Files
gf/os/gtimer/gtimer_entry.go
2021-01-19 10:40:07 +08:00

212 lines
6.5 KiB
Go

// Copyright GoFrame Author(https://goframe.org). All Rights Reserved.
//
// This Source Code Form is subject to the terms of the MIT License.
// If a copy of the MIT was not distributed with this file,
// You can obtain one at https://github.com/gogf/gf.
package gtimer
import (
"time"
"github.com/gogf/gf/container/gtype"
)
// Entry is the timing job entry to wheel.
type Entry struct {
name string
wheel *wheel // Belonged wheel.
job JobFunc // The job function.
singleton *gtype.Bool // Singleton mode.
status *gtype.Int // Job status.
times *gtype.Int // Limit running times.
intervalTicks int64 // The interval ticks of the job.
createTicks int64 // Timer ticks when the job installed.
createMs int64 // The timestamp in milliseconds when job installed.
intervalMs int64 // The interval milliseconds of the job.
installIntervalMs int64 // Interval when first installation in milliseconds.
}
// JobFunc is the job function.
type JobFunc = func()
// addEntry adds a timing job to the wheel.
func (w *wheel) addEntry(interval time.Duration, job JobFunc, singleton bool, times int, status int) *Entry {
if times <= 0 {
times = defaultTimes
}
var (
intervalMs = interval.Nanoseconds() / 1e6
intervalTicks = intervalMs / w.intervalMs
)
if intervalTicks == 0 {
// If the given interval is lesser than the one of the wheel,
// then sets it to one tick, which means it will be run in one interval.
intervalTicks = 1
}
var (
nowMs = time.Now().UnixNano() / 1e6
nowTicks = w.ticks.Val()
entry = &Entry{
wheel: w,
job: job,
times: gtype.NewInt(times),
status: gtype.NewInt(status),
createTicks: nowTicks,
intervalTicks: intervalTicks,
singleton: gtype.NewBool(singleton),
createMs: nowMs,
intervalMs: intervalMs,
installIntervalMs: intervalMs,
}
)
// Install the job to the list of the slot.
w.slots[(nowTicks+intervalTicks)%w.number].PushBack(entry)
return entry
}
// addEntryByParent adds a timing job with parent entry.
// The parameter `rollOn` specifies if just rolling on the entry, which was not met the runnable requirement
// and not executed previously. This is true often when the job internal is too long.
func (w *wheel) addEntryByParent(rollOn bool, nowMs, interval int64, parent *Entry) *Entry {
intervalTicks := interval / w.intervalMs
if intervalTicks == 0 {
intervalTicks = 1
}
nowTicks := w.ticks.Val()
entry := &Entry{
name: parent.name,
wheel: w,
job: parent.job,
times: parent.times,
status: parent.status,
intervalTicks: intervalTicks,
singleton: parent.singleton,
createTicks: nowTicks,
createMs: nowMs,
intervalMs: interval,
installIntervalMs: parent.installIntervalMs,
}
if rollOn {
entry.createMs = parent.createMs
if parent.wheel.level == w.level {
entry.createTicks = parent.createTicks
}
}
w.slots[(nowTicks+intervalTicks)%w.number].PushBack(entry)
return entry
}
// Status returns the status of the job.
func (entry *Entry) Status() int {
return entry.status.Val()
}
// SetStatus custom sets the status for the job.
func (entry *Entry) SetStatus(status int) int {
return entry.status.Set(status)
}
// Start starts the job.
func (entry *Entry) Start() {
entry.status.Set(StatusReady)
}
// Stop stops the job.
func (entry *Entry) Stop() {
entry.status.Set(StatusStopped)
}
//Reset reset the job.
func (entry *Entry) Reset() {
entry.status.Set(StatusReset)
}
// Close closes the job, and then it will be removed from the timer.
func (entry *Entry) Close() {
entry.status.Set(StatusClosed)
}
// IsSingleton checks and returns whether the job in singleton mode.
func (entry *Entry) IsSingleton() bool {
return entry.singleton.Val()
}
// SetSingleton sets the job singleton mode.
func (entry *Entry) SetSingleton(enabled bool) {
entry.singleton.Set(enabled)
}
// SetTimes sets the limit running times for the job.
func (entry *Entry) SetTimes(times int) {
entry.times.Set(times)
}
// Run runs the job.
func (entry *Entry) Run() {
entry.job()
}
// check checks if the job should be run in given ticks and timestamp milliseconds.
func (entry *Entry) check(nowTicks int64, nowMs int64) (runnable, addable bool) {
switch entry.status.Val() {
case StatusStopped:
return false, true
case StatusClosed:
return false, false
case StatusReset:
return false, true
}
// Firstly checks using the ticks, this may be low precision as one tick is a little bit long.
//if entry.name == "1" {
// intlog.Print("check:", nowTicks-entry.createTicks, nowTicks, entry.createTicks, entry.intervalTicks)
//}
if diff := nowTicks - entry.createTicks; diff > 0 && diff%entry.intervalTicks == 0 {
// If not the lowest level wheel.
if entry.wheel.level > 0 {
diffMs := nowMs - entry.createMs
switch {
// Add it to the next slot, which means it will run on next interval.
case diffMs < entry.wheel.timer.intervalMs:
entry.wheel.slots[(nowTicks+entry.intervalTicks)%entry.wheel.number].PushBack(entry)
return false, false
// Normal rolls on the job.
case diffMs >= entry.wheel.timer.intervalMs:
// Calculate the leftover milliseconds,
// if it is greater than the minimum interval, then re-install it.
if leftMs := entry.intervalMs - diffMs; leftMs > entry.wheel.timer.intervalMs {
// Re-calculate and re-installs the job proper slot.
entry.wheel.timer.doAddEntryByParent(false, nowMs, leftMs, entry)
return false, false
}
}
}
// Singleton mode check.
if entry.IsSingleton() {
// Note that it is atomic operation to ensure concurrent safety.
if entry.status.Set(StatusRunning) == StatusRunning {
return false, true
}
}
// Limit running times.
times := entry.times.Add(-1)
if times <= 0 {
// Note that it is atomic operation to ensure concurrent safety.
if entry.status.Set(StatusClosed) == StatusClosed || times < 0 {
return false, false
}
}
// This means it does not limit the running times.
// I know it's ugly, but it is surely high performance for running times limit.
if times < 2000000000 && times > 1000000000 {
entry.times.Set(defaultTimes)
}
//if entry.name == "1" {
// intlog.Print("runnable:", nowTicks-entry.createTicks, nowTicks, entry.createTicks, entry.createTicks, entry.interval)
//}
return true, true
}
return false, true
}