graphvent/resource.go

255 lines
6.2 KiB
Go

package main
import (
"fmt"
"errors"
"sync"
)
// Resources propagate update up to multiple parents, and not downwards
// (subscriber to team won't get update to alliance, but subscriber to alliance will get update to team)
func (resource * BaseResource) update(signal GraphSignal) {
new_signal := signal.Trace(resource.ID())
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for _, parent := range resource.Parents() {
SendUpdate(parent, new_signal)
}
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resource.lock_holder_lock.Lock()
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if resource.lock_holder != nil {
if resource.lock_holder.ID() != signal.Last() {
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lock_holder := resource.lock_holder
resource.lock_holder_lock.Unlock()
SendUpdate(lock_holder, new_signal)
} else {
resource.lock_holder_lock.Unlock()
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}
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} else {
resource.lock_holder_lock.Unlock()
}
}
// Resource is the interface that DAG nodes are made from
// A resource needs to be able to represent logical entities and connections to physical entities.
// A resource lock could be aborted at any time if this connection is broken, if that happens the event locking it must be aborted
// The device connection should be maintained as much as possible(requiring some reconnection behaviour in the background)
type Resource interface {
GraphNode
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Owner() GraphNode
Children() []Resource
Parents() []Resource
AddParent(parent Resource) error
LockParents()
UnlockParents()
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SetOwner(owner GraphNode)
LockState()
UnlockState()
Init(abort chan error) bool
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lock(node GraphNode) error
unlock(node GraphNode) error
}
func AddParent(resource Resource, parent Resource) error {
if parent.ID() == resource.ID() {
error_str := fmt.Sprintf("Will not add %s as parent of itself", parent.Name())
return errors.New(error_str)
}
resource.LockParents()
for _, p := range resource.Parents() {
if p.ID() == parent.ID() {
error_str := fmt.Sprintf("%s is already a parent of %s, will not double-bond", p.Name(), resource.Name())
return errors.New(error_str)
}
}
err := resource.AddParent(parent)
resource.UnlockParents()
return err
}
func UnlockResource(resource Resource, event Event) error {
var err error = nil
resource.LockState()
if resource.Owner() == nil {
resource.UnlockState()
return errors.New("Resource already unlocked")
}
if resource.Owner().ID() != event.ID() {
resource.UnlockState()
return errors.New("Resource not locked by parent, unlock failed")
}
var lock_err error = nil
for _, child := range resource.Children() {
err := UnlockResource(child, event)
if err != nil {
lock_err = err
break
}
}
if lock_err != nil {
resource.UnlockState()
err_str := fmt.Sprintf("Resource failed to unlock: %s", lock_err)
return errors.New(err_str)
}
resource.SetOwner(nil)
err = resource.unlock(event)
if err != nil {
resource.UnlockState()
return errors.New("Failed to unlock resource")
}
resource.UnlockState()
return nil
}
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func LockResource(resource Resource, node GraphNode) error {
resource.LockState()
if resource.Owner() != nil {
resource.UnlockState()
err_str := fmt.Sprintf("Resource already locked: %s", resource.Name())
return errors.New(err_str)
}
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err := resource.lock(node)
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if err != nil {
resource.UnlockState()
err_str := fmt.Sprintf("Failed to lock resource: %s", err)
return errors.New(err_str)
}
var lock_err error = nil
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locked_resources := []Resource{}
for _, child := range resource.Children() {
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err := LockResource(child, node)
if err != nil{
lock_err = err
break
}
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locked_resources = append(locked_resources, child)
}
if lock_err != nil {
resource.UnlockState()
err_str := fmt.Sprintf("Resource failed to lock: %s", lock_err)
return errors.New(err_str)
}
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resource.SetOwner(node)
resource.UnlockState()
return nil
}
func NotifyResourceLocked(resource Resource) {
signal := NewSignal(resource, "lock_changed")
signal.description = "lock"
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for _, child := range resource.Children() {
NotifyResourceLocked(child)
}
go SendUpdate(resource, signal)
}
func NotifyResourceUnlocked(resource Resource) {
signal := NewSignal(resource, "lock_changed")
signal.description = "unlock"
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for _, child := range(resource.Children()) {
NotifyResourceUnlocked(child)
}
go SendUpdate(resource, signal)
}
// BaseResource is the most basic resource that can exist in the DAG
// It holds a single state variable, which contains a pointer to the event that is locking it
type BaseResource struct {
BaseNode
parents []Resource
parents_lock sync.Mutex
children []Resource
children_lock sync.Mutex
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lock_holder GraphNode
lock_holder_lock sync.Mutex
state_lock sync.Mutex
}
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func (resource * BaseResource) SetOwner(owner GraphNode) {
resource.lock_holder_lock.Lock()
resource.lock_holder = owner
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resource.lock_holder_lock.Unlock()
}
func (resource * BaseResource) LockState() {
resource.state_lock.Lock()
}
func (resource * BaseResource) UnlockState() {
resource.state_lock.Unlock()
}
func (resource * BaseResource) Init(abort chan error) bool {
return false
}
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func (resource * BaseResource) Owner() GraphNode {
return resource.lock_holder
}
//BaseResources don't check anything special when locking/unlocking
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func (resource * BaseResource) lock(node GraphNode) error {
return nil
}
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func (resource * BaseResource) unlock(node GraphNode) error {
return nil
}
func (resource * BaseResource) Children() []Resource {
return resource.children
}
func (resource * BaseResource) Parents() []Resource {
return resource.parents
}
func (resource * BaseResource) LockParents() {
resource.parents_lock.Lock()
}
func (resource * BaseResource) UnlockParents() {
resource.parents_lock.Unlock()
}
func (resource * BaseResource) AddParent(parent Resource) error {
resource.parents = append(resource.parents, parent)
return nil
}
func NewBaseResource(name string, description string, children []Resource) BaseResource {
resource := BaseResource{
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BaseNode: NewBaseNode(name, description, randid()),
parents: []Resource{},
children: children,
}
return resource
}
func NewResource(name string, description string, children []Resource) * BaseResource {
resource := NewBaseResource(name, description, children)
return &resource
}