feat: runtime manager
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@@ -0,0 +1,411 @@
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// Package healthprobe runs the active HTTP `/healthz` probe described in
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// `rtmanager/README.md §Health Monitoring`.
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//
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// On every tick the worker lists `runtime_records.status=running`,
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// probes each engine endpoint in parallel (capped at
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// defaultMaxConcurrency), and applies the
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// RTMANAGER_PROBE_FAILURES_THRESHOLD hysteresis to emit `probe_failed`
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// (after N consecutive failures) and `probe_recovered` (on the first
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// success after a `probe_failed` was published). In-memory state is
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// pruned at the start of every tick against the freshly-read running
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// list, so a game that stops between ticks never accumulates stale
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// failure counters.
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//
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// Design rationale is captured in
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// `rtmanager/docs/workers.md`.
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package healthprobe
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import (
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"context"
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"encoding/json"
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"errors"
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"fmt"
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"log/slog"
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"net/http"
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"strings"
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"sync"
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"time"
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"galaxy/rtmanager/internal/domain/health"
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"galaxy/rtmanager/internal/domain/runtime"
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"galaxy/rtmanager/internal/logging"
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"galaxy/rtmanager/internal/ports"
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"galaxy/rtmanager/internal/telemetry"
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)
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// defaultMaxConcurrency caps the number of in-flight `/healthz`
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// requests inside a single tick. RTM v1 is single-instance with a
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// modest active-game count; the cap keeps a slow engine from delaying
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// the rest of the cohort while preventing pathological fan-out if the
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// running list grows.
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const defaultMaxConcurrency = 16
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// healthzPath is the engine probe path. Stable per
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// `game/README.md §/healthz`.
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const healthzPath = "/healthz"
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// Dependencies groups the collaborators required by Worker.
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type Dependencies struct {
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// RuntimeRecords lists running games on every tick.
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RuntimeRecords ports.RuntimeRecordStore
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// HealthEvents emits `probe_failed` and `probe_recovered`.
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HealthEvents ports.HealthEventPublisher
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// HTTPClient performs the engine `/healthz` request. Required.
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// Production wiring supplies an `otelhttp`-instrumented client.
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HTTPClient *http.Client
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// Telemetry records one health-event counter per emission.
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Telemetry *telemetry.Runtime
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// Interval bounds the tick period.
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Interval time.Duration
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// ProbeTimeout bounds one engine `/healthz` call.
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ProbeTimeout time.Duration
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// FailuresThreshold is the consecutive-failure count that promotes
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// the in-memory counter to a `probe_failed` emission.
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FailuresThreshold int
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// MaxConcurrency caps the number of in-flight probes per tick.
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// Defaults to defaultMaxConcurrency when zero or negative.
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MaxConcurrency int
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// Clock supplies the wall-clock used for emission timestamps.
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// Defaults to `time.Now` when nil.
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Clock func() time.Time
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// Logger receives structured worker-level events. Defaults to
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// `slog.Default()` when nil.
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Logger *slog.Logger
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}
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// Worker drives the periodic active-probe loop.
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type Worker struct {
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runtimeRecords ports.RuntimeRecordStore
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healthEvents ports.HealthEventPublisher
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httpClient *http.Client
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telemetry *telemetry.Runtime
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interval time.Duration
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probeTimeout time.Duration
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failuresThreshold int
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maxConcurrency int
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clock func() time.Time
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logger *slog.Logger
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mu sync.Mutex
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states map[string]*probeState
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}
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// probeState stores the per-game hysteresis counters. Owned by Worker
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// and protected by Worker.mu.
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type probeState struct {
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consecutiveFailures int
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failurePublished bool
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}
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// NewWorker constructs one Worker from deps.
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func NewWorker(deps Dependencies) (*Worker, error) {
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switch {
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case deps.RuntimeRecords == nil:
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return nil, errors.New("new health probe worker: nil runtime records store")
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case deps.HealthEvents == nil:
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return nil, errors.New("new health probe worker: nil health events publisher")
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case deps.HTTPClient == nil:
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return nil, errors.New("new health probe worker: nil http client")
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case deps.Telemetry == nil:
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return nil, errors.New("new health probe worker: nil telemetry runtime")
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case deps.Interval <= 0:
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return nil, errors.New("new health probe worker: interval must be positive")
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case deps.ProbeTimeout <= 0:
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return nil, errors.New("new health probe worker: probe timeout must be positive")
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case deps.FailuresThreshold <= 0:
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return nil, errors.New("new health probe worker: failures threshold must be positive")
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}
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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maxConcurrency := deps.MaxConcurrency
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if maxConcurrency <= 0 {
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maxConcurrency = defaultMaxConcurrency
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}
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return &Worker{
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runtimeRecords: deps.RuntimeRecords,
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healthEvents: deps.HealthEvents,
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httpClient: deps.HTTPClient,
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telemetry: deps.Telemetry,
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interval: deps.Interval,
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probeTimeout: deps.ProbeTimeout,
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failuresThreshold: deps.FailuresThreshold,
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maxConcurrency: maxConcurrency,
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clock: clock,
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logger: logger.With("worker", "rtmanager.healthprobe"),
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states: map[string]*probeState{},
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}, nil
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}
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// Run drives the probe loop until ctx is cancelled. Per-tick errors are
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// absorbed; the loop only exits on context cancellation.
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func (worker *Worker) Run(ctx context.Context) error {
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if worker == nil {
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return errors.New("run health probe worker: nil worker")
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}
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if ctx == nil {
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return errors.New("run health probe worker: nil context")
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}
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if err := ctx.Err(); err != nil {
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return err
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}
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worker.logger.Info("health probe worker started",
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"interval", worker.interval.String(),
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"probe_timeout", worker.probeTimeout.String(),
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"failures_threshold", worker.failuresThreshold,
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"max_concurrency", worker.maxConcurrency,
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)
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defer worker.logger.Info("health probe worker stopped")
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ticker := time.NewTicker(worker.interval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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return ctx.Err()
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case <-ticker.C:
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worker.tick(ctx)
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}
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}
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}
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// Shutdown is a no-op; Run terminates on context cancellation.
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func (worker *Worker) Shutdown(ctx context.Context) error {
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if ctx == nil {
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return errors.New("shutdown health probe worker: nil context")
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}
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return nil
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}
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// Tick performs one probe pass. Exported so tests can drive the worker
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// deterministically without spinning a real ticker.
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func (worker *Worker) Tick(ctx context.Context) {
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worker.tick(ctx)
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}
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// tick performs one full pass: list running records, prune state for
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// stopped games, then probe every running game in parallel.
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func (worker *Worker) tick(ctx context.Context) {
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if err := ctx.Err(); err != nil {
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return
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}
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records, err := worker.runtimeRecords.ListByStatus(ctx, runtime.StatusRunning)
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if err != nil {
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worker.logger.WarnContext(ctx, "list running records",
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"err", err.Error(),
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)
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return
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}
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worker.pruneStates(records)
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if len(records) == 0 {
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return
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}
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semaphore := make(chan struct{}, worker.maxConcurrency)
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var waitGroup sync.WaitGroup
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for _, record := range records {
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select {
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case <-ctx.Done():
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waitGroup.Wait()
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return
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case semaphore <- struct{}{}:
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}
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waitGroup.Add(1)
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go func(record runtime.RuntimeRecord) {
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defer waitGroup.Done()
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defer func() { <-semaphore }()
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worker.probeOne(ctx, record)
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}(record)
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}
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waitGroup.Wait()
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}
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// pruneStates removes per-game state for games no longer in the running
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// list. Stopped or removed games therefore start with a clean counter
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// the next time they re-enter `running`.
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func (worker *Worker) pruneStates(records []runtime.RuntimeRecord) {
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worker.mu.Lock()
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defer worker.mu.Unlock()
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if len(worker.states) == 0 {
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return
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}
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running := make(map[string]struct{}, len(records))
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for _, record := range records {
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running[record.GameID] = struct{}{}
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}
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for gameID := range worker.states {
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if _, ok := running[gameID]; !ok {
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delete(worker.states, gameID)
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}
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}
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}
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// probeOne issues one `/healthz` request and updates hysteresis state.
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func (worker *Worker) probeOne(ctx context.Context, record runtime.RuntimeRecord) {
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probeCtx, cancel := context.WithTimeout(ctx, worker.probeTimeout)
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defer cancel()
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endpoint := strings.TrimRight(record.EngineEndpoint, "/") + healthzPath
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request, err := http.NewRequestWithContext(probeCtx, http.MethodGet, endpoint, nil)
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if err != nil {
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worker.recordFailure(ctx, record, 0, fmt.Errorf("build request: %w", err))
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return
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}
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response, err := worker.httpClient.Do(request)
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if err != nil {
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worker.recordFailure(ctx, record, 0, err)
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return
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}
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defer response.Body.Close()
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if response.StatusCode == http.StatusOK {
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worker.recordSuccess(ctx, record)
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return
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}
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worker.recordFailure(ctx, record, response.StatusCode, fmt.Errorf("unexpected status %d", response.StatusCode))
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}
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// recordSuccess updates state on a successful probe and emits
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// `probe_recovered` when the prior tick had crossed the failure
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// threshold.
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func (worker *Worker) recordSuccess(ctx context.Context, record runtime.RuntimeRecord) {
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worker.mu.Lock()
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state, ok := worker.states[record.GameID]
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if !ok {
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worker.mu.Unlock()
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return
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}
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if !state.failurePublished {
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state.consecutiveFailures = 0
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worker.mu.Unlock()
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return
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}
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priorFailureCount := state.consecutiveFailures
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state.consecutiveFailures = 0
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state.failurePublished = false
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worker.mu.Unlock()
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worker.publish(ctx, ports.HealthEventEnvelope{
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GameID: record.GameID,
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ContainerID: record.CurrentContainerID,
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EventType: health.EventTypeProbeRecovered,
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OccurredAt: worker.clock().UTC(),
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Details: probeRecoveredDetails(priorFailureCount),
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})
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}
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// recordFailure updates state on a failed probe and emits
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// `probe_failed` once the threshold is crossed.
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func (worker *Worker) recordFailure(ctx context.Context, record runtime.RuntimeRecord, lastStatus int, lastErr error) {
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worker.mu.Lock()
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state, ok := worker.states[record.GameID]
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if !ok {
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state = &probeState{}
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worker.states[record.GameID] = state
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}
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state.consecutiveFailures++
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if state.failurePublished || state.consecutiveFailures < worker.failuresThreshold {
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count := state.consecutiveFailures
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worker.mu.Unlock()
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worker.logger.DebugContext(ctx, "probe failure",
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"game_id", record.GameID,
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"consecutive_failures", count,
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"threshold", worker.failuresThreshold,
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"err", errString(lastErr),
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)
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return
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}
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state.failurePublished = true
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count := state.consecutiveFailures
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worker.mu.Unlock()
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worker.publish(ctx, ports.HealthEventEnvelope{
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GameID: record.GameID,
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ContainerID: record.CurrentContainerID,
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EventType: health.EventTypeProbeFailed,
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OccurredAt: worker.clock().UTC(),
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Details: probeFailedDetails(count, lastStatus, errString(lastErr)),
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})
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}
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// publish emits one envelope through the configured publisher, updates
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// the telemetry counter, and logs the outcome. Failures degrade to a
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// warning log per `rtmanager/README.md §Notification Contracts`.
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func (worker *Worker) publish(ctx context.Context, envelope ports.HealthEventEnvelope) {
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if err := worker.healthEvents.Publish(ctx, envelope); err != nil {
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worker.logger.ErrorContext(ctx, "publish health event",
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"game_id", envelope.GameID,
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"container_id", envelope.ContainerID,
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"event_type", string(envelope.EventType),
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"err", err.Error(),
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)
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return
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}
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worker.telemetry.RecordHealthEvent(ctx, string(envelope.EventType))
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logArgs := []any{
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"game_id", envelope.GameID,
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"container_id", envelope.ContainerID,
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"event_type", string(envelope.EventType),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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worker.logger.InfoContext(ctx, "probe event published", logArgs...)
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}
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// probeFailedDetails builds the JSON payload required by the
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// `probe_failed` AsyncAPI variant.
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func probeFailedDetails(consecutiveFailures, lastStatus int, lastError string) json.RawMessage {
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payload := struct {
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ConsecutiveFailures int `json:"consecutive_failures"`
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LastStatus int `json:"last_status"`
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LastError string `json:"last_error"`
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}{
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ConsecutiveFailures: consecutiveFailures,
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LastStatus: lastStatus,
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LastError: lastError,
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}
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encoded, _ := json.Marshal(payload)
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return encoded
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}
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// probeRecoveredDetails builds the JSON payload required by the
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// `probe_recovered` AsyncAPI variant.
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func probeRecoveredDetails(priorFailureCount int) json.RawMessage {
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payload := struct {
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PriorFailureCount int `json:"prior_failure_count"`
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}{PriorFailureCount: priorFailureCount}
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encoded, _ := json.Marshal(payload)
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return encoded
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}
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func errString(err error) string {
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if err == nil {
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return ""
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}
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return err.Error()
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}
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