2021-01-30 00:07:43 +00:00
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using System;
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2019-12-22 11:50:47 +00:00
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using System.Collections.Generic;
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2020-06-14 20:19:12 +00:00
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using System.Linq;
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2021-01-30 00:07:43 +00:00
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using System.Net.WebSockets;
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2019-12-22 11:50:47 +00:00
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using System.Threading.Tasks;
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2020-06-14 20:19:12 +00:00
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using App.Metrics;
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2021-01-15 10:29:43 +00:00
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using Myriad.Gateway;
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using NodaTime;
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using NodaTime.Extensions;
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using Serilog;
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namespace PluralKit.Bot
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{
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2021-01-30 00:07:43 +00:00
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// TODO: how much of this do we need now that we have logging in the shard library?
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// A lot could probably be cleaned up...
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public class ShardInfoService
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{
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public class ShardInfo
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{
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public bool HasAttachedListeners;
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public Instant LastConnectionTime;
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public Instant LastHeartbeatTime;
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public int DisconnectionCount;
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public Duration ShardLatency;
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public bool Connected;
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}
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private readonly IMetrics _metrics;
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private readonly ILogger _logger;
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private readonly Cluster _client;
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private readonly Dictionary<int, ShardInfo> _shardInfo = new();
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public ShardInfoService(ILogger logger, Cluster client, IMetrics metrics)
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{
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_client = client;
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_metrics = metrics;
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_logger = logger.ForContext<ShardInfoService>();
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}
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public void Init()
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{
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// We initialize this before any shards are actually created and connected
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// This means the client won't know the shard count, so we attach a listener every time a shard gets connected
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_client.ShardCreated += InitializeShard;
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}
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private void ReportShardStatus()
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{
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foreach (var (id, shard) in _shardInfo)
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_metrics.Measure.Gauge.SetValue(BotMetrics.ShardLatency, new MetricTags("shard", id.ToString()), shard.ShardLatency.TotalMilliseconds);
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_metrics.Measure.Gauge.SetValue(BotMetrics.ShardsConnected, _shardInfo.Count(s => s.Value.Connected));
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}
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private void InitializeShard(Shard shard)
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{
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// Get or insert info in the client dict
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if (_shardInfo.TryGetValue(shard.ShardId, out var info))
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{
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// Skip adding listeners if we've seen this shard & already added listeners to it
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if (info.HasAttachedListeners)
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return;
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} else _shardInfo[shard.ShardId] = info = new ShardInfo();
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// Call our own SocketOpened listener manually (and then attach the listener properly)
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SocketOpened(shard);
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shard.SocketOpened += () => SocketOpened(shard);
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// Register listeners for new shards
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_logger.Information("Attaching listeners to new shard #{Shard}", shard.ShardId);
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shard.Resumed += () => Resumed(shard);
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shard.Ready += () => Ready(shard);
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shard.SocketClosed += (closeStatus, message) => SocketClosed(shard, closeStatus, message);
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shard.HeartbeatReceived += latency => Heartbeated(shard, latency);
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// Register that we've seen it
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info.HasAttachedListeners = true;
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}
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private void SocketOpened(Shard shard)
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{
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// We do nothing else here, since this kinda doesn't mean *much*? It's only really started once we get Ready/Resumed
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// And it doesn't get fired first time around since we don't have time to add the event listener before it's fired'
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_logger.Information("Shard #{Shard} opened socket", shard.ShardId);
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}
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private ShardInfo TryGetShard(Shard shard)
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{
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// If we haven't seen this shard before, add it to the dict!
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// I don't think this will ever occur since the shard number is constant up-front and we handle those
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// in the RefreshShardList handler above but you never know, I guess~
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if (!_shardInfo.TryGetValue(shard.ShardId, out var info))
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_shardInfo[shard.ShardId] = info = new ShardInfo();
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return info;
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}
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private void Resumed(Shard shard)
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{
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_logger.Information("Shard #{Shard} resumed connection", shard.ShardId);
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var info = TryGetShard(shard);
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// info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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info.Connected = true;
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ReportShardStatus();
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}
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private void Ready(Shard shard)
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{
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_logger.Information("Shard #{Shard} sent Ready event", shard.ShardId);
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var info = TryGetShard(shard);
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info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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info.Connected = true;
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ReportShardStatus();
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}
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private void SocketClosed(Shard shard, WebSocketCloseStatus closeStatus, string message)
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{
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_logger.Warning("Shard #{Shard} disconnected ({CloseCode}: {CloseMessage})",
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shard.ShardId, closeStatus, message);
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var info = TryGetShard(shard);
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info.DisconnectionCount++;
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info.Connected = false;
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ReportShardStatus();
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}
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private void Heartbeated(Shard shard, TimeSpan latency)
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{
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_logger.Information("Shard #{Shard} received heartbeat (latency: {Latency} ms)",
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shard.ShardId, latency.Milliseconds);
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var info = TryGetShard(shard);
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info.LastHeartbeatTime = SystemClock.Instance.GetCurrentInstant();
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info.Connected = true;
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info.ShardLatency = latency.ToDuration();
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}
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public ShardInfo GetShardInfo(Shard shard) => _shardInfo[shard.ShardId];
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public ICollection<ShardInfo> Shards => _shardInfo.Values;
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}
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}
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