1c30414a6c
Core changes: * avoid package-colliding variable naming * avoid using pointers to IDs where unnecessary * avoid using `idSDK` import alias pattern * use `EncodeToString` for protocol string calculation and `String` for printing Signed-off-by: Leonard Lyubich <leonard@nspcc.ru>
177 lines
3.9 KiB
Go
177 lines
3.9 KiB
Go
package auditor
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import (
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"github.com/nspcc-dev/neofs-sdk-go/netmap"
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oid "github.com/nspcc-dev/neofs-sdk-go/object/id"
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"github.com/nspcc-dev/tzhash/tz"
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"go.uber.org/zap"
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)
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const (
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hashRangeNumber = 4
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minGamePayloadSize = hashRangeNumber * tz.Size
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)
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func (c *Context) executePoP() {
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c.buildCoverage()
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c.report.SetPlacementCounters(
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c.counters.hit,
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c.counters.miss,
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c.counters.fail,
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)
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}
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func (c *Context) buildCoverage() {
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replicas := c.task.ContainerStructure().PlacementPolicy().Replicas()
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// select random member from another storage group
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// and process all placement vectors
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c.iterateSGMembersPlacementRand(func(id oid.ID, ind int, nodes netmap.Nodes) bool {
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c.processObjectPlacement(id, nodes, replicas[ind].Count())
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return c.containerCovered()
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})
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}
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func (c *Context) containerCovered() bool {
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// number of container nodes can be calculated once
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return c.cnrNodesNum <= len(c.pairedNodes)
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}
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func (c *Context) processObjectPlacement(id oid.ID, nodes netmap.Nodes, replicas uint32) {
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var (
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ok uint32
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optimal bool
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unpairedCandidate1, unpairedCandidate2 = -1, -1
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pairedCandidate = -1
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)
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for i := 0; ok < replicas && i < len(nodes); i++ {
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// try to get object header from node
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hdr, err := c.cnrCom.GetHeader(c.task, &nodes[i], id, false)
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if err != nil {
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c.log.Debug("could not get object header from candidate",
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zap.Stringer("id", id),
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zap.String("error", err.Error()),
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)
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continue
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}
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c.updateHeadResponses(hdr)
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// increment success counter
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ok++
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// update optimal flag
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optimal = ok == replicas && uint32(i) < replicas
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// exclude small objects from coverage
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if c.objectSize(id) < minGamePayloadSize {
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continue
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}
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// update potential candidates to be paired
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if _, ok := c.pairedNodes[nodes[i].Hash()]; !ok {
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if unpairedCandidate1 < 0 {
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unpairedCandidate1 = i
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} else if unpairedCandidate2 < 0 {
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unpairedCandidate2 = i
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}
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} else if pairedCandidate < 0 {
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pairedCandidate = i
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}
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}
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if optimal {
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c.counters.hit++
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} else if ok == replicas {
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c.counters.miss++
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} else {
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c.counters.fail++
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}
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if unpairedCandidate1 >= 0 {
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if unpairedCandidate2 >= 0 {
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c.composePair(id, &nodes[unpairedCandidate1], &nodes[unpairedCandidate2])
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} else if pairedCandidate >= 0 {
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c.composePair(id, &nodes[unpairedCandidate1], &nodes[pairedCandidate])
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}
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}
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}
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func (c *Context) composePair(id oid.ID, n1, n2 *netmap.Node) {
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c.pairs = append(c.pairs, gamePair{
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n1: n1,
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n2: n2,
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id: id,
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})
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c.pairedNodes[n1.Hash()] = &pairMemberInfo{
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node: n1,
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}
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c.pairedNodes[n2.Hash()] = &pairMemberInfo{
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node: n2,
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}
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}
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func (c *Context) iterateSGMembersPlacementRand(f func(oid.ID, int, netmap.Nodes) bool) {
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// iterate over storage groups members for all storage groups (one by one)
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// with randomly shuffled members
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c.iterateSGMembersRand(func(id oid.ID) bool {
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// build placement vector for the current object
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nn, err := c.buildPlacement(id)
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if err != nil {
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c.log.Debug("could not build placement for object",
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zap.Stringer("id", id),
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zap.String("error", err.Error()),
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)
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return false
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}
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for i, nodes := range nn {
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if f(id, i, nodes) {
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return true
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}
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}
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return false
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})
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}
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func (c *Context) iterateSGMembersRand(f func(oid.ID) bool) {
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c.iterateSGInfo(func(members []oid.ID) bool {
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ln := len(members)
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processed := make(map[uint64]struct{}, ln-1)
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for len(processed) < ln {
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ind := nextRandUint64(uint64(ln), processed)
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processed[ind] = struct{}{}
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if f(members[ind]) {
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return true
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}
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}
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return false
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})
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}
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func (c *Context) iterateSGInfo(f func([]oid.ID) bool) {
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c.sgMembersMtx.RLock()
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defer c.sgMembersMtx.RUnlock()
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// we can add randomization like for SG members,
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// but list of storage groups is already expected
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// to be shuffled since it is a Search response
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// with unpredictable order
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for i := range c.sgMembersCache {
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if f(c.sgMembersCache[i]) {
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return
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}
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}
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}
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