Start steps in order of ascending build ID
This commit is contained in:
parent
52ec971154
commit
27182c7c1d
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@ -1,3 +1,4 @@
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#include <iostream>
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#include <algorithm>
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#include <algorithm>
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#include <thread>
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#include <thread>
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@ -53,8 +54,8 @@ void State::dispatcher()
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system_time State::doDispatch()
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system_time State::doDispatch()
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{
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{
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/* Start steps until we're out of steps or slots. */
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auto sleepUntil = system_time::max();
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auto sleepUntil = system_time::max();
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bool keepGoing;
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bool keepGoing;
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do {
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do {
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@ -105,35 +106,23 @@ system_time State::doDispatch()
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a.currentJobs > b.currentJobs;
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a.currentJobs > b.currentJobs;
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});
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});
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/* Find a machine with a free slot and find a step to run
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/* Sort the runnable steps by priority. FIXME: O(n lg n);
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on it. Once we find such a pair, we restart the outer
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obviously, it would be better to keep a runnable queue sorted
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loop because the machine sorting will have changed. */
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by priority. */
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keepGoing = false;
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std::vector<Step::ptr> runnableSorted;
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{
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for (auto & mi : machinesSorted) {
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// FIXME: can we lose a wakeup if a builder exits concurrently?
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if (mi.machine->state->currentJobs >= mi.machine->maxJobs) continue;
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auto runnable_(runnable.lock());
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auto runnable_(runnable.lock());
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//printMsg(lvlDebug, format("%1% runnable builds") % runnable_->size());
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runnableSorted.reserve(runnable_->size());
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/* FIXME: we're holding the runnable lock too long
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here. This could be more efficient. */
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for (auto i = runnable_->begin(); i != runnable_->end(); ) {
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for (auto i = runnable_->begin(); i != runnable_->end(); ) {
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auto step = i->lock();
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auto step = i->lock();
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/* Delete dead steps. */
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/* Remove dead steps. */
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if (!step) {
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if (!step) {
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i = runnable_->erase(i);
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i = runnable_->erase(i);
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continue;
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continue;
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}
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}
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/* Can this machine do this step? */
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++i;
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if (!mi.machine->supportsStep(step)) {
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++i;
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continue;
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}
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/* Skip previously failed steps that aren't ready
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/* Skip previously failed steps that aren't ready
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to be retried. */
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to be retried. */
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@ -142,15 +131,52 @@ system_time State::doDispatch()
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if (step_->tries > 0 && step_->after > now) {
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if (step_->tries > 0 && step_->after > now) {
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if (step_->after < sleepUntil)
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if (step_->after < sleepUntil)
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sleepUntil = step_->after;
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sleepUntil = step_->after;
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++i;
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continue;
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continue;
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}
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}
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}
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}
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runnableSorted.push_back(step);
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}
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}
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sort(runnableSorted.begin(), runnableSorted.end(),
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[](const Step::ptr & a, const Step::ptr & b)
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{
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auto a_(a->state.lock());
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auto b_(b->state.lock()); // FIXME: deadlock?
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return a_->lowestBuildID < b_->lowestBuildID;
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});
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/* Find a machine with a free slot and find a step to run
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on it. Once we find such a pair, we restart the outer
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loop because the machine sorting will have changed. */
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keepGoing = false;
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for (auto & mi : machinesSorted) {
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if (mi.machine->state->currentJobs >= mi.machine->maxJobs) continue;
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for (auto & step : runnableSorted) {
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/* Can this machine do this step? */
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if (!mi.machine->supportsStep(step)) continue;
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/* Let's do this step. Remove it from the runnable
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list. FIXME: O(n). */
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{
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auto runnable_(runnable.lock());
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bool removed = false;
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for (auto i = runnable_->begin(); i != runnable_->end(); )
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if (i->lock() == step) {
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i = runnable_->erase(i);
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removed = true;
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break;
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} else ++i;
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assert(removed);
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}
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/* Make a slot reservation and start a thread to
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/* Make a slot reservation and start a thread to
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do the build. */
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do the build. */
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auto reservation = std::make_shared<MaintainCount>(mi.machine->state->currentJobs);
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auto reservation = std::make_shared<MaintainCount>(mi.machine->state->currentJobs);
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i = runnable_->erase(i);
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auto builderThread = std::thread(&State::builder, this, step, mi.machine, reservation);
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auto builderThread = std::thread(&State::builder, this, step, mi.machine, reservation);
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builderThread.detach(); // FIXME?
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builderThread.detach(); // FIXME?
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@ -204,6 +204,28 @@ void getDependents(Step::ptr step, std::set<Build::ptr> & builds, std::set<Step:
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}
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}
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void visitDependencies(std::function<void(Step::ptr)> visitor, Step::ptr start)
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{
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std::set<Step::ptr> queued;
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std::queue<Step::ptr> todo;
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todo.push(start);
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while (!todo.empty()) {
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auto step = todo.front();
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todo.pop();
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visitor(step);
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auto state(step->state.lock());
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for (auto & dep : state->deps)
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if (queued.find(dep) == queued.end()) {
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queued.insert(dep);
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todo.push(dep);
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}
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}
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}
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void State::markSucceededBuild(pqxx::work & txn, Build::ptr build,
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void State::markSucceededBuild(pqxx::work & txn, Build::ptr build,
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const BuildOutput & res, bool isCachedBuild, time_t startTime, time_t stopTime)
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const BuildOutput & res, bool isCachedBuild, time_t startTime, time_t stopTime)
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{
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{
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@ -228,6 +228,14 @@ void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store,
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throw;
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throw;
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}
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}
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/* Update the lowest build ID field of each dependency. This
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is used by the dispatcher to start steps in order of build
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ID. */
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visitDependencies([&](const Step::ptr & step) {
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auto step_(step->state.lock());
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step_->lowestBuildID = std::min(step_->lowestBuildID, build->id);
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}, build->toplevel);
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/* Add the new runnable build steps to ‘runnable’ and wake up
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/* Add the new runnable build steps to ‘runnable’ and wake up
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the builder threads. */
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the builder threads. */
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printMsg(lvlChatty, format("got %1% new runnable steps from %2% new builds") % newRunnable.size() % nrAdded);
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printMsg(lvlChatty, format("got %1% new runnable steps from %2% new builds") % newRunnable.size() % nrAdded);
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@ -112,6 +112,9 @@ struct Step
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/* Point in time after which the step can be retried. */
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/* Point in time after which the step can be retried. */
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system_time after;
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system_time after;
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/* The lowest build ID depending on this step. */
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BuildID lowestBuildID{std::numeric_limits<BuildID>::max()};
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};
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};
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std::atomic_bool finished{false}; // debugging
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std::atomic_bool finished{false}; // debugging
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@ -127,6 +130,9 @@ struct Step
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void getDependents(Step::ptr step, std::set<Build::ptr> & builds, std::set<Step::ptr> & steps);
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void getDependents(Step::ptr step, std::set<Build::ptr> & builds, std::set<Step::ptr> & steps);
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/* Call ‘visitor’ for a step and all its dependencies. */
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void visitDependencies(std::function<void(Step::ptr)> visitor, Step::ptr step);
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struct Machine
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struct Machine
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{
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{
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