187 lines
4.8 KiB
Go
187 lines
4.8 KiB
Go
package main
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import (
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"fmt"
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"errors"
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"sync"
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"log"
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)
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// Resources propagate update up to multiple parents, and not downwards
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// (subscriber to team won't get update to alliance, but subscriber to alliance will get update to team)
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func (resource * BaseResource) Update(reason string) error {
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log.Printf("UPDATE BaseResource %s: %s", resource.Name(), reason)
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err := resource.UpdateListeners(reason)
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if err != nil {
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return err
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}
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for _, parent := range resource.Parents() {
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err := parent.Update("update parents")
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if err != nil {
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return err
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}
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}
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return nil
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}
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// Resource is the interface that DAG nodes are made from
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// A resource needs to be able to represent logical entities and connections to physical entities.
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// A resource lock could be aborted at any time if this connection is broken, if that happens the event locking it must be aborted
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// The device connection should be maintained as much as possible(requiring some reconnection behaviour in the background)
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type Resource interface {
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GraphNode
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AddParent(parent Resource) error
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Children() []Resource
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Parents() []Resource
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Lock(event Event) error
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NotifyLocked() error
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Unlock(event Event) error
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Owner() Event
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Connect(abort chan error) bool
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}
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// BaseResource is the most basic resource that can exist in the DAG
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// It holds a single state variable, which contains a pointer to the event that is locking it
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type BaseResource struct {
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BaseNode
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parents []Resource
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children []Resource
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lock_holder Event
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state_lock sync.Mutex
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}
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func (resource * BaseResource) Connect(abort chan error) bool {
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return false
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}
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func (resource * BaseResource) Owner() Event {
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return resource.lock_holder
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}
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func (resource * BaseResource) NotifyLocked() error {
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err := resource.Update("finalize_lock")
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if err != nil {
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return err
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}
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for _, child := range(resource.children) {
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err = child.NotifyLocked()
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if err != nil {
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return err
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}
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}
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return nil
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}
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// Grab the state mutex and check the state, if unlocked continue to hold the mutex while doing the same for children
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// When the bottom of a tree is reached(no more children) go back up and set the lock state
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func (resource * BaseResource) Lock(event Event) error {
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return resource.lock(event)
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}
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func (resource * BaseResource) lock(event Event) error {
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var err error = nil
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resource.state_lock.Lock()
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if resource.lock_holder != nil {
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err_str := fmt.Sprintf("Resource already locked: %s", resource.Name())
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err = errors.New(err_str)
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} else {
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all_children_locked := true
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for _, child := range resource.Children() {
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err = child.Lock(event)
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if err != nil {
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all_children_locked = false
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break
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}
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}
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if all_children_locked == true {
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resource.lock_holder = event
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}
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}
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resource.state_lock.Unlock()
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return err
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}
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// Recurse through children, unlocking until no more children
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// If the child isn't locked by the unlocker
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func (resource * BaseResource) Unlock(event Event) error {
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var err error = nil
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//unlocked := false
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resource.state_lock.Lock()
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if resource.lock_holder == nil {
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err = errors.New("Resource already unlocked")
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} else if resource.lock_holder != event {
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err = errors.New("Resource not locked by parent, can't unlock")
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} else {
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all_children_unlocked := true
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for _, child := range resource.Children() {
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err = child.Unlock(event)
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if err != nil {
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all_children_unlocked = false
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break
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}
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}
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if all_children_unlocked == true{
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resource.lock_holder = nil
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//unlocked = true
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}
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}
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resource.state_lock.Unlock()
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/*if unlocked == true {
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resource.Update("unlocking resource")
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}*/
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return err
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}
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func (resource * BaseResource) Children() []Resource {
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return resource.children
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}
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func (resource * BaseResource) Parents() []Resource {
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return resource.parents
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}
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// Add a parent to a DAG node
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func (resource * BaseResource) AddParent(parent Resource) error {
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// Don't add self as parent
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if parent.ID() == resource.ID() {
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error_str := fmt.Sprintf("Will not add %s as parent of itself", parent.ID())
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return errors.New(error_str)
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}
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// Don't add parent if it's already a parent
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for _, p := range resource.parents {
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if p.ID() == parent.ID() {
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error_str := fmt.Sprintf("%s is already a parent of %s, will not double-bond", p.ID(), resource.ID())
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return errors.New(error_str)
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}
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}
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// Add the parent
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resource.parents = append(resource.parents, parent)
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return nil
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}
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func NewResource(name string, description string, children []Resource) * BaseResource {
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resource := &BaseResource{
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BaseNode: BaseNode{
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name: name,
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description: description,
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id: randid(),
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listeners: []chan string{},
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},
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parents: []Resource{},
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children: children,
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}
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return resource
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}
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