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82ffd50271
There is a chance that all actions have completed before we hit the `Wait` call, we need to make sure we don't hit a deadlock. This can happen if for instance there is only one action, and it is a "dummy" action, such as the one used in the EUA check. Also I have removed the compound assignment for the `volatile _completedActionsCount` since Visual Studio was flagging it as a "suspicious usage of a volatile variable". I personally don't think it's a problem but better safe than sorry. Contains minor whitespace fixes, too Signed-off-by: Danilo Del Busso <danilo.delbusso@cloud.com>
207 lines
8.5 KiB
C#
207 lines
8.5 KiB
C#
/* Copyright (c) Cloud Software Group, Inc.
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*
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* Redistribution and use in source and binary forms,
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* with or without modification, are permitted provided
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* that the following conditions are met:
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*
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* * Redistributions of source code must retain the above
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* copyright notice, this list of conditions and the
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* following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the
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* following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
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* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
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* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using XenAdmin.Network;
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using XenAPI;
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namespace XenAdmin.Actions
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{
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/// <summary>
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/// ParallelAction takes a list of any number of actions and runs a certain number of them simultaneously.
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/// Once one simultaneous action is finished the next one in the queue is started until all are complete
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/// </summary>
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public class ParallelAction : MultipleAction
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{
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/// <summary>
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/// Change this to increase the number of concurrent actions running
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/// </summary>
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private const int DEFAULT_MAX_NUMBER_OF_PARALLEL_ACTIONS = 25;
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private readonly Dictionary<IXenConnection, List<AsyncAction>> _actionsByConnection = new Dictionary<IXenConnection, List<AsyncAction>>();
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private readonly Dictionary<IXenConnection, ProduceConsumerQueue> _queuesByConnection = new Dictionary<IXenConnection, ProduceConsumerQueue>();
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private readonly List<AsyncAction> _actionsWithNoConnection = new List<AsyncAction>();
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private ProduceConsumerQueue _queueWithNoConnection;
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private readonly int _maxNumberOfParallelActions;
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private readonly int _actionsCount;
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private readonly object _lock = new object();
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private volatile int _completedActionsCount;
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/// <summary>
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/// Use this constructor to create a cross connection ParallelAction.
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/// It takes a list of any number of actions, separates them by connections
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/// and runs a certain number of them simultaneously on each connection, all connections in parallel.
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/// Once a simultaneous action is finished the next one in the queue is started until all are complete.
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/// </summary>
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public ParallelAction(string title, string startDescription, string endDescription,
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List<AsyncAction> subActions, IXenConnection connection = null,
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bool suppressHistory = false, bool showSubActionsDetails = false,
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int maxNumberOfParallelActions = DEFAULT_MAX_NUMBER_OF_PARALLEL_ACTIONS)
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: base(connection, title, startDescription, endDescription, subActions, suppressHistory, showSubActionsDetails)
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{
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if (Connection == null)
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{
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foreach (var action in subActions)
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{
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if (action.Connection == null)
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{
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_actionsWithNoConnection.Add(action);
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_actionsCount++;
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}
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else if (action.Connection.IsConnected)
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{
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if (!_actionsByConnection.ContainsKey(action.Connection))
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_actionsByConnection.Add(action.Connection, new List<AsyncAction>());
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_actionsByConnection[action.Connection].Add(action);
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_actionsCount++;
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}
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}
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}
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else
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{
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_actionsByConnection.Add(Connection, subActions);
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_actionsCount = subActions.Count;
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}
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_maxNumberOfParallelActions = maxNumberOfParallelActions;
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}
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protected override void RunSubActions(List<Exception> exceptions)
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{
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if (_actionsCount == 0)
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return;
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foreach (var connection in _actionsByConnection.Keys)
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{
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_queuesByConnection[connection] = new ProduceConsumerQueue(Math.Min(_maxNumberOfParallelActions, _actionsByConnection[connection].Count));
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foreach (AsyncAction subAction in _actionsByConnection[connection])
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{
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EnqueueAction(subAction, _queuesByConnection[connection], exceptions);
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}
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}
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if (_actionsWithNoConnection.Count > 0)
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_queueWithNoConnection = new ProduceConsumerQueue(Math.Min(_maxNumberOfParallelActions, _actionsWithNoConnection.Count));
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foreach (var subAction in _actionsWithNoConnection)
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{
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EnqueueAction(subAction, _queueWithNoConnection, exceptions);
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}
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lock (_lock)
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{
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// CA-379971: There is a chance that all actions have completed before we
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// hit the Wait call, we need to make sure we don't hit a deadlock
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if (_completedActionsCount != _actionsCount)
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Monitor.Wait(_lock);
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}
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}
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private void EnqueueAction(AsyncAction action, ProduceConsumerQueue queue, List<Exception> exceptions)
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{
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action.Completed += action_Completed;
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queue.EnqueueItem(
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() =>
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{
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if (Cancelling) // don't start any more actions
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return;
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try
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{
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action.RunSync(action.Session);
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}
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catch (Exception e)
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{
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if (e is Failure f && Connection != null &&
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f.ErrorDescription[0] == Failure.RBAC_PERMISSION_DENIED)
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{
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Failure.ParseRBACFailure(f, action.Connection, action.Session ?? action.Connection.Session);
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}
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exceptions.Add(e);
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// Record the first exception we come to. Though later if there are more than one we will replace this with non specific one.
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if (Exception == null)
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Exception = e;
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}
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});
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}
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protected override void RecalculatePercentComplete()
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{
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if (_actionsCount == 0)
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return;
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int total = 0;
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foreach (var connection in _actionsByConnection.Keys)
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{
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foreach (var action in _actionsByConnection[connection])
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total += action.PercentComplete;
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}
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foreach (var action in _actionsWithNoConnection)
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total += action.PercentComplete;
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PercentComplete = total / _actionsCount;
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}
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private void action_Completed(ActionBase sender)
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{
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sender.Completed -= action_Completed;
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lock (_lock)
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{
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_completedActionsCount = _completedActionsCount + 1;
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if (_completedActionsCount == _actionsCount)
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{
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Monitor.Pulse(_lock);
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PercentComplete = 100;
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}
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}
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}
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protected override void MultipleAction_Completed(ActionBase sender)
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{
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base.MultipleAction_Completed(sender);
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foreach (var connection in _queuesByConnection.Keys)
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_queuesByConnection[connection].StopWorkers(false);
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_queueWithNoConnection?.StopWorkers(false);
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}
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}
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}
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