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#pragma once
#include <library/cpp/actors/core/actorsystem.h>
#include <library/cpp/actors/core/actor.h>
#include <library/cpp/actors/core/interconnect.h>
#include <util/generic/map.h>
#include <util/network/address.h>
namespace NActors {
struct TInterconnectGlobalState: public TThrRefBase {
TString SelfAddress;
ui32 SelfPort;
TVector<TActorId> GlobalNameservers; // todo: add some info about (like expected reply time)
};
struct TInterconnectProxySetup: public TThrRefBase {
// synchronous (session -> proxy)
struct IProxy : TNonCopyable {
virtual ~IProxy() {
}
virtual void ActivateSession(const TActorContext& ctx) = 0; // session activated
virtual void DetachSession(const TActorContext& ctx) = 0; // session is dead
};
// synchronous (proxy -> session)
struct ISession : TNonCopyable {
virtual ~ISession() {
}
virtual void DetachSession(const TActorContext& ownerCtx, const TActorContext& sessionCtx) = 0; // kill yourself
virtual void ForwardPacket(TAutoPtr<IEventHandle>& ev, const TActorContext& ownerCtx, const TActorContext& sessionCtx) = 0; // receive packet for forward
virtual void Connect(const TActorContext& ownerCtx, const TActorContext& sessionCtx) = 0; // begin connection
virtual bool ReceiveIncomingSession(TAutoPtr<IEventHandle>& ev, const TActorContext& ownerCtx, const TActorContext& sessionCtx) = 0; // handle incoming session, if returns true - then session is dead and must be recreated with new one
};
ui32 DestinationNode;
TString StaticAddress; // if set - would be used as main destination address
int StaticPort;
TIntrusivePtr<TInterconnectGlobalState> GlobalState;
virtual IActor* CreateSession(const TActorId& ownerId, IProxy* owner) = 0; // returned actor is session and would be attached to same mailbox as proxy to allow sync calls
virtual TActorSetupCmd CreateAcceptor() = 0;
};
struct TNameserverSetup {
TActorId ServiceID;
TIntrusivePtr<TInterconnectGlobalState> GlobalState;
};
struct TTableNameserverSetup: public TThrRefBase {
struct TNodeInfo {
TString Address;
TString Host;
TString ResolveHost;
ui16 Port;
TNodeLocation Location;
TString& first;
ui16& second;
TNodeInfo()
: first(Address)
, second(Port)
{
}
TNodeInfo(const TNodeInfo&) = default;
// for testing purposes only
TNodeInfo(const TString& address, const TString& host, ui16 port)
: TNodeInfo()
{
Address = address;
Host = host;
ResolveHost = host;
Port = port;
}
TNodeInfo(const TString& address,
const TString& host,
const TString& resolveHost,
ui16 port,
const TNodeLocation& location)
: TNodeInfo()
{
Address = address;
Host = host;
ResolveHost = resolveHost;
Port = port;
Location = location;
}
// for testing purposes only
TNodeInfo& operator=(const std::pair<TString, ui32>& pr) {
Address = pr.first;
Host = pr.first;
ResolveHost = pr.first;
Port = pr.second;
return *this;
}
TNodeInfo& operator=(const TNodeInfo& ni) {
Address = ni.Address;
Host = ni.Host;
ResolveHost = ni.ResolveHost;
Port = ni.Port;
Location = ni.Location;
return *this;
}
};
TMap<ui32, TNodeInfo> StaticNodeTable;
bool IsEntriesUnique() const;
};
struct TNodeRegistrarSetup {
TActorId ServiceID;
TIntrusivePtr<TInterconnectGlobalState> GlobalState;
};
TActorId GetNameserviceActorId();
/**
* Const table-lookup based name service
*/
IActor* CreateNameserverTable(
const TIntrusivePtr<TTableNameserverSetup>& setup,
ui32 poolId = 0);
/**
* Name service which can be paired with external discovery service.
* Copies information from setup on the start (table may be empty).
* Handles TEvNodesInfo to change list of known nodes.
*
* If PendingPeriod is not zero, wait for unknown nodeId
*/
IActor* CreateDynamicNameserver(
const TIntrusivePtr<TTableNameserverSetup>& setup,
const TDuration& pendingPeriod = TDuration::Zero(),
ui32 poolId = 0);
/**
* Creates an actor that resolves host/port and replies with either:
*
* - TEvLocalNodeInfo on success
* - TEvResolveError on errors
*
* Optional defaultAddress may be used as fallback.
*/
IActor* CreateResolveActor(
const TString& host, ui16 port, ui32 nodeId, const TString& defaultAddress,
const TActorId& replyTo, const TActorId& replyFrom, TInstant deadline);
inline IActor* CreateResolveActor(
ui32 nodeId, const TTableNameserverSetup::TNodeInfo& nodeInfo,
const TActorId& replyTo, const TActorId& replyFrom, TInstant deadline)
{
return CreateResolveActor(nodeInfo.ResolveHost, nodeInfo.Port, nodeId, nodeInfo.Address,
replyTo, replyFrom, deadline);
}
/**
* Creates an actor that resolves host/port and replies with either:
*
* - TEvAddressInfo on success
* - TEvResolveError on errors
*/
IActor* CreateResolveActor(
const TString& host, ui16 port,
const TActorId& replyTo, const TActorId& replyFrom, TInstant deadline);
}
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