Node)
    }
    

    ChannelEventDelegate实现了简单的EventDelegate接口:

    type ChannelEventDelegate struct {
      Ch chan<- NodeEvent
    }
    

    ConflictDelegate

    用于通知某个client在执行join时产生了命名冲突。通常是因为两个client配置了相同的名称,但使用了不同的地址。可以用于统计错误信息。

    type ConflictDelegate interface {
    	// NotifyConflict is invoked when a name conflict is detected
    	NotifyConflict(existing, other *Node)
    }
    

    MergeDelegate

    在集群执行merge操作时调用。NotifyMerge方法的参数peers提供了对端成员信息。可以不实现该接口。

    type MergeDelegate interface {
    	// NotifyMerge is invoked when a merge could take place.
    	// Provides a list of the nodes known by the peer. If
    	// the return value is non-nil, the merge is canceled.
    	NotifyMerge(peers []*Node) error
    }
    

    PingDelegate

    用于通知观察者完成一个ping消息(pingMsg)要花费多长时间。可以在NotifyPingComplete中(使用histogram)统计ping的执行时间。

    type PingDelegate interface {
    	// AckPayload is invoked when an ack is being sent; the returned bytes will be appended to the ack
    	AckPayload() []byte
    	// NotifyPing is invoked when an ack for a ping is received
    	NotifyPingComplete(other *Node, rtt time.Duration, payload []byte)
    }
    

    AliveDelegate

    当接收到aliveMsg消息时调用的接口,可以用于添加日志和指标等信息。

    type AliveDelegate interface {
    	// NotifyAlive is invoked when a message about a live
    	// node is received from the network.  Returning a non-nil
    	// error prevents the node from being considered a peer.
    	NotifyAlive(peer *Node) error
    }
    

    Broadcast

    可以随gossip将数据广播到memberlist集群。

    // Broadcast is something that can be broadcasted via gossip to
    // the memberlist cluster.
    type Broadcast interface {
    	// Invalidates checks if enqueuing the current broadcast
    	// invalidates a previous broadcast
    	Invalidates(b Broadcast) bool
    
    	// Returns a byte form of the message
    	Message() []byte
    
    	// Finished is invoked when the message will no longer
    	// be broadcast, either due to invalidation or to the
    	// transmit limit being reached
    	Finished()
    }
    

    Broadcast接口通常作为TransmitLimitedQueue.QueueBroadcast的入参:

    func (q *TransmitLimitedQueue) QueueBroadcast(b Broadcast) {
    	q.queueBroadcast(b, 0)
    }
    

    alertmanager中的实现如下:

    type simpleBroadcast []byte
    
    func (b simpleBroadcast) Message() []byte                       { return []byte(b) }
    func (b simpleBroadcast) Invalidates(memberlist.Broadcast) bool { return false }
    func (b simpleBroadcast) Finished()     
    
    TransmitLimitedQueue

    TransmitLimitedQueue主要用于处理广播消息。有两个主要的方法:QueueBroadcastGetBroadcasts,前者用于保存广播消息,后者用于在发送的时候获取需要广播的消息。随gossip周期性调度或在处理pingMsg等消息时调用GetBroadcasts方法。

    // TransmitLimitedQueue is used to queue messages to broadcast to
    // the cluster (via gossip) but limits the number of transmits per
    // message. It also prioritizes messages with lower transmit counts
    // (hence newer messages).
    type TransmitLimitedQueue struct {
    	// NumNodes returns the number of nodes in the cluster. This is
    	// used to determine the retransmit count, which is calculated
    	// based on the log of this.
    	NumNodes func() int
    
    	// RetransmitMult is the multiplier used to determine the maximum
    	// number of retransmissions attempted.
    	RetransmitMult int
    
    	mu    sync.Mutex
    	tq    *btree.BTree // stores *limitedBroadcast as btree.Item
    	tm    map[string]*limitedBroadcast
    	idGen int64
    }
    

    小结

    memberlist中的消息分为两种,一种是内部用于同步集群状态的消息,另一种是用户消息。

    GossipInterval周期性调度的有两个方法:

    • gossip:用于同步aliveMsgdeadMsgsuspectMsg消息
    • probe:用于使用pingMsg消息探测节点状态
    	// GossipInterval and GossipNodes are used to configure the gossip
    	// behavior of memberlist.
    	//
    	// GossipInterval is the interval between sending messages that need
    	// to be gossiped that haven't been able to piggyback on probing messages.
    	// If this is set to zero, non-piggyback gossip is disabled. By lowering
    	// this value (more frequent) gossip messages are propagated across
    	// the cluster more quickly at the expense of increased bandwidth.
    	//
    	// GossipNodes is the number of random nodes to send gossip messages to
    	// per GossipInterval. Increasing this number causes the gossip messages
    	// to propagate across the cluster more quickly at the expense of
    	// increased bandwidth.
    	//
    	// GossipToTheDeadTime is the interval after which a node has died that
    	// we will still try to gossip to it. This gives it a chance to refute.
    	GossipInterval      time.Duration
    	GossipNodes         int
    	GossipToTheDeadTime time.Duration
    

    用户消息又分为两种:

    • 周期性同步:
      • PushPullInterval为周期,使用Delegate.LocalStateDelegate.MergeRemoteState以TCP方式同步用户信息;
      • 使用Delegate.GetBroadcasts随gossip发送用户信息。
    • 主动发送:使用SendReliable等方法实现主动发送用户消息。
    alertmanager的处理

    alertmanager通过两种方式发送用户消息,即UDP方式和TCP方式。在alertmanager中,当要发送的数据大于MaxGossipPacketSize/2将采用TCP方式(SendReliable方法),否则使用UDP方式(Broadcast接口)。

    func (c *Channel) Broadcast(b []byte) {
    	b, err := proto.Marshal(&clusterpb.Part{Key: c.key, Data: b})
    	if err != nil {
    		return
    	}
    
    	if OversizedMessage(b) {
    		select {
    		case c.msgc <- b: //从c.msgc 接收数据,并使用SendReliable发送
    		default:
    			level.Debug(c.logger).Log("msg", "oversized gossip channel full")
    			c.oversizeGossipMessageDroppedTotal.Inc()
    		}
    	} else {
    		c.send(b)
    	}
    }
    
    func OversizedMessage(b []byte) bool {
    	return len(b) > MaxGossipPacketSize/2
    }
    

    demo

    这里实现了一个简单的基于gossip管理集群信息,并通过TCP给集群成员发送信息的例子。

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  • 原文地址:https://www.cnblogs.com/charlieroro/p/16466547.html
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