ClickHouse/src/Client/ConnectionPoolWithFailover.h
2023-06-07 16:25:52 +00:00

123 lines
4.5 KiB
C++

#pragma once
#include <Common/PoolWithFailoverBase.h>
#include <Common/GetPriorityForLoadBalancing.h>
#include <Client/ConnectionPool.h>
#include <chrono>
#include <vector>
namespace DB
{
/** Connection pool with fault tolerance.
* Initialized by several other IConnectionPools.
* When a connection is received, it tries to create or select a live connection from a pool,
* fetch them in some order, using no more than the specified number of attempts.
* Pools with fewer errors are preferred;
* pools with the same number of errors are tried in random order.
*
* Note: if one of the nested pools is blocked due to overflow, then this pool will also be blocked.
*/
/// Specifies how many connections to return from ConnectionPoolWithFailover::getMany() method.
enum class PoolMode
{
/// Return exactly one connection.
GET_ONE = 0,
/// Return a number of connections, this number being determined by max_parallel_replicas setting.
GET_MANY,
/// Return a connection from each nested pool.
GET_ALL
};
class ConnectionPoolWithFailover : public IConnectionPool, private PoolWithFailoverBase<IConnectionPool>
{
public:
ConnectionPoolWithFailover(
ConnectionPoolPtrs nested_pools_,
LoadBalancing load_balancing,
time_t decrease_error_period_ = DBMS_CONNECTION_POOL_WITH_FAILOVER_DEFAULT_DECREASE_ERROR_PERIOD,
size_t max_error_cap = DBMS_CONNECTION_POOL_WITH_FAILOVER_MAX_ERROR_COUNT);
using Entry = IConnectionPool::Entry;
/** Allocates connection to work. */
Entry get(const ConnectionTimeouts & timeouts,
const Settings * settings,
bool force_connected) override; /// From IConnectionPool
Priority getPriority() const override; /// From IConnectionPool
/** Allocates up to the specified number of connections to work.
* Connections provide access to different replicas of one shard.
*/
std::vector<Entry> getMany(const ConnectionTimeouts & timeouts,
const Settings * settings, PoolMode pool_mode,
AsyncCallback async_callback = {});
/// The same as getMany(), but return std::vector<TryResult>.
std::vector<TryResult> getManyForTableFunction(const ConnectionTimeouts & timeouts,
const Settings * settings, PoolMode pool_mode);
using Base = PoolWithFailoverBase<IConnectionPool>;
using TryResult = Base::TryResult;
/// The same as getMany(), but check that replication delay for table_to_check is acceptable.
/// Delay threshold is taken from settings.
std::vector<TryResult> getManyChecked(
const ConnectionTimeouts & timeouts,
const Settings * settings,
PoolMode pool_mode,
const QualifiedTableName & table_to_check,
AsyncCallback async_callback = {});
struct NestedPoolStatus
{
const Base::NestedPoolPtr pool;
size_t error_count;
size_t slowdown_count;
std::chrono::seconds estimated_recovery_time;
};
using Status = std::vector<NestedPoolStatus>;
Status getStatus() const;
std::vector<Base::ShuffledPool> getShuffledPools(const Settings * settings);
size_t getMaxErrorCup() const { return Base::max_error_cap; }
void updateSharedError(std::vector<ShuffledPool> & shuffled_pools)
{
Base::updateSharedErrorCounts(shuffled_pools);
}
private:
/// Get the values of relevant settings and call Base::getMany()
std::vector<TryResult> getManyImpl(
const Settings * settings,
PoolMode pool_mode,
const TryGetEntryFunc & try_get_entry);
/// Try to get a connection from the pool and check that it is good.
/// If table_to_check is not null and the check is enabled in settings, check that replication delay
/// for this table is not too large.
TryResult tryGetEntry(
IConnectionPool & pool,
const ConnectionTimeouts & timeouts,
std::string & fail_message,
const Settings * settings,
const QualifiedTableName * table_to_check = nullptr,
AsyncCallback async_callback = {});
GetPriorityFunc makeGetPriorityFunc(const Settings * settings);
GetPriorityForLoadBalancing get_priority_load_balancing;
};
using ConnectionPoolWithFailoverPtr = std::shared_ptr<ConnectionPoolWithFailover>;
using ConnectionPoolWithFailoverPtrs = std::vector<ConnectionPoolWithFailoverPtr>;
}