graphvent/event.go

377 lines
9.1 KiB
Go

package main
import (
"fmt"
"log"
"errors"
"reflect"
"sort"
)
// Update the events listeners, and notify the parent to do the same
func (event * BaseEvent) Update() error {
err := event.UpdateListeners()
if err != nil {
return err
}
if event.parent != nil{
return event.parent.Update()
}
return nil
}
type EventInfo interface {
}
type BaseEventInfo interface {
EventInfo
}
type EventQueueInfo struct {
EventInfo
priority int
state string
}
func NewEventQueueInfo(priority int) * EventQueueInfo {
info := &EventQueueInfo{
priority: priority,
state: "queued",
}
return info
}
// Event is the interface that event tree nodes must implement
type Event interface {
GraphNode
Children() []Event
ChildInfo(event Event) EventInfo
Parent() Event
RegisterParent(parent Event) error
RequiredResources() []Resource
DoneResource() Resource
AddChild(child Event, info EventInfo) error
FindChild(id string) Event
Run() error
Abort() error
Signal(action string) error
LockResources() error
Finish() error
}
// BaseEvent is the most basic event that can exist in the event tree.
// On start it automatically transitions to completion.
// It can optionally require events, which will all need to be locked to start it
// It can optionally create resources, which will be locked by default and unlocked on completion
// This node by itself doesn't implement any special behaviours for children, so they will be ignored.
// When starter, this event automatically transitions to completion and unlocks all it's resources(including created)
type BaseEvent struct {
BaseNode
done_resource Resource
required_resources []Resource
children []Event
child_info map[Event]EventInfo
actions map[string]func() (string, error)
parent Event
signal chan string
abort chan string
}
func (event * BaseEvent) Abort() error {
for _, event := range(event.Children()) {
event.Abort()
}
event.signal <- "abort"
return nil
}
func (event * BaseEvent) Signal(action string) error {
event.signal <- action
return nil
}
func (event * BaseEvent) LockResources() error {
locked_resources := []Resource{}
lock_err := false
for _, resource := range(event.RequiredResources()) {
err := resource.Lock(event)
if err != nil {
lock_err = true
}
locked_resources = append(locked_resources, resource)
}
if lock_err == true {
for _, resource := range(locked_resources) {
resource.Unlock(event)
}
return errors.New("failed to lock required resources")
}
return nil
}
func (event * BaseEvent) Finish() error {
for _, resource := range(event.RequiredResources()) {
err := resource.Unlock(event)
if err != nil {
panic(err)
}
}
return event.DoneResource().Unlock(event)
}
func (event * BaseEvent) LockDone() {
event.DoneResource().Lock(event)
}
func (event * BaseEvent) Run() error {
next_action := "start"
var err error = nil
for next_action != "" {
// Check if the edge exists
action, exists := event.actions[next_action]
if exists == false {
error_str := fmt.Sprintf("%s is not a valid action", next_action)
return errors.New(error_str)
}
// Run the edge function
next_action, err = action()
if err != nil {
return err
} else if next_action == "wait" {
// Wait for an external signal to set the next_action
signal := <- event.signal
if signal == "abort" {
return errors.New("State Machine aborted by signal")
} else {
next_action = signal
}
} else {
// next_action is already set correctly
}
// Update the event after running the edge
event.Update()
}
err = event.DoneResource().Unlock(event)
if err != nil {
return err
}
return nil
}
// EventQueue is a basic event that can have children.
// On start, it attempts to start it's children from the highest 'priority'
type EventQueue struct {
BaseEvent
}
func NewBaseEvent(name string, description string, required_resources []Resource) (BaseEvent) {
done_resource := NewResource("event_done", "signal that event is done", []Resource{})
event := BaseEvent{
BaseNode: BaseNode{
name: name,
description: description,
id: randid(),
listeners: []chan error{},
},
parent: nil,
children: []Event{},
child_info: map[Event]EventInfo{},
done_resource: done_resource,
required_resources: required_resources,
actions: map[string]func()(string, error){},
signal: make(chan string, 10),
abort: make(chan string, 1),
}
return event
}
func NewEvent(name string, description string, required_resources []Resource) (* BaseEvent) {
event := NewBaseEvent(name, description, required_resources)
event_ptr := &event
// Lock the done_resource by default
event.LockDone()
event_ptr.actions["start"] = func() (string, error) {
return "", nil
}
return event_ptr
}
func NewEventQueue(name string, description string, required_resources []Resource) (* EventQueue) {
queue := &EventQueue{
BaseEvent: NewBaseEvent(name, description, []Resource{}),
}
// Need to lock it with th BaseEvent since Unlock is implemented on the BaseEvent
queue.LockDone()
queue.actions["start"] = func() (string, error) {
log.Printf("Starting Event Queue")
return "queue_event", nil
}
queue.actions["queue_event"] = func() (string, error) {
log.Printf("Queueing events")
// Copy the events to sort the list
copied_events := make([]Event, len(queue.Children()))
copy(copied_events, queue.Children())
less := func(i int, j int) bool {
info_i := queue.ChildInfo(copied_events[i]).(*EventQueueInfo)
info_j := queue.ChildInfo(copied_events[j]).(*EventQueueInfo)
return info_i.priority < info_j.priority
}
sort.SliceStable(copied_events, less)
wait := false
for _, event := range(copied_events) {
info := queue.ChildInfo(event).(*EventQueueInfo)
if info.state == "queued" {
wait = true
// Try to lock it
err := event.LockResources()
// start in new goroutine
if err != nil {
} else {
info.state = "running"
go func(event Event, info * EventQueueInfo, queue Event) {
event.Run()
info.state = "done"
event.Finish()
queue.Signal("event_done")
}(event, info, queue)
}
} else if info.state == "running" {
wait = true
}
}
if wait == true {
return "wait", nil
} else {
return "", nil
}
}
queue.actions["event_done"] = func() (string, error) {
log.Printf("event_done")
return "queue_event", nil
}
queue.actions["resource_available"] = func() (string, error) {
log.Printf("resources_available")
return "queue_event", nil
}
queue.actions["event_added"] = func() (string, error) {
log.Printf("event_added")
return "queue_event", nil
}
return queue
}
// Store the nodes parent for upwards propagation of changes
func (event * BaseEvent) RegisterParent(parent Event) error{
if event.parent != nil {
return errors.New("Parent already registered")
}
event.parent = parent
return nil
}
func (event * BaseEvent) Parent() Event {
return event.parent
}
func (event * BaseEvent) RequiredResources() []Resource {
return event.required_resources
}
func (event * BaseEvent) DoneResource() Resource {
return event.done_resource
}
func (event * BaseEvent) Children() []Event {
return event.children
}
func (event * BaseEvent) ChildInfo(idx Event) EventInfo {
val, ok := event.child_info[idx]
if ok == false {
return nil
}
return val
}
func (event * BaseEvent) FindChild(id string) Event {
if id == event.ID() {
return event
}
for _, child := range event.Children() {
result := child.FindChild(id)
if result != nil {
return result
}
}
return nil
}
// Checks that the type of info is equal to EventQueueInfo
func (event * EventQueue) AddChild(child Event, info EventInfo) error {
if checkType(info, (*EventQueueInfo)(nil)) == false {
return errors.New("EventQueue.AddChild passed invalid type for info")
}
return event.addChild(child, info)
}
func (event * BaseEvent) addChild(child Event, info EventInfo) error {
err := child.RegisterParent(event)
if err != nil {
error_str := fmt.Sprintf("Failed to register %s as a parent of %s, cancelling AddChild", event.ID(), child.ID())
return errors.New(error_str)
}
event.children = append(event.children, child)
event.child_info[child] = info
event.Update()
return nil
}
// Overloaded function AddChild checks the info passed and calls the BaseEvent.addChild
func (event * BaseEvent) AddChild(child Event, info EventInfo) error {
if info != nil {
return errors.New("info must be nil for BaseEvent children")
}
return event.addChild(child, info)
}
func checkType(first interface{}, second interface{}) bool {
if first == nil || second == nil {
if first == nil && second == nil {
return true
} else {
return false
}
}
first_type := reflect.TypeOf(first)
second_type := reflect.TypeOf(second)
return first_type == second_type
}