通过memberlist库实现gossip管理集群以及集群数据交互

通过memberlist库实现gossip管理集群以及集群数据交互

概述

memberlist库的简单用法如下,注意下面使用for循环来执行list.Join,原因是一开始各节点都没有runing,直接执行Join会出现连接拒绝的错误。

package main  import ( 	"fmt" 	"github.com/hashicorp/memberlist" 	"time" )  func main() { 	/* Create the initial memberlist from a safe configuration. 	   Please reference the godoc for other default config types. 	   http://godoc.org/github.com/hashicorp/memberlist#Config 	*/ 	list, err := memberlist.Create(memberlist.DefaultLocalConfig()) 	if err != nil { 		panic("Failed to create memberlist: " + err.Error()) 	}  	t := time.NewTicker(time.Second * 5) 	for { 		select { 		case <-t.C: 			// Join an existing cluster by specifying at least one known member. 			n, err := list.Join([]string{"192.168.80.129"}) 			if err != nil { 				fmt.Println("Failed to join cluster: " + err.Error()) 				continue 			} 			fmt.Println("member number is:", n) 			goto END 		} 	} END: 	for { 		select { 		case <-t.C: 			// Ask for members of the cluster 			for _, member := range list.Members() { 				fmt.Printf("Member: %s %sn", member.Name, member.Addr) 			} 		} 	}  	// Continue doing whatever you need, memberlist will maintain membership 	// information in the background. Delegates can be used for receiving 	// events when members join or leave. } 

memberlist的两个主要接口如下:

  1. Create:根据入参配置创建一个Memberlist,初始化阶段Memberlist仅包含本节点状态。注意此时并不会连接到其他节点,执行成功之后就可以允许其他节点加入该memberlist。

  2. Join:使用已有的Memberlist来尝试连接给定的主机,并与之同步状态,以此来加入某个cluster。执行该操作可以让其他节点了解到本节点的存在。最后返回成功建立连接的节点数以及错误信息,如果没有与任何节点建立连接,则返回错误。

    注意当join一个cluster时,至少需要指定集群中的一个已知成员,后续会通过gossip同步整个集群的成员信息。

memberlist提供的功能主要分为两块:维护成员状态(gossip)以及数据同步(boardcast、SendReliable)。下面看几个相关接口。

接口

memberlist.Create的入参要求给出相应的配置信息,DefaultLocalConfig()给出了通用的配置信息,但还需要实现相关接口来实现成员状态的同步以及用户数据的收发。注意下面有些接口是必选的,有些则可选:

type Config struct { 	// ... 	// Delegate and Events are delegates for receiving and providing 	// data to memberlist via callback mechanisms. For Delegate, see 	// the Delegate interface. For Events, see the EventDelegate interface. 	// 	// The DelegateProtocolMin/Max are used to guarantee protocol-compatibility 	// for any custom messages that the delegate might do (broadcasts, 	// local/remote state, etc.). If you don't set these, then the protocol 	// versions will just be zero, and version compliance won't be done. 	Delegate                Delegate 	Events                  EventDelegate 	Conflict                ConflictDelegate 	Merge                   MergeDelegate 	Ping                    PingDelegate 	Alive                   AliveDelegate 	//... } 

memberlist使用如下类型的消息来同步集群状态和处理用户消息:

const ( 	pingMsg messageType = iota 	indirectPingMsg 	ackRespMsg 	suspectMsg 	aliveMsg 	deadMsg 	pushPullMsg 	compoundMsg 	userMsg // User mesg, not handled by us 	compressMsg 	encryptMsg 	nackRespMsg 	hasCrcMsg 	errMsg ) 

Delegate

如果要使用memberlist的gossip协议,则必须实现该接口。所有这些方法都必须是线程安全的。

type Delegate interface { 	// NodeMeta is used to retrieve meta-data about the current node 	// when broadcasting an alive message. It's length is limited to 	// the given byte size. This metadata is available in the Node structure. 	NodeMeta(limit int) []byte  	// NotifyMsg is called when a user-data message is received. 	// Care should be taken that this method does not block, since doing 	// so would block the entire UDP packet receive loop. Additionally, the byte 	// slice may be modified after the call returns, so it should be copied if needed 	NotifyMsg([]byte)  	// GetBroadcasts is called when user data messages can be broadcast. 	// It can return a list of buffers to send. Each buffer should assume an 	// overhead as provided with a limit on the total byte size allowed. 	// The total byte size of the resulting data to send must not exceed 	// the limit. Care should be taken that this method does not block, 	// since doing so would block the entire UDP packet receive loop. 	GetBroadcasts(overhead, limit int) [][]byte  	// LocalState is used for a TCP Push/Pull. This is sent to 	// the remote side in addition to the membership information. Any 	// data can be sent here. See MergeRemoteState as well. The `join` 	// boolean indicates this is for a join instead of a push/pull. 	LocalState(join bool) []byte  	// MergeRemoteState is invoked after a TCP Push/Pull. This is the 	// state received from the remote side and is the result of the 	// remote side's LocalState call. The 'join' 	// boolean indicates this is for a join instead of a push/pull. 	MergeRemoteState(buf []byte, join bool) } 

主要方法如下:

  • NotifyMsg:用于接收用户消息(userMsg)。注意不能阻塞该方法,否则会阻塞整个UDP/TCP报文接收循环。此外由于数据可能在方法调用时被修改,因此应该事先拷贝数据。

    该方法用于接收通过UDP/TCP方式发送的用户消息(userMsg):

    注意UDP方式并不是立即发送的,它会随gossip周期性发送或在处理pingMsg等消息时发送从GetBroadcasts获取到的用户消息。

    //使用UDP方式将用户消息传输到给定节点,消息大小受限于memberlist的UDPBufferSize配置。没有使用gossip机制 func (m *Memberlist) SendBestEffort(to *Node, msg []byte) error //与SendBestEffort机制相同,只不过一个指定了Node,一个指定了Node地址 func (m *Memberlist) SendToAddress(a Address, msg []byte) error //使用TCP方式将用户消息传输到给定节点,消息没有大小限制。没有使用gossip机制 func (m *Memberlist) SendReliable(to *Node, msg []byte) error 
  • GetBroadcasts:用于在gossip周期性调度或处理处理pingMsg等消息时携带用户消息,因此并不是即时的。通常会把需要发送的消息通过TransmitLimitedQueue.QueueBroadcast保存起来,然后在发送时通过TransmitLimitedQueue.GetBroadcasts获取需要发送的消息。见下面TransmitLimitedQueue的描述。

  • LocalState:用于TCP Push/Pull,用于向远端发送除成员之外的信息(可以发送任意数据),用于定期同步成员状态。参数join用于表示将该方法用于join阶段,而非push/pull。

  • MergeRemoteState:TCP Push/Pull之后调用,接收到远端的状态(即远端调用LocalState的结果)。参数join用于表示将该方法用于join阶段,而非push/pull。

定期(PushPullInterval)调用pushPull来随机执行一次完整的状态交互。但由于pushPull会与其他节点同步本节点的所有状态,因此代价也比较大。

EventDelegate

仅用于接收成员的joining 和leaving通知,可以用于更新本地的成员状态信息。

type EventDelegate interface { 	// NotifyJoin is invoked when a node is detected to have joined. 	// The Node argument must not be modified. 	NotifyJoin(*Node)  	// NotifyLeave is invoked when a node is detected to have left. 	// The Node argument must not be modified. 	NotifyLeave(*Node)  	// NotifyUpdate is invoked when a node is detected to have 	// updated, usually involving the meta data. The Node argument 	// must not be modified. 	NotifyUpdate(*Node) } 

ChannelEventDelegate实现了简单的EventDelegate接口:

type ChannelEventDelegate struct {   Ch chan<- NodeEvent } 

ConflictDelegate

用于通知某个client在执行join时产生了命名冲突。通常是因为两个client配置了相同的名称,但使用了不同的地址。可以用于统计错误信息。

type ConflictDelegate interface { 	// NotifyConflict is invoked when a name conflict is detected 	NotifyConflict(existing, other *Node) } 

MergeDelegate

在集群执行merge操作时调用。NotifyMerge方法的参数peers提供了对端成员信息。可以不实现该接口。

type MergeDelegate interface { 	// NotifyMerge is invoked when a merge could take place. 	// Provides a list of the nodes known by the peer. If 	// the return value is non-nil, the merge is canceled. 	NotifyMerge(peers []*Node) error } 

PingDelegate

用于通知观察者完成一个ping消息(pingMsg)要花费多长时间。可以在NotifyPingComplete中(使用histogram)统计ping的执行时间。

type PingDelegate interface { 	// AckPayload is invoked when an ack is being sent; the returned bytes will be appended to the ack 	AckPayload() []byte 	// NotifyPing is invoked when an ack for a ping is received 	NotifyPingComplete(other *Node, rtt time.Duration, payload []byte) } 

AliveDelegate

当接收到aliveMsg消息时调用的接口,可以用于添加日志和指标等信息。

type AliveDelegate interface { 	// NotifyAlive is invoked when a message about a live 	// node is received from the network.  Returning a non-nil 	// error prevents the node from being considered a peer. 	NotifyAlive(peer *Node) error } 

Broadcast

可以随gossip将数据广播到memberlist集群。

// Broadcast is something that can be broadcasted via gossip to // the memberlist cluster. type Broadcast interface { 	// Invalidates checks if enqueuing the current broadcast 	// invalidates a previous broadcast 	Invalidates(b Broadcast) bool  	// Returns a byte form of the message 	Message() []byte  	// Finished is invoked when the message will no longer 	// be broadcast, either due to invalidation or to the 	// transmit limit being reached 	Finished() } 

Broadcast接口通常作为TransmitLimitedQueue.QueueBroadcast的入参:

func (q *TransmitLimitedQueue) QueueBroadcast(b Broadcast) { 	q.queueBroadcast(b, 0) } 

alertmanager中的实现如下:

type simpleBroadcast []byte  func (b simpleBroadcast) Message() []byte                       { return []byte(b) } func (b simpleBroadcast) Invalidates(memberlist.Broadcast) bool { return false } func (b simpleBroadcast) Finished()      
TransmitLimitedQueue

TransmitLimitedQueue主要用于处理广播消息。有两个主要的方法:QueueBroadcastGetBroadcasts,前者用于保存广播消息,后者用于在发送的时候获取需要广播的消息。随gossip周期性调度或在处理pingMsg等消息时调用GetBroadcasts方法。

// TransmitLimitedQueue is used to queue messages to broadcast to // the cluster (via gossip) but limits the number of transmits per // message. It also prioritizes messages with lower transmit counts // (hence newer messages). type TransmitLimitedQueue struct { 	// NumNodes returns the number of nodes in the cluster. This is 	// used to determine the retransmit count, which is calculated 	// based on the log of this. 	NumNodes func() int  	// RetransmitMult is the multiplier used to determine the maximum 	// number of retransmissions attempted. 	RetransmitMult int  	mu    sync.Mutex 	tq    *btree.BTree // stores *limitedBroadcast as btree.Item 	tm    map[string]*limitedBroadcast 	idGen int64 } 

小结

memberlist中的消息分为两种,一种是内部用于同步集群状态的消息,另一种是用户消息。

GossipInterval周期性调度的有两个方法:

  • gossip:用于同步aliveMsgdeadMsgsuspectMsg消息
  • probe:用于使用pingMsg消息探测节点状态
	// GossipInterval and GossipNodes are used to configure the gossip 	// behavior of memberlist. 	// 	// GossipInterval is the interval between sending messages that need 	// to be gossiped that haven't been able to piggyback on probing messages. 	// If this is set to zero, non-piggyback gossip is disabled. By lowering 	// this value (more frequent) gossip messages are propagated across 	// the cluster more quickly at the expense of increased bandwidth. 	// 	// GossipNodes is the number of random nodes to send gossip messages to 	// per GossipInterval. Increasing this number causes the gossip messages 	// to propagate across the cluster more quickly at the expense of 	// increased bandwidth. 	// 	// GossipToTheDeadTime is the interval after which a node has died that 	// we will still try to gossip to it. This gives it a chance to refute. 	GossipInterval      time.Duration 	GossipNodes         int 	GossipToTheDeadTime time.Duration 

用户消息又分为两种:

  • 周期性同步:
    • PushPullInterval为周期,使用Delegate.LocalStateDelegate.MergeRemoteState以TCP方式同步用户信息;
    • 使用Delegate.GetBroadcasts随gossip发送用户信息。
  • 主动发送:使用SendReliable等方法实现主动发送用户消息。
alertmanager的处理

alertmanager通过两种方式发送用户消息,即UDP方式和TCP方式。在alertmanager中,当要发送的数据大于MaxGossipPacketSize/2将采用TCP方式(SendReliable方法),否则使用UDP方式(Broadcast接口)。

func (c *Channel) Broadcast(b []byte) { 	b, err := proto.Marshal(&clusterpb.Part{Key: c.key, Data: b}) 	if err != nil { 		return 	}  	if OversizedMessage(b) { 		select { 		case c.msgc <- b: //从c.msgc 接收数据,并使用SendReliable发送 		default: 			level.Debug(c.logger).Log("msg", "oversized gossip channel full") 			c.oversizeGossipMessageDroppedTotal.Inc() 		} 	} else { 		c.send(b) 	} }  func OversizedMessage(b []byte) bool { 	return len(b) > MaxGossipPacketSize/2 } 

demo

这里实现了一个简单的基于gossip管理集群信息,并通过TCP给集群成员发送信息的例子。

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