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Diffstat (limited to 'vendor/github.com/eclipse/paho.mqtt.golang/status.go')
| -rw-r--r-- | vendor/github.com/eclipse/paho.mqtt.golang/status.go | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/vendor/github.com/eclipse/paho.mqtt.golang/status.go b/vendor/github.com/eclipse/paho.mqtt.golang/status.go new file mode 100644 index 0000000..d25fbf5 --- /dev/null +++ b/vendor/github.com/eclipse/paho.mqtt.golang/status.go @@ -0,0 +1,296 @@ +/* + * Copyright (c) 2021 IBM Corp and others. + * + * All rights reserved. This program and the accompanying materials + * are made available under the terms of the Eclipse Public License v2.0 + * and Eclipse Distribution License v1.0 which accompany this distribution. + * + * The Eclipse Public License is available at + * https://www.eclipse.org/legal/epl-2.0/ + * and the Eclipse Distribution License is available at + * http://www.eclipse.org/org/documents/edl-v10.php. + * + * Contributors: + * Seth Hoenig + * Allan Stockdill-Mander + * Mike Robertson + * Matt Brittan + */ + +package mqtt + +import ( + "errors" + "sync" +) + +// Status - Manage the connection status + +// Multiple go routines will want to access/set this. Previously status was implemented as a `uint32` and updated +// with a mixture of atomic functions and a mutex (leading to some deadlock type issues that were very hard to debug). + +// In this new implementation `connectionStatus` takes over managing the state and provides functions that allow the +// client to request a move to a particular state (it may reject these requests!). In some cases the 'state' is +// transitory, for example `connecting`, in those cases a function will be returned that allows the client to move +// to a more static state (`disconnected` or `connected`). + +// This "belts-and-braces" may be a little over the top but issues with the status have caused a number of difficult +// to trace bugs in the past and the likelihood that introducing a new system would introduce bugs seemed high! +// I have written this in a way that should make it very difficult to misuse it (but it does make things a little +// complex with functions returning functions that return functions!). + +type status uint32 + +const ( + disconnected status = iota // default (nil) status is disconnected + disconnecting // Transitioning from one of the below states back to disconnected + connecting + reconnecting + connected +) + +// String simplify output of statuses +func (s status) String() string { + switch s { + case disconnected: + return "disconnected" + case disconnecting: + return "disconnecting" + case connecting: + return "connecting" + case reconnecting: + return "reconnecting" + case connected: + return "connected" + default: + return "invalid" + } +} + +type connCompletedFn func(success bool) error +type disconnectCompletedFn func() +type connectionLostHandledFn func(bool) (connCompletedFn, error) + +/* State transitions + +static states are `disconnected` and `connected`. For all other states a process will hold a function that will move +the state to one of those. That function effectively owns the state and any other changes must not proceed until it +completes. One exception to that is that the state can always be moved to `disconnecting` which provides a signal that +transitions to `connected` will be rejected (this is required because a Disconnect can be requested while in the +Connecting state). + +# Basic Operations + +The standard workflows are: + +disconnected -> `Connecting()` -> connecting -> `connCompletedFn(true)` -> connected +connected -> `Disconnecting()` -> disconnecting -> `disconnectCompletedFn()` -> disconnected +connected -> `ConnectionLost(false)` -> disconnecting -> `connectionLostHandledFn(true/false)` -> disconnected +connected -> `ConnectionLost(true)` -> disconnecting -> `connectionLostHandledFn(true)` -> connected + +Unfortunately the above workflows are complicated by the fact that `Disconnecting()` or `ConnectionLost()` may, +potentially, be called at any time (i.e. whilst in the middle of transitioning between states). If this happens: + +* The state will be set to disconnecting (which will prevent any request to move the status to connected) +* The call to `Disconnecting()`/`ConnectionLost()` will block until the previously active call completes and then + handle the disconnection. + +Reading the tests (unit_status_test.go) might help understand these rules. +*/ + +var ( + errAbortConnection = errors.New("disconnect called whist connection attempt in progress") + errAlreadyConnectedOrReconnecting = errors.New("status is already connected or reconnecting") + errStatusMustBeDisconnected = errors.New("status can only transition to connecting from disconnected") + errAlreadyDisconnected = errors.New("status is already disconnected") + errDisconnectionRequested = errors.New("disconnection was requested whilst the action was in progress") + errDisconnectionInProgress = errors.New("disconnection already in progress") + errAlreadyHandlingConnectionLoss = errors.New("status is already Connection Lost") + errConnLossWhileDisconnecting = errors.New("connection status is disconnecting so loss of connection is expected") +) + +// connectionStatus encapsulates, and protects, the connection status. +type connectionStatus struct { + sync.RWMutex // Protects the variables below + status status + willReconnect bool // only used when status == disconnecting. Indicates that an attempt will be made to reconnect (allows us to abort that) + + // Some statuses are transitional (e.g. connecting, connectionLost, reconnecting, disconnecting), that is, whatever + // process moves us into that status will move us out of it when an action is complete. Sometimes other users + // will need to know when the action is complete (e.g. the user calls `Disconnect()` whilst the status is + // `connecting`). `actionCompleted` will be set whenever we move into one of the above statues and the channel + // returned to anything else requesting a status change. The channel will be closed when the operation is complete. + actionCompleted chan struct{} // Only valid whilst status is Connecting or Reconnecting; will be closed when connection completed (success or failure) +} + +// ConnectionStatus returns the connection status. +// WARNING: the status may change at any time so users should not assume they are the only goroutine touching this +func (c *connectionStatus) ConnectionStatus() status { + c.RLock() + defer c.RUnlock() + return c.status +} + +// ConnectionStatusRetry returns the connection status and retry flag (indicates that we expect to reconnect). +// WARNING: the status may change at any time so users should not assume they are the only goroutine touching this +func (c *connectionStatus) ConnectionStatusRetry() (status, bool) { + c.RLock() + defer c.RUnlock() + return c.status, c.willReconnect +} + +// Connecting - Changes the status to connecting if that is a permitted operation +// Will do nothing unless the current status is disconnected +// Returns a function that MUST be called when the operation is complete (pass in true if successful) +func (c *connectionStatus) Connecting() (connCompletedFn, error) { + c.Lock() + defer c.Unlock() + // Calling Connect when already connecting (or if reconnecting) may not always be considered an error + if c.status == connected || c.status == reconnecting { + return nil, errAlreadyConnectedOrReconnecting + } + if c.status != disconnected { + return nil, errStatusMustBeDisconnected + } + c.status = connecting + c.actionCompleted = make(chan struct{}) + return c.connected, nil +} + +// connected is an internal function (it is returned by functions that set the status to connecting or reconnecting, +// calling it completes the operation). `success` is used to indicate whether the operation was successfully completed. +func (c *connectionStatus) connected(success bool) error { + c.Lock() + defer func() { + close(c.actionCompleted) // Alert anything waiting on the connection process to complete + c.actionCompleted = nil // Be tidy + c.Unlock() + }() + + // Status may have moved to disconnecting in the interim (i.e. at users request) + if c.status == disconnecting { + return errAbortConnection + } + if success { + c.status = connected + } else { + c.status = disconnected + } + return nil +} + +// Disconnecting - should be called when beginning the disconnection process (cleanup etc.). +// Can be called from ANY status and the end result will always be a status of disconnected +// Note that if a connection/reconnection attempt is in progress this function will set the status to `disconnecting` +// then block until the connection process completes (or aborts). +// Returns a function that MUST be called when the operation is complete (assumed to always be successful!) +func (c *connectionStatus) Disconnecting() (disconnectCompletedFn, error) { + c.Lock() + if c.status == disconnected { + c.Unlock() + return nil, errAlreadyDisconnected // May not always be treated as an error + } + if c.status == disconnecting { // Need to wait for existing process to complete + c.willReconnect = false // Ensure that the existing disconnect process will not reconnect + disConnectDone := c.actionCompleted + c.Unlock() + <-disConnectDone // Wait for existing operation to complete + return nil, errAlreadyDisconnected // Well we are now! + } + + prevStatus := c.status + c.status = disconnecting + + // We may need to wait for connection/reconnection process to complete (they should regularly check the status) + if prevStatus == connecting || prevStatus == reconnecting { + connectDone := c.actionCompleted + c.Unlock() // Safe because the only way to leave the disconnecting status is via this function + <-connectDone + + if prevStatus == reconnecting && !c.willReconnect { + return nil, errAlreadyDisconnected // Following connectionLost process we will be disconnected + } + c.Lock() + } + c.actionCompleted = make(chan struct{}) + c.Unlock() + return c.disconnectionCompleted, nil +} + +// disconnectionCompleted is an internal function (it is returned by functions that set the status to disconnecting) +func (c *connectionStatus) disconnectionCompleted() { + c.Lock() + defer c.Unlock() + c.status = disconnected + close(c.actionCompleted) // Alert anything waiting on the connection process to complete + c.actionCompleted = nil +} + +// ConnectionLost - should be called when the connection is lost. +// This really only differs from Disconnecting in that we may transition into a reconnection (but that could be +// cancelled something else calls Disconnecting in the meantime). +// The returned function should be called when cleanup is completed. It will return a function to be called when +// reconnect completes (or nil if no reconnect requested/disconnect called in the interim). +// Note: This function may block if a connection is in progress (the move to connected will be rejected) +func (c *connectionStatus) ConnectionLost(willReconnect bool) (connectionLostHandledFn, error) { + c.Lock() + defer c.Unlock() + if c.status == disconnected { + return nil, errAlreadyDisconnected + } + if c.status == disconnecting { // its expected that connection lost will be called during the disconnection process + return nil, errDisconnectionInProgress + } + + c.willReconnect = willReconnect + prevStatus := c.status + c.status = disconnecting + + // There is a slight possibility that a connection attempt is in progress (connection up and goroutines started but + // status not yet changed). By changing the status we ensure that process will exit cleanly + if prevStatus == connecting || prevStatus == reconnecting { + connectDone := c.actionCompleted + c.Unlock() // Safe because the only way to leave the disconnecting status is via this function + <-connectDone + c.Lock() + if !willReconnect { + // In this case the connection will always be aborted so there is nothing more for us to do + return nil, errAlreadyDisconnected + } + } + c.actionCompleted = make(chan struct{}) + + return c.getConnectionLostHandler(willReconnect), nil +} + +// getConnectionLostHandler is an internal function. It returns the function to be returned by ConnectionLost +func (c *connectionStatus) getConnectionLostHandler(reconnectRequested bool) connectionLostHandledFn { + return func(proceed bool) (connCompletedFn, error) { + // Note that connCompletedFn will only be provided if both reconnectRequested and proceed are true + c.Lock() + defer c.Unlock() + + // `Disconnecting()` may have been called while the disconnection was being processed (this makes it permanent!) + if !c.willReconnect || !proceed { + c.status = disconnected + close(c.actionCompleted) // Alert anything waiting on the connection process to complete + c.actionCompleted = nil + if !reconnectRequested || !proceed { + return nil, nil + } + return nil, errDisconnectionRequested + } + + c.status = reconnecting + return c.connected, nil // Note that c.actionCompleted is still live and will be closed in connected + } +} + +// forceConnectionStatus - forces the connection status to the specified value. +// This should only be used when there is no alternative (i.e. only in tests and to recover from situations that +// are unexpected) +func (c *connectionStatus) forceConnectionStatus(s status) { + c.Lock() + defer c.Unlock() + c.status = s +} |
