getQueuedBuilds(): Periodically stop to handle priority bumps

Previously, priority bumps could take a long time to get noticed if
getQueuedBuilds() was busy processing zillions of queue
additions. (This was made worse by the reintroduction of substitute
checking.)
This commit is contained in:
Eelco Dolstra 2015-10-22 17:00:46 +02:00
parent 71bf7e02d5
commit 53c80d9526
2 changed files with 20 additions and 6 deletions

View file

@ -36,12 +36,15 @@ void State::queueMonitorLoop()
unsigned int lastBuildId = 0;
while (true) {
getQueuedBuilds(*conn, store, lastBuildId);
bool done = getQueuedBuilds(*conn, store, lastBuildId);
/* Sleep until we get notification from the database about an
event. */
conn->await_notification();
nrQueueWakeups++;
if (done) {
conn->await_notification();
nrQueueWakeups++;
} else
conn->get_notifs();
if (buildsAdded.get())
printMsg(lvlTalkative, "got notification: new builds added to the queue");
@ -61,7 +64,7 @@ void State::queueMonitorLoop()
}
void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store, unsigned int & lastBuildId)
bool State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store, unsigned int & lastBuildId)
{
printMsg(lvlInfo, format("checking the queue for builds > %1%...") % lastBuildId);
@ -71,6 +74,8 @@ void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store,
std::map<BuildID, Build::ptr> newBuildsByID;
std::multimap<Path, BuildID> newBuildsByPath;
unsigned int newLastBuildId = lastBuildId;
{
pqxx::work txn(conn);
@ -83,7 +88,7 @@ void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store,
auto builds_(builds.lock());
BuildID id = row["id"].as<BuildID>();
if (buildOne && id != buildOne) continue;
if (id > lastBuildId) lastBuildId = id;
if (id > newLastBuildId) newLastBuildId = id;
if (has(*builds_, id)) continue;
auto build = std::make_shared<Build>();
@ -229,6 +234,8 @@ void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store,
/* Now instantiate build steps for each new build. The builder
threads can start building the runnable build steps right away,
even while we're still processing other new builds. */
system_time start = std::chrono::system_clock::now();
for (auto id : newIDs) {
auto i = newBuildsByID.find(id);
if (i == newBuildsByID.end()) continue;
@ -250,7 +257,14 @@ void State::getQueuedBuilds(Connection & conn, std::shared_ptr<StoreAPI> store,
makeRunnable(r);
nrBuildsRead += nrAdded;
/* Stop after a certain time to allow priority bumps to be
processed. */
if (std::chrono::system_clock::now() > start + std::chrono::seconds(600)) break;
}
lastBuildId = newBuildsByID.empty() ? newLastBuildId : newBuildsByID.begin()->first - 1;
return newBuildsByID.empty();
}

View file

@ -377,7 +377,7 @@ private:
void queueMonitorLoop();
/* Check the queue for new builds. */
void getQueuedBuilds(Connection & conn, std::shared_ptr<nix::StoreAPI> store, unsigned int & lastBuildId);
bool getQueuedBuilds(Connection & conn, std::shared_ptr<nix::StoreAPI> store, unsigned int & lastBuildId);
/* Handle cancellation, deletion and priority bumps. */
void processQueueChange(Connection & conn);