graphvent/resource.go

187 lines
4.8 KiB
Go

package main
import (
"fmt"
"errors"
"sync"
"log"
)
// 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(reason string) error {
log.Printf("UPDATE BaseResource %s: %s", resource.Name(), reason)
err := resource.UpdateListeners(reason)
if err != nil {
return err
}
for _, parent := range resource.Parents() {
err := parent.Update("update parents")
if err != nil {
return err
}
}
return nil
}
// 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
AddParent(parent Resource) error
Children() []Resource
Parents() []Resource
Lock(event Event) error
NotifyLocked() error
Unlock(event Event) error
Owner() Event
Connect(abort chan error) bool
}
// 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
children []Resource
lock_holder Event
state_lock sync.Mutex
}
func (resource * BaseResource) Connect(abort chan error) bool {
return false
}
func (resource * BaseResource) Owner() Event {
return resource.lock_holder
}
func (resource * BaseResource) NotifyLocked() error {
err := resource.Update("finalize_lock")
if err != nil {
return err
}
for _, child := range(resource.children) {
err = child.NotifyLocked()
if err != nil {
return err
}
}
return nil
}
// Grab the state mutex and check the state, if unlocked continue to hold the mutex while doing the same for children
// When the bottom of a tree is reached(no more children) go back up and set the lock state
func (resource * BaseResource) Lock(event Event) error {
return resource.lock(event)
}
func (resource * BaseResource) lock(event Event) error {
var err error = nil
resource.state_lock.Lock()
if resource.lock_holder != nil {
err_str := fmt.Sprintf("Resource already locked: %s", resource.Name())
err = errors.New(err_str)
} else {
all_children_locked := true
for _, child := range resource.Children() {
err = child.Lock(event)
if err != nil {
all_children_locked = false
break
}
}
if all_children_locked == true {
resource.lock_holder = event
}
}
resource.state_lock.Unlock()
return err
}
// Recurse through children, unlocking until no more children
// If the child isn't locked by the unlocker
func (resource * BaseResource) Unlock(event Event) error {
var err error = nil
//unlocked := false
resource.state_lock.Lock()
if resource.lock_holder == nil {
err = errors.New("Resource already unlocked")
} else if resource.lock_holder != event {
err = errors.New("Resource not locked by parent, can't unlock")
} else {
all_children_unlocked := true
for _, child := range resource.Children() {
err = child.Unlock(event)
if err != nil {
all_children_unlocked = false
break
}
}
if all_children_unlocked == true{
resource.lock_holder = nil
//unlocked = true
}
}
resource.state_lock.Unlock()
/*if unlocked == true {
resource.Update("unlocking resource")
}*/
return err
}
func (resource * BaseResource) Children() []Resource {
return resource.children
}
func (resource * BaseResource) Parents() []Resource {
return resource.parents
}
// Add a parent to a DAG node
func (resource * BaseResource) AddParent(parent Resource) error {
// Don't add self as parent
if parent.ID() == resource.ID() {
error_str := fmt.Sprintf("Will not add %s as parent of itself", parent.ID())
return errors.New(error_str)
}
// Don't add parent if it's already a parent
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.ID(), resource.ID())
return errors.New(error_str)
}
}
// Add the parent
resource.parents = append(resource.parents, parent)
return nil
}
func NewResource(name string, description string, children []Resource) * BaseResource {
resource := &BaseResource{
BaseNode: BaseNode{
name: name,
description: description,
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id: randid(),
listeners: []chan string{},
},
parents: []Resource{},
children: children,
}
return resource
}