another directory rename: failstar -> fail
"failstar" sounds like a name for a cruise liner from the 80s. As "*" isn't a desirable part of directory names, just name the whole thing "fail/", the core parts being stored in "fail/core/". Additionally fixing two build system dependency issues: - missing jobserver -> protomessages dependency - broken bochs -> fail dependency (add_custom_target DEPENDS only allows plain file dependencies ... cmake for the win) git-svn-id: https://www4.informatik.uni-erlangen.de/i4svn/danceos/trunk/devel/fail@956 8c4709b5-6ec9-48aa-a5cd-a96041d1645a
This commit is contained in:
220
core/jobserver/JobServer.cc
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220
core/jobserver/JobServer.cc
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// Author: Martin Hoffmann, Richard Hellwig
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// Date: 07.10.11
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// <iostream> needs to be included before *.pb.h, otherwise ac++/Puma chokes on the latter
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#include <iostream>
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#include "JobServer.hpp"
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#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <strings.h>
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#include <string.h>
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#include <arpa/inet.h>
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#include "jobserver/messagedefs/FailControlMessage.pb.h"
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#include "SocketComm.hpp"
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#include "controller/Minion.hpp"
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#ifndef __puma
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#include <boost/thread.hpp>
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#include <boost/date_time.hpp>
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#endif
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using namespace std;
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namespace fi {
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void JobServer::addParam(ExperimentData* exp){
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#ifndef __puma
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m_undoneJobs.Enqueue(exp);
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#endif
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}
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ExperimentData *JobServer::getDone()
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{
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// FIXME race condition, need to synchronize with
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// sendPendingExperimentData() and receiveExperimentResults()
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#ifndef __puma
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if (m_undoneJobs.Size() == 0
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&& noMoreExperiments()
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&& m_runningJobs.Size() == 0
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&& m_doneJobs.Size() == 0) {
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// FRICKEL workaround
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sleep(1);
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ExperimentData *exp;
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if (m_doneJobs.Dequeue_nb(exp)) {
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return exp;
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}
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return 0;
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}
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return m_doneJobs.Dequeue();
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#endif
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}
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#ifndef __puma
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/**
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* This is a predicate class for the remove_if operator
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* on the thread list. The operator waits for
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* timeout milliseconds to join each thread in the list.
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* If the join was successful, the exited thread is deallocated
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* and removed from the list.
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*/
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struct timed_join_successful {
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int timeout_ms;
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timed_join_successful(int timeout) : timeout_ms(timeout){};
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bool operator()( boost::thread * threadelement ){
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boost::posix_time::time_duration timeout = boost::posix_time::milliseconds(timeout_ms);
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if(threadelement->timed_join(timeout)){
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delete threadelement;
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return true;
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}else{
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return false;
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}
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}
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};
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#endif
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void JobServer::run(){
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struct sockaddr_in clientaddr;
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socklen_t clen = sizeof(clientaddr);
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// implementation of server-client communication
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int s = socket(AF_INET, SOCK_STREAM, 0);
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/* Enable address reuse */
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int on = 1;
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setsockopt( s, SOL_SOCKET, SO_REUSEADDR, &on, sizeof(on) );
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/* IPv4, Port: 1111, accept all IP adresses */
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struct sockaddr_in saddr;
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saddr.sin_family = AF_INET;
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saddr.sin_port = htons(m_port);
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saddr.sin_addr.s_addr = htons(INADDR_ANY);
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/* bind to port */
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bind(s, (struct sockaddr*) &saddr, sizeof(saddr));
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/* Listen with a backlog of maxThreads */
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listen(s, m_maxThreads);
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cout << "JobServer listening...." << endl;
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#ifndef __puma
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boost::thread* th;
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while(!m_finish){
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// Accept connection
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int cs = accept(s, (struct sockaddr*) &clientaddr, &clen);
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// Spawn a thread for further communication,
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// and add this thread to a list threads
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// We can limit the generation of threads here.
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if(m_threadlist.size() < m_maxThreads){
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th = new boost::thread(CommThread(cs, *this));
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m_threadlist.push_back(th);
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}else{
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/// Run over list with a timed_join,
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/// removing finished threads.
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do {
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m_threadlist.remove_if( timed_join_successful(m_threadtimeout) );
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} while(m_threadlist.size() == m_maxThreads);
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/// Start new thread
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th = new boost::thread(CommThread(cs, *this));
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m_threadlist.push_back(th);
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}
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}
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close(s);
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// when all undone Jobs are distributed -> call a timed_join on all spawned
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// TODO: interrupt threads that do not want to join..
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while(m_threadlist.size() > 0){
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m_threadlist.remove_if( timed_join_successful(m_threadtimeout) );
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}
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#endif
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}
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/// Communication thread implementation
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void CommThread::operator()()
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{
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Minion minion;
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FailControlMessage ctrlmsg;
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minion.setSocketDescriptor(m_sock);
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if (!SocketComm::rcv_msg(minion.getSocketDescriptor(), ctrlmsg)) {
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cout << "!![Server] failed to read complete message from client" << endl;
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close(m_sock);
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return;
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}
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switch (ctrlmsg.command()) {
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case FailControlMessage_Command_NEED_WORK:
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// give minion something to do..
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sendPendingExperimentData(minion);
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break;
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case FailControlMessage_Command_RESULT_FOLLOWS:
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// get results and put to done queue.
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receiveExperimentResults(minion, ctrlmsg.workloadid());
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break;
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default:
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// hm.. don't know what to do. please die.
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cout << "!![Server] no idea what to do with command #"
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<< ctrlmsg.command() << ", telling minion to die." << endl;
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ctrlmsg.Clear();
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ctrlmsg.set_command(FailControlMessage_Command_DIE);
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ctrlmsg.set_build_id(42);
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SocketComm::send_msg(minion.getSocketDescriptor(), ctrlmsg);
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}
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close(m_sock);
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}
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bool CommThread::sendPendingExperimentData(Minion& minion)
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{
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FailControlMessage ctrlmsg;
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ctrlmsg.set_build_id(42);
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ExperimentData * exp = 0;
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if(m_js.m_undoneJobs.Dequeue_nb(exp) == true){
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/// Got an element from queue, assign ID to workload and send to minion
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uint32_t workloadID = m_js.m_counter.increment(); // increment workload counter
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exp->setWorkloadID(workloadID); // store ID for identification when receiving result
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if(!m_js.m_runningJobs.insert(workloadID, exp)){
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cout << "!![Server]could not insert workload id: [" << workloadID << "] double entry?" << endl;
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}
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ctrlmsg.set_command(FailControlMessage_Command_WORK_FOLLOWS);
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ctrlmsg.set_workloadid(workloadID); // set workload id
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//cout << ">>[Server] Sending workload [" << workloadID << "]" << endl;
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cout << ">>[" << workloadID << "] " << flush;
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SocketComm::send_msg(minion.getSocketDescriptor(), ctrlmsg);
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SocketComm::send_msg(minion.getSocketDescriptor(), exp->getMessage());
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}else if( m_js.noMoreExperiments() == false ){
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/// Currently we have no workload, but the campaign is not over yet. Minion can try again later
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ctrlmsg.set_command(FailControlMessage_Command_COME_AGAIN);
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SocketComm::send_msg(minion.getSocketDescriptor(), ctrlmsg);
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cout << "--[Server] No workload, come again..." << endl;
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}else{
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/// No more elements, and campaign is over. Minion can die.
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ctrlmsg.set_command(FailControlMessage_Command_DIE);
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cout << "--[Server] No workload, and no campaign, please die." << endl;
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SocketComm::send_msg(minion.getSocketDescriptor(), ctrlmsg);
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}
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return true;
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}
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bool CommThread::receiveExperimentResults(Minion& minion, uint32_t workloadID)
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{
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ExperimentData * exp; // Get exp* from running jobs
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//cout << "<<[Server] Received result for workload id [" << workloadID << "]" << endl;
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cout << "<<[" << workloadID << "] " << flush;
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if( m_js.m_runningJobs.remove(workloadID, exp) ){ /// ExperimentData* found
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SocketComm::rcv_msg(minion.getSocketDescriptor(), exp->getMessage() ); /// deserialize results.
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m_js.m_doneJobs.Enqueue(exp); /// Put results in done queue..
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return true;
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}else{
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cout << "!![Server] workload id not found in running jobs map :( [" << workloadID << "]" << endl;
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return false;
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}
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}
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};
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