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