如何通过memberlist库实现gossip管理集群及集群数据交互问题


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 mainimport ("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 clusterfor _, member := range list.Members() {fmt.Printf("Member: %s %s\n", 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:

  • 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。

  • 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                DelegateEvents                  EventDelegateConflict                ConflictDelegateMerge                   MergeDelegatePing                    PingDelegateAlive                   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 = iotaindirectPingMsgackRespMsgsuspectMsgaliveMsgdeadMsgpushPullMsgcompoundMsguserMsg // User mesg, not handled by uscompressMsgencryptMsgnackRespMsghasCrcMsgerrMsg)

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 neededNotifyMsg([]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 detectedNotifyConflict(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 ackAckPayload() []byte// NotifyPing is invoked when an ack for a ping is receivedNotifyPingComplete(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 broadcastInvalidates(b Broadcast) bool// Returns a byte form of the messageMessage() []byte// Finished is invoked when the message will no longer// be broadcast, either due to invalidation or to the// transmit limit being reachedFinished()}

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 []bytefunc (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: QueueBroadcast 和 GetBroadcasts ,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 intmu    sync.Mutextq    *btree.BTree // stores *limitedBroadcast as btree.Itemtm    map[string]*limitedBroadcastidGen 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 aliveMsg 、 deadMsg 、 suspectMsg 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.DurationGossipNodes         intGossipToTheDeadTime time.Duration

用户消息又分为两种:

  • 周期性同步:
    • 以 PushPullInterval 为周期,使用 Delegate.LocalState 和 Delegate.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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