add request and release functions for pool, state tracking for scene
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parent
f44423dd38
commit
bface08f20
132
client/main.go
132
client/main.go
@ -3,6 +3,7 @@ package main
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import (
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"log"
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"strconv"
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"strings"
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"time"
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"github.com/g3n/engine/app"
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@ -20,12 +21,17 @@ import (
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"github.com/g3n/engine/window"
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)
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var (
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scene *core.Node
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tableConnections *gui.Table
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)
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func main() {
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// Create application and scene
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a := app.App(1920, 1080, "Leaky Pool")
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scene := core.NewNode()
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scene = core.NewNode()
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// Set the scene to be managed by the gui manager
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gui.Manager().Set(scene)
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@ -74,6 +80,66 @@ func main() {
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//GUI//
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///////
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// Connections Table
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var err error
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tableConnections, err = gui.NewTable(200, 200, []gui.TableColumn{
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{Id: "1", Header: "Local Port", Width: 75, Expand: 0},
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{Id: "2", Header: "Status", Width: 125, Expand: 0},
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})
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if err != nil {
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log.Fatalf("failed to create tableConnections: %v", err)
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}
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tableConnections.SetBorders(1, 1, 1, 1)
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tableConnections.SetPosition(0, 35)
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tableConnections.SetMargins(10, 10, 10, 10)
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editSend := gui.NewEdit(150, "data to transmit...")
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editSend.SetPosition(tableConnections.Position().X+tableConnections.Width()+10, tableConnections.Position().Y+15)
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scene.Add(editSend)
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buttonSendRelease := gui.NewButton("Send and Release")
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buttonSendRelease.SetPosition(editSend.Position().X+editSend.Width()+10, editSend.Position().Y-2)
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buttonSendRelease.Subscribe(gui.OnClick, func(name string, ev interface{}) {
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// Get the selected connection in the table
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// Get the editSend text
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// Call the "client program" function to convert to integer and transmit, then release
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/* if len(tableConnections.SelectedRows()) != 1 {
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return
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}
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row := tableConnections.Rows(0, -1)[tableConnections.SelectedRows()[0]]
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if row["2"] != "Leased Out" {
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return
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}
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var conn *net.TCPConn
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for i := range dials {
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if dials[i].Connection == nil {
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continue
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}
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if row["1"] != strings.Split(dials[i].Connection.LocalAddr().String(), ":")[1] {
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continue
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}
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conn = dials[i].Connection
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break
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}
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if conn == nil {
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log.Printf("could not match selected table entry to dialed connection")
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return
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}
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*/
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clientProgram(editSend.Text())
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})
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scene.Add(buttonSendRelease)
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labelServer := gui.NewLabel("Server: ")
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labelServer.SetPosition(10, 8)
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scene.Add(labelServer)
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@ -92,30 +158,28 @@ func main() {
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editPoolSize.SetPosition(labelPoolSize.Position().X+labelPoolSize.Width()+10, 10)
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scene.Add(editPoolSize)
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buttonConnect := gui.NewButton("Start Pool")
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buttonConnect.SetPosition(editPoolSize.Position().X+editPoolSize.Width()+10, 8)
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buttonConnect.Subscribe(gui.OnClick, func(name string, ev interface{}) {
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buttonPoolSize := gui.NewButton("Set")
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buttonPoolSize.SetPosition(editPoolSize.Position().X+editPoolSize.Width()+10, 8)
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buttonPoolSize.Subscribe(gui.OnClick, func(name string, ev interface{}) {
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poolSize, err := strconv.Atoi(editPoolSize.Text())
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if err != nil {
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log.Printf("failed to convert poolSize '%d' to integer: %v", poolSize, err)
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return
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}
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go connPoolWatchdog(editServer.Text(), poolSize, scene) // goroutine that keeps the pool full of healthy TCP connections
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setConnPoolSize(poolSize)
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})
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scene.Add(buttonPoolSize)
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buttonConnect.Label.SetText("Stop Pool") // stop not implemented
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buttonStartPool := gui.NewButton("Start Pool")
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buttonStartPool.SetPosition(buttonPoolSize.Position().X+buttonPoolSize.Width()+10, 8)
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buttonStartPool.Subscribe(gui.OnClick, func(name string, ev interface{}) {
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go connPoolWatchdog(editServer.Text()) // goroutine that keeps the pool full of healthy TCP connections
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buttonStartPool.Label.SetText("Stop Pool") // stop not implemented - need to restart program
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})
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scene.Add(buttonConnect)
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scene.Add(buttonStartPool)
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// Create and add a button to the scene
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btn := gui.NewButton("Make Red")
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btn.SetPosition(100, 40)
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btn.SetSize(40, 40)
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btn.Subscribe(gui.OnClick, func(name string, ev interface{}) {
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mat.SetColor(math32.NewColor("DarkRed"))
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})
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scene.Add(btn)
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scene.Add(tableConnections)
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// Run the application
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a.Run(func(renderer *renderer.Renderer, deltaTime time.Duration) {
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@ -124,3 +188,39 @@ func main() {
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renderer.Render(scene, cam)
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})
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}
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// updates the scene based on the status of the dial
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// Disconnected, Connected, Leased Out
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// Disconnected:
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// Connected: dials[i].Mat.SetColor(math32.NewColor("LimeGreen"))
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// Leased Out:
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func updateSceneConnections() {
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rows := make([]map[string]interface{}, 0, len(dials))
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for i := range dials {
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row := make(map[string]interface{})
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if dials[i].Connection != nil {
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row["1"] = strings.Split(dials[i].Connection.LocalAddr().String(), ":")[1]
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} else {
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row["1"] = "N/A"
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}
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row["2"] = dials[i].Status
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switch dials[i].Status {
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case "Disconnected":
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dials[i].Mat.SetColor(math32.NewColor("Grey"))
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case "Connected":
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dials[i].Mat.SetColor(math32.NewColor("LimeGreen"))
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case "Leased Out":
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dials[i].Mat.SetColor(math32.NewColor("Blue"))
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default:
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log.Printf("connection has unknown status! Should be one of Disconnected, Connected or Leased Out")
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}
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rows = append(rows, row)
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}
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tableConnections.SetRows(rows)
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}
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143
client/pool.go
143
client/pool.go
@ -1,6 +1,7 @@
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package main
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import (
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"fmt"
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"log"
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"net"
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"time"
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@ -12,23 +13,53 @@ import (
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"github.com/g3n/engine/math32"
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)
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var dials []Dial
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var (
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dials []Dial
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)
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type Dial struct {
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Connection net.Conn // the real deal underlying TCP connection
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Connection *net.TCPConn // the real deal underlying TCP connection
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Geo *geometry.Geometry // the 3D geometry
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Mat *material.Standard // the material / color
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Mesh *graphic.Mesh // the combined geometry and material
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Node *core.Node // pointer to node in scene, required for removing the object if connection goes down
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Status string // String to control what's displayed in the scene. Can be Disconnected, Connected, Leased Out
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}
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// TBD: Make less destructive when downsizing (prioritize dials without connections, then dials that aren't leased out, then what's left)
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func setConnPoolSize(maxPoolSize int) {
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for _, dial := range dials {
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scene.Remove(dial.Mesh)
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dial.Geo = nil
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dial.Mat = nil
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dial.Mesh = nil
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dial.Node = nil
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}
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dials = make([]Dial, 0)
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// Update the position of the connections on the scene
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padding := float32(200 / (maxPoolSize + 1)) // space between the connection objects in 3D space
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currX := float32(maxPoolSize/2) * -padding // variable gets updated, this is the initial starting position (left most connection in 3D space)
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if maxPoolSize%2 == 0 {
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currX += padding / 2
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}
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for i := 0; i < maxPoolSize; i++ {
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dial := Dial{Geo: geometry.NewBox(1, 1, 1), Mat: material.NewStandard(math32.NewColor("Grey")), Status: "Disconnected"}
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dial.Mesh = graphic.NewMesh(dial.Geo, dial.Mat)
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dial.Mesh.SetPositionX(currX)
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currX += padding
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dial.Node = scene.Add(dial.Mesh)
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dials = append(dials, dial)
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}
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updateSceneConnections()
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}
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// Keeps the pool full, replaces stale connections, and at the same time creates the objects in the 3D scenes representing physical connections
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// should be ran in its own goroutine
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func connPoolWatchdog(serverAddress string, maxPoolSize int, scene *core.Node) {
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dials = make([]Dial, 0)
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func connPoolWatchdog(serverAddress string) {
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tcpAddr, err := net.ResolveTCPAddr("tcp4", serverAddress)
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if err != nil {
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log.Fatalf("failed to resolve serverAddress '%s': %v", serverAddress, err)
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@ -36,48 +67,44 @@ func connPoolWatchdog(serverAddress string, maxPoolSize int, scene *core.Node) {
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for {
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// Check status of existing open connections in pool
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i := 0 // output index
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for _, dial := range dials {
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if !isConnUp(dial.Connection) { // TBD: this should be moved to check before first write to the socket file descriptor instead of polling here
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log.Printf("closing bad idle connection and removing from pool - %s", dial.Connection.LocalAddr().String())
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dial.Connection.Close()
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scene.Remove(dial.Mesh)
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continue
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}
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dials[i] = dial
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i++
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}
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dials = dials[:i]
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stateChange := false // set to true if there's been any state changes since the last polling
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// fill any empty slots in the pool with fresh connections
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for poolSize := len(dials); poolSize < maxPoolSize; poolSize++ {
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log.Printf("Current pool size is '%d', desired pool size is '%d' - opening new connection...", poolSize, maxPoolSize)
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conn, err := net.DialTCP("tcp", nil, tcpAddr)
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// Check status of existing open connections in pool
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for i := range dials {
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// if there is no existing connection
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if dials[i].Connection == nil {
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log.Printf("dialing new connection")
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var err error
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dials[i].Connection, err = net.DialTCP("tcp", nil, tcpAddr)
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if err != nil {
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log.Printf("failed to dial TCP connection: %v", err)
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break
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}
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conn.SetKeepAlive(true)
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conn.SetKeepAlivePeriod(time.Second * 5)
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dials[i].Connection.SetKeepAlive(true)
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dials[i].Connection.SetKeepAlivePeriod(time.Second * 5)
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dials[i].Status = "Connected"
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stateChange = true
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dial := Dial{Connection: conn, Geo: geometry.NewBox(1, 1, 1), Mat: material.NewStandard(math32.NewColor("LimeGreen"))}
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dial.Mesh = graphic.NewMesh(dial.Geo, dial.Mat)
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dial.Node = scene.Add(dial.Mesh)
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dials = append(dials, dial)
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continue
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}
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// Update the position of the connections on the scene
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padding := float32(200 / (len(dials) + 1)) // space between the connection objects in 3D space
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currX := float32(len(dials)/2) * -padding // variable gets updated, this is the initial starting position (left most connection in 3D space)
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if len(dials)%2 == 0 {
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currX += padding / 2
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// test if the connection is still working
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if !isConnUp(dials[i].Connection) { // TBD: this should be moved to check before first write to the socket file descriptor instead of polling here
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log.Printf("closing bad idle connection and removing from pool - %s", dials[i].Connection.LocalAddr().String())
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dials[i].Connection.Close()
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dials[i].Connection = nil
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dials[i].Status = "Disconnected"
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stateChange = true
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continue
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}
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//currX := padding - 100
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for _, dial := range dials {
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dial.Mesh.SetPositionX(currX)
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currX += padding
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}
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if stateChange {
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updateSceneConnections()
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}
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time.Sleep(time.Second * 5) // random sleep, AKA evidence this shouldn't be a watchdog,
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@ -85,9 +112,45 @@ func connPoolWatchdog(serverAddress string, maxPoolSize int, scene *core.Node) {
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}
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}
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// Checks with OS to ensure that a connection is still active
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// TBD: Refactor to buffered channel instead of finding one on the fly?
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func requestLease() (*net.TCPConn, error) {
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inPoolConns := make(map[int]Dial)
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for i, dial := range dials {
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if dial.Status == "Connected" {
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inPoolConns[i] = dial
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}
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}
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if len(inPoolConns) == 0 {
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return nil, fmt.Errorf("pool exhausted")
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}
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// Selects a random connection from the pool
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var i int
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for i = range inPoolConns {
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break
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}
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dials[i].Status = "Leased Out"
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updateSceneConnections()
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return dials[i].Connection, nil
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}
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func releaseConnection(conn *net.TCPConn) {
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for i := range dials {
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if dials[i].Connection.LocalAddr().String() != conn.LocalAddr().String() {
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continue
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}
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dials[i].Status = "Connected"
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updateSceneConnections()
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return
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}
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}
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// Checks if connection is still up by reading the heartbeat data from the server
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// returns err if connection is not active
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func isConnUp(conn net.Conn) bool {
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func isConnUp(conn *net.TCPConn) bool {
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conn.SetReadDeadline(time.Now().Add(time.Millisecond * 300))
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buf := make([]byte, 128)
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