package main import ( "fmt" "sync" "errors" ) // 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()) for _, parent := range resource.Parents() { SendUpdate(parent, new_signal) } resource.lock_holder_lock.Lock() if resource.lock_holder != nil { if resource.lock_holder.ID() != signal.Last() { lock_holder := resource.lock_holder resource.lock_holder_lock.Unlock() SendUpdate(lock_holder, new_signal) } else { resource.lock_holder_lock.Unlock() } } 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 Owner() GraphNode Children() []Resource Parents() []Resource AddParent(parent Resource) error LockParents() UnlockParents() SetOwner(owner GraphNode) LockState() UnlockState() Init(abort chan error) bool 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 } 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) } err := resource.lock(node) 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 locked_resources := []Resource{} for _, child := range resource.Children() { err := LockResource(child, node) if err != nil{ lock_err = err break } 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) } log.Logf("resource", "Locked %s", resource.Name()) resource.SetOwner(node) resource.UnlockState() return nil } func NotifyResourceLocked(resource Resource) { signal := NewSignal(resource, "lock_changed") signal.description = "lock" for _, child := range resource.Children() { NotifyResourceLocked(child) } go SendUpdate(resource, signal) } func NotifyResourceUnlocked(resource Resource) { signal := NewSignal(resource, "lock_changed") signal.description = "unlock" 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 lock_holder GraphNode lock_holder_lock sync.Mutex state_lock sync.Mutex } func (resource * BaseResource) SetOwner(owner GraphNode) { resource.lock_holder_lock.Lock() resource.lock_holder = owner 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 } func (resource * BaseResource) Owner() GraphNode { return resource.lock_holder } //BaseResources don't check anything special when locking/unlocking func (resource * BaseResource) lock(node GraphNode) error { return nil } 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{ 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 }