leaky-pool/client/pool.go

105 lines
3.3 KiB
Go

package main
import (
"log"
"net"
"time"
"github.com/g3n/engine/core"
"github.com/g3n/engine/geometry"
"github.com/g3n/engine/graphic"
"github.com/g3n/engine/material"
"github.com/g3n/engine/math32"
)
var dials []Dial
type Dial struct {
Connection net.Conn // the real deal underlying TCP connection
Geo *geometry.Geometry // the 3D geometry
Mat *material.Standard // the material / color
Mesh *graphic.Mesh // the combined geometry and material
Node *core.Node // pointer to node in scene, required for removing the object if connection goes down
}
// Keeps the pool full, replaces stale connections, and at the same time creates the objects in the 3D scenes representing physical connections
// should be ran in its own goroutine
func connPoolWatchdog(serverAddress string, maxPoolSize int, scene *core.Node) {
dials = make([]Dial, 0)
tcpAddr, err := net.ResolveTCPAddr("tcp4", serverAddress)
if err != nil {
log.Fatalf("failed to resolve serverAddress '%s': %v", serverAddress, err)
}
for {
removed := 0
// Check status of existing open connections in pool
for i, dial := range dials {
if !isConnUp(dial.Connection) { // TBD: this should be moved to check before first write to the socket file descriptor instead of polling here
log.Printf("closing bad idle connection and removing from pool - %s", dial.Connection.LocalAddr().String())
dial.Connection.Close()
removeCompleted := scene.Remove(dial.Mesh)
log.Printf("removed: %v", removeCompleted)
dials = append(dials[:i-removed], dials[i-removed+1:]...)
removed++
}
}
// fill any empty slots in the pool with fresh connections
for poolSize := len(dials); poolSize < maxPoolSize; poolSize++ {
log.Printf("Current pool size is '%d', desired pool size is '%d' - opening new connection...", poolSize, maxPoolSize)
conn, err := net.DialTCP("tcp", nil, tcpAddr)
if err != nil {
log.Printf("failed to dial TCP connection: %v", err)
break
}
conn.SetKeepAlive(true)
conn.SetKeepAlivePeriod(time.Second * 5)
dial := Dial{Connection: conn, Geo: geometry.NewBox(1, 1, 1), Mat: material.NewStandard(math32.NewColor("LimeGreen"))}
dial.Mesh = graphic.NewMesh(dial.Geo, dial.Mat)
dial.Node = scene.Add(dial.Mesh)
dials = append(dials, dial)
}
// Update the position of the connections on the scene
padding := float32(200 / (len(dials) + 1)) // space between the connection objects in 3D space
currX := float32(len(dials)/2) * -padding // variable gets updated, this is the initial starting position (left most connection in 3D space)
if len(dials)%2 == 0 {
currX += padding / 2
}
//currX := padding - 100
for _, dial := range dials {
dial.Mesh.SetPositionX(currX)
currX += padding
}
time.Sleep(time.Second * 5) // random sleep, AKA evidence this shouldn't be a watchdog,
// this whole function should be event based instead of polling
}
}
// Checks with OS to ensure that a connection is still active
// returns err if connection is not active
func isConnUp(conn net.Conn) bool {
conn.SetReadDeadline(time.Now().Add(time.Millisecond * 300))
buf := make([]byte, 128)
_, err := conn.Read(buf)
if err != nil {
log.Printf("connection error detected: %v", err)
return false
}
var zero time.Time
conn.SetReadDeadline(zero)
return true
}