com.alibaba.wasp.master.balancer.DefaultLoadBalancer.java Source code

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/**
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package com.alibaba.wasp.master.balancer;

import com.alibaba.wasp.EntityGroupInfo;
import com.alibaba.wasp.ServerName;
import com.alibaba.wasp.master.EntityGroupPlan;
import com.google.common.collect.MinMaxPriorityQueue;
import org.apache.commons.logging.Log;
import org.apache.commons.logging.LogFactory;

import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.NavigableMap;
import java.util.Random;
import java.util.TreeMap;

/**
 * Makes decisions about the placement and movement of EntityGroups across
 * FServers.
 * 
 * <p>
 * Cluster-wide load balancing will occur only when there are no entityGroups in
 * transition and according to a fixed period of a time using
 * {@link #balanceCluster(java.util.Map)}.
 * 
 * <p>
 * Inline entityGroup placement with {@link #immediateAssignment} can be used
 * when the Master needs to handle closed entityGroups that it currently does
 * not have a destination set for. This can happen during master failover.
 * 
 * <p>
 * On cluster startup, bulk assignment can be used to determine locations for
 * all EntityGroups in a cluster.
 * 
 * <p>
 * This classes produces plans for the {@link EntityGroupManager} to execute.
 */
public class DefaultLoadBalancer extends BaseLoadBalancer {
    private static final Log LOG = LogFactory.getLog(DefaultLoadBalancer.class);
    private static final Random RANDOM = new Random(System.currentTimeMillis());

    private EntityGroupInfoComparator riComparator = new EntityGroupInfoComparator();
    private EntityGroupPlan.EntityGroupPlanComparator rpComparator = new EntityGroupPlan.EntityGroupPlanComparator();

    /**
     * Stores additional per-server information about the entityGroups added/removed
     * during the run of the balancing algorithm.
     * 
     * For servers that shed entityGroups, we need to track which entityGroups we have
     * already shed. <b>nextEntityGroupForUnload</b> contains the index in the list of
     * entityGroups on the server that is the next to be shed.
     */
    static class BalanceInfo {

        private final int nextEntityGroupForUnload;
        private int numEntityGroupsAdded;

        public BalanceInfo(int nextEntityGroupForUnload, int numEntityGroupsAdded) {
            this.nextEntityGroupForUnload = nextEntityGroupForUnload;
            this.numEntityGroupsAdded = numEntityGroupsAdded;
        }

        int getNextEntityGroupForUnload() {
            return nextEntityGroupForUnload;
        }

        int getNumEntityGroupsAdded() {
            return numEntityGroupsAdded;
        }

        void setNumEntityGroupsAdded(int numAdded) {
            this.numEntityGroupsAdded = numAdded;
        }
    }

    /**
     * Generate a global load balancing plan according to the specified map of
     * server information to the most loaded entityGroups of each server.
     * 
     * The load balancing invariant is that all servers are within 1 entityGroup of the
     * average number of entityGroups per server. If the average is an integer number,
     * all servers will be balanced to the average. Otherwise, all servers will
     * have either floor(average) or ceiling(average) entityGroups.
     * 
     * HBASE-3609 Modeled entityGroupsToMove using Guava's MinMaxPriorityQueue so that
     * we can fetch from both ends of the queue. At the beginning, we check
     * whether there was empty entityGroup server just discovered by Master. If so, we
     * alternately choose new / old entityGroups from head / tail of entityGroupsToMove,
     * respectively. This alternation avoids clustering young entityGroups on the newly
     * discovered entityGroup server. Otherwise, we choose new entityGroups from head of
     * entityGroupsToMove.
     * 
     * Another improvement from HBASE-3609 is that we assign entityGroups from
     * entityGroupsToMove to underloaded servers in round-robin fashion. Previously one
     * underloaded server would be filled before we move onto the next underloaded
     * server, leading to clustering of young entityGroups.
     * 
     * Finally, we randomly shuffle underloaded servers so that they receive
     * offloaded entityGroups relatively evenly across calls to balanceCluster().
     * 
     * The algorithm is currently implemented as such:
     * 
     * <ol>
     * <li>Determine the two valid numbers of entityGroups each server should have,
     * <b>MIN</b>=floor(average) and <b>MAX</b>=ceiling(average).
     * 
     * <li>Iterate down the most loaded servers, shedding entityGroups from each so
     * each server hosts exactly <b>MAX</b> entityGroups. Stop once you reach a server
     * that already has &lt;= <b>MAX</b> entityGroups.
     * <p>
     * Order the entityGroups to move from most recent to least.
     * 
     * <li>Iterate down the least loaded servers, assigning entityGroups so each server
     * has exactly </b>MIN</b> entityGroups. Stop once you reach a server that already
     * has &gt;= <b>MIN</b> entityGroups.
     * 
     * EntityGroups being assigned to underloaded servers are those that were shed in
     * the previous step. It is possible that there were not enough entityGroups shed
     * to fill each underloaded server to <b>MIN</b>. If so we end up with a
     * number of entityGroups required to do so, <b>neededEntityGroups</b>.
     * 
     * It is also possible that we were able to fill each underloaded but ended up
     * with entityGroups that were unassigned from overloaded servers but that still do
     * not have assignment.
     * 
     * If neither of these conditions hold (no entityGroups needed to fill the
     * underloaded servers, no entityGroups leftover from overloaded servers), we are
     * done and return. Otherwise we handle these cases below.
     * 
     * <li>If <b>neededEntityGroups</b> is non-zero (still have underloaded servers),
     * we iterate the most loaded servers again, shedding a single server from
     * each (this brings them from having <b>MAX</b> entityGroups to having <b>MIN</b>
     * entityGroups).
     * 
     * <li>We now definitely have more entityGroups that need assignment, either from
     * the previous step or from the original shedding from overloaded servers.
     * Iterate the least loaded servers filling each to <b>MIN</b>.
     * 
     * <li>If we still have more entityGroups that need assignment, again iterate the
     * least loaded servers, this time giving each one (filling them to
     * </b>MAX</b>) until we run out.
     * 
     * <li>All servers will now either host <b>MIN</b> or <b>MAX</b> entityGroups.
     * 
     * In addition, any server hosting &gt;= <b>MAX</b> entityGroups is guaranteed to
     * end up with <b>MAX</b> entityGroups at the end of the balancing. This ensures
     * the minimal number of entityGroups possible are moved.
     * </ol>
     * 
     * TODO: We can at-most reassign the number of entityGroups away from a particular
     * server to be how many they report as most loaded. Should we just keep all
     * assignment in memory? Any objections? Does this mean we need HeapSize on
     * HMaster? Or just careful monitor? (current thinking is we will hold all
     * assignments in memory)
     * 
     * @param clusterState Map of entityGroupservers and their load/entityGroup information
     *          to a list of their most loaded entityGroups
     * @return a list of entityGroups to be moved, including source and destination, or
     *         null if cluster is already balanced
     */
    public List<EntityGroupPlan> balanceCluster(Map<ServerName, List<EntityGroupInfo>> clusterMap) {
        boolean emptyFServerPresent = false;
        long startTime = System.currentTimeMillis();

        ClusterLoadState cs = new ClusterLoadState(clusterMap);

        int numServers = cs.getNumServers();
        if (numServers == 0) {
            LOG.debug("numServers=0 so skipping load balancing");
            return null;
        }
        NavigableMap<ServerAndLoad, List<EntityGroupInfo>> serversByLoad = cs.getServersByLoad();

        int numEntityGroups = cs.getNumEntityGroups();

        if (!this.needsBalance(cs)) {
            // Skipped because no server outside (min,max) range
            float average = cs.getLoadAverage(); // for logging
            LOG.info("Skipping load balancing because balanced cluster; " + "servers=" + numServers + " "
                    + "entityGroups=" + numEntityGroups + " average=" + average + " " + "mostloaded="
                    + serversByLoad.lastKey().getLoad() + " leastloaded=" + serversByLoad.firstKey().getLoad());
            return null;
        }

        int min = numEntityGroups / numServers;
        int max = numEntityGroups % numServers == 0 ? min : min + 1;

        // Using to check balance result.
        StringBuilder strBalanceParam = new StringBuilder();
        strBalanceParam.append("Balance parameter: numEntityGroups=").append(numEntityGroups)
                .append(", numServers=").append(numServers).append(", max=").append(max).append(", min=")
                .append(min);
        LOG.debug(strBalanceParam.toString());

        // Balance the cluster
        // TODO: Look at data block locality or a more complex load to do this
        MinMaxPriorityQueue<EntityGroupPlan> entityGroupsToMove = MinMaxPriorityQueue.orderedBy(rpComparator)
                .create();
        List<EntityGroupPlan> entityGroupsToReturn = new ArrayList<EntityGroupPlan>();

        // Walk down most loaded, pruning each to the max
        int serversOverloaded = 0;
        // flag used to fetch entityGroups from head and tail of list, alternately
        boolean fetchFromTail = false;
        Map<ServerName, BalanceInfo> serverBalanceInfo = new TreeMap<ServerName, BalanceInfo>();
        for (Map.Entry<ServerAndLoad, List<EntityGroupInfo>> server : serversByLoad.descendingMap().entrySet()) {
            ServerAndLoad sal = server.getKey();
            int entityGroupCount = sal.getLoad();
            if (entityGroupCount <= max) {
                serverBalanceInfo.put(sal.getServerName(), new BalanceInfo(0, 0));
                break;
            }
            serversOverloaded++;
            List<EntityGroupInfo> entityGroups = server.getValue();
            int numToOffload = Math.min(entityGroupCount - max, entityGroups.size());
            // account for the out-of-band entityGroups which were assigned to this server
            // after some other entityGroup server crashed
            Collections.sort(entityGroups, riComparator);
            int numTaken = 0;
            for (int i = 0; i <= numToOffload;) {
                EntityGroupInfo egInfo = entityGroups.get(i); // fetch from head
                if (fetchFromTail) {
                    egInfo = entityGroups.get(entityGroups.size() - 1 - i);
                }
                i++;
                entityGroupsToMove.add(new EntityGroupPlan(egInfo, sal.getServerName(), null));
                numTaken++;
                if (numTaken >= numToOffload)
                    break;
                // fetch in alternate order if there is new entityGroup server
                if (emptyFServerPresent) {
                    fetchFromTail = !fetchFromTail;
                }
            }
            serverBalanceInfo.put(sal.getServerName(), new BalanceInfo(numToOffload, (-1) * numTaken));
        }
        int totalNumMoved = entityGroupsToMove.size();

        // Walk down least loaded, filling each to the min
        int neededEntityGroups = 0; // number of entityGroups needed to bring all up to min
        fetchFromTail = false;

        Map<ServerName, Integer> underloadedServers = new HashMap<ServerName, Integer>();
        for (Map.Entry<ServerAndLoad, List<EntityGroupInfo>> server : serversByLoad.entrySet()) {
            int entityGroupCount = server.getKey().getLoad();
            if (entityGroupCount >= min) {
                break;
            }
            underloadedServers.put(server.getKey().getServerName(), min - entityGroupCount);
        }
        // number of servers that get new entityGroups
        int serversUnderloaded = underloadedServers.size();
        int incr = 1;
        List<ServerName> sns = Arrays
                .asList(underloadedServers.keySet().toArray(new ServerName[serversUnderloaded]));
        Collections.shuffle(sns, RANDOM);
        while (entityGroupsToMove.size() > 0) {
            int cnt = 0;
            int i = incr > 0 ? 0 : underloadedServers.size() - 1;
            for (; i >= 0 && i < underloadedServers.size(); i += incr) {
                if (entityGroupsToMove.isEmpty())
                    break;
                ServerName si = sns.get(i);
                int numToTake = underloadedServers.get(si);
                if (numToTake == 0)
                    continue;

                addEntityGroupPlan(entityGroupsToMove, fetchFromTail, si, entityGroupsToReturn);
                if (emptyFServerPresent) {
                    fetchFromTail = !fetchFromTail;
                }

                underloadedServers.put(si, numToTake - 1);
                cnt++;
                BalanceInfo bi = serverBalanceInfo.get(si);
                if (bi == null) {
                    bi = new BalanceInfo(0, 0);
                    serverBalanceInfo.put(si, bi);
                }
                bi.setNumEntityGroupsAdded(bi.getNumEntityGroupsAdded() + 1);
            }
            if (cnt == 0)
                break;
            // iterates underloadedServers in the other direction
            incr = -incr;
        }
        for (Integer i : underloadedServers.values()) {
            // If we still want to take some, increment needed
            neededEntityGroups += i;
        }

        // If none needed to fill all to min and none left to drain all to max,
        // we are done
        if (neededEntityGroups == 0 && entityGroupsToMove.isEmpty()) {
            long endTime = System.currentTimeMillis();
            LOG.info("Calculated a load balance in " + (endTime - startTime) + "ms. " + "Moving " + totalNumMoved
                    + " entityGroups off of " + serversOverloaded + " overloaded servers onto " + serversUnderloaded
                    + " less loaded servers");
            return entityGroupsToReturn;
        }

        // Need to do a second pass.
        // Either more entityGroups to assign out or servers that are still underloaded

        // If we need more to fill min, grab one from each most loaded until enough
        if (neededEntityGroups != 0) {
            // Walk down most loaded, grabbing one from each until we get enough
            for (Map.Entry<ServerAndLoad, List<EntityGroupInfo>> server : serversByLoad.descendingMap()
                    .entrySet()) {
                BalanceInfo balanceInfo = serverBalanceInfo.get(server.getKey().getServerName());
                int idx = balanceInfo == null ? 0 : balanceInfo.getNextEntityGroupForUnload();
                if (idx >= server.getValue().size())
                    break;
                EntityGroupInfo entityGroup = server.getValue().get(idx);
                entityGroupsToMove.add(new EntityGroupPlan(entityGroup, server.getKey().getServerName(), null));
                totalNumMoved++;
                if (--neededEntityGroups == 0) {
                    // No more entityGroups needed, done shedding
                    break;
                }
            }
        }

        // Now we have a set of entityGroups that must be all assigned out
        // Assign each underloaded up to the min, then if leftovers, assign to max

        // Walk down least loaded, assigning to each to fill up to min
        for (Map.Entry<ServerAndLoad, List<EntityGroupInfo>> server : serversByLoad.entrySet()) {
            int entityGroupCount = server.getKey().getLoad();
            if (entityGroupCount >= min)
                break;
            BalanceInfo balanceInfo = serverBalanceInfo.get(server.getKey().getServerName());
            if (balanceInfo != null) {
                entityGroupCount += balanceInfo.getNumEntityGroupsAdded();
            }
            if (entityGroupCount >= min) {
                continue;
            }
            int numToTake = min - entityGroupCount;
            int numTaken = 0;
            while (numTaken < numToTake && 0 < entityGroupsToMove.size()) {
                addEntityGroupPlan(entityGroupsToMove, fetchFromTail, server.getKey().getServerName(),
                        entityGroupsToReturn);
                numTaken++;
                if (emptyFServerPresent) {
                    fetchFromTail = !fetchFromTail;
                }
            }
        }

        // If we still have entityGroups to dish out, assign underloaded to max
        if (0 < entityGroupsToMove.size()) {
            for (Map.Entry<ServerAndLoad, List<EntityGroupInfo>> server : serversByLoad.entrySet()) {
                int entityGroupCount = server.getKey().getLoad();
                if (entityGroupCount >= max) {
                    break;
                }
                addEntityGroupPlan(entityGroupsToMove, fetchFromTail, server.getKey().getServerName(),
                        entityGroupsToReturn);
                if (emptyFServerPresent) {
                    fetchFromTail = !fetchFromTail;
                }
                if (entityGroupsToMove.isEmpty()) {
                    break;
                }
            }
        }

        long endTime = System.currentTimeMillis();

        if (!entityGroupsToMove.isEmpty() || neededEntityGroups != 0) {
            // Emit data so can diagnose how balancer went astray.
            LOG.warn("entityGroupsToMove=" + totalNumMoved + ", numServers=" + numServers + ", serversOverloaded="
                    + serversOverloaded + ", serversUnderloaded=" + serversUnderloaded);
            StringBuilder sb = new StringBuilder();
            for (Map.Entry<ServerName, List<EntityGroupInfo>> e : clusterMap.entrySet()) {
                if (sb.length() > 0)
                    sb.append(", ");
                sb.append(e.getKey().toString());
                sb.append(" ");
                sb.append(e.getValue().size());
            }
            LOG.warn("Input " + sb.toString());
        }

        // All done!
        LOG.info("Done. Calculated a load balance in " + (endTime - startTime) + "ms. " + "Moving " + totalNumMoved
                + " entityGroups off of " + serversOverloaded + " overloaded servers onto " + serversUnderloaded
                + " less loaded servers");

        return entityGroupsToReturn;
    }

    /**
     * Add a entityGroup from the head or tail to the List of entityGroups to return.
     */
    private void addEntityGroupPlan(final MinMaxPriorityQueue<EntityGroupPlan> entityGroupsToMove,
            final boolean fetchFromTail, final ServerName sn, List<EntityGroupPlan> entityGroupsToReturn) {
        EntityGroupPlan rp = null;
        if (!fetchFromTail)
            rp = entityGroupsToMove.remove();
        else
            rp = entityGroupsToMove.removeLast();
        rp.setDestination(sn);
        entityGroupsToReturn.add(rp);
    }
}