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https://github.com/matrix-org/dendrite.git
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Add metrics for the various ways of calculating room state
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parent
c1e026ba81
commit
7de0fab340
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@ -26,12 +26,45 @@ var calculateStateDurations = prometheus.NewSummaryVec(
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[]string{"algorithm", "outcome"},
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)
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type calculateStateTimer struct {
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algorithm string
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startTime time.Time
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var calculateStatePrevEventLength = prometheus.NewSummaryVec(
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prometheus.SummaryOpts{
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Namespace: "dendrite",
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Subsystem: "roomserver",
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Name: "calculate_state_prev_event_length",
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Help: "The length of the list of events to calculate the state after",
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},
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[]string{"algorithm", "outcome"},
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)
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var calculateStateFullStateLength = prometheus.NewSummaryVec(
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prometheus.SummaryOpts{
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Namespace: "dendrite",
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Subsystem: "roomserver",
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Name: "calculate_state_full_state_length",
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Help: "The length of the full room state.",
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},
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[]string{"algorithm", "outcome"},
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)
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var calculateStateConflictLength = prometheus.NewSummaryVec(
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prometheus.SummaryOpts{
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Namespace: "dendrite",
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Subsystem: "roomserver",
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Name: "calculate_state_conflict_state_length",
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Help: "The length of the conflicted room state.",
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},
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[]string{"algorithm", "outcome"},
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)
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type calculateStateMetrics struct {
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algorithm string
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startTime time.Time
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prevEventLength int
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fullStateLength int
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conflictLength int
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}
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func (c *calculateStateTimer) stop(stateNID types.StateSnapshotNID, err error) (types.StateSnapshotNID, error) {
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func (c *calculateStateMetrics) stop(stateNID types.StateSnapshotNID, err error) (types.StateSnapshotNID, error) {
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var outcome string
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if err == nil {
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outcome = "success"
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@ -42,11 +75,23 @@ func (c *calculateStateTimer) stop(stateNID types.StateSnapshotNID, err error) (
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calculateStateDurations.WithLabelValues(c.algorithm, outcome).Observe(
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float64(endTime.Sub(c.startTime).Nanoseconds()) / 1000.,
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)
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calculateStatePrevEventLength.WithLabelValues(c.algorithm, outcome).Observe(
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float64(c.prevEventLength),
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)
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calculateStateFullStateLength.WithLabelValues(c.algorithm, outcome).Observe(
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float64(c.fullStateLength),
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)
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calculateStateConflictLength.WithLabelValues(c.algorithm, outcome).Observe(
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float64(c.conflictLength),
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)
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return stateNID, err
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}
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func init() {
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prometheus.MustRegister(calculateStateDurations)
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prometheus.MustRegister(
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calculateStateDurations, calculateStatePrevEventLength,
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calculateStateFullStateLength, calculateStateConflictLength,
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)
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}
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// calculateAndStoreState calculates a snapshot of the state of a room before an event.
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@ -74,13 +119,13 @@ func calculateAndStoreStateBeforeEvent(
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// calculateAndStoreStateAfterEvents finds the room state after the given events.
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// Stores the resulting state in the database and returns a numeric ID for that snapshot.
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func calculateAndStoreStateAfterEvents(db RoomEventDatabase, roomNID types.RoomNID, prevStates []types.StateAtEvent) (types.StateSnapshotNID, error) {
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timer := calculateStateTimer{startTime: time.Now()}
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metrics := calculateStateMetrics{startTime: time.Now(), prevEventLength: len(prevStates)}
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if len(prevStates) == 0 {
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// 2) There weren't any prev_events for this event so the state is
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// empty.
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timer.algorithm = "empty_state"
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return timer.stop(db.AddState(roomNID, nil, nil))
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metrics.algorithm = "empty_state"
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return metrics.stop(db.AddState(roomNID, nil, nil))
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}
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if len(prevStates) == 1 {
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@ -90,22 +135,22 @@ func calculateAndStoreStateAfterEvents(db RoomEventDatabase, roomNID types.RoomN
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// have the same state, so this event has exactly the same state
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// as the previous events.
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// This should be the common case.
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timer.algorithm = "no_change"
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return timer.stop(prevState.BeforeStateSnapshotNID, nil)
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metrics.algorithm = "no_change"
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return metrics.stop(prevState.BeforeStateSnapshotNID, nil)
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}
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// The previous event was a state event so we need to store a copy
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// of the previous state updated with that event.
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stateBlockNIDLists, err := db.StateBlockNIDs([]types.StateSnapshotNID{prevState.BeforeStateSnapshotNID})
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if err != nil {
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timer.algorithm = "_load_state_blocks"
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return timer.stop(0, err)
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metrics.algorithm = "_load_state_blocks"
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return metrics.stop(0, err)
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}
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stateBlockNIDs := stateBlockNIDLists[0].StateBlockNIDs
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if len(stateBlockNIDs) < maxStateBlockNIDs {
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// 4) The number of state data blocks is small enough that we can just
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// add the state event as a block of size one to the end of the blocks.
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timer.algorithm = "single_delta"
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return timer.stop(db.AddState(
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metrics.algorithm = "single_delta"
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return metrics.stop(db.AddState(
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roomNID, stateBlockNIDs, []types.StateEntry{prevState.StateEntry},
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))
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}
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@ -113,7 +158,7 @@ func calculateAndStoreStateAfterEvents(db RoomEventDatabase, roomNID types.RoomN
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// So fall through to calculateAndStoreStateAfterManyEvents
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}
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return calculateAndStoreStateAfterManyEvents(db, roomNID, prevStates, timer)
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return calculateAndStoreStateAfterManyEvents(db, roomNID, prevStates, metrics)
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}
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// maxStateBlockNIDs is the maximum number of state data blocks to use to encode a snapshot of room state.
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@ -127,14 +172,14 @@ const maxStateBlockNIDs = 64
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// This handles the slow path of calculateAndStoreStateAfterEvents for when there is more than one event.
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// Stores the resulting state and returns a numeric ID for the snapshot.
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func calculateAndStoreStateAfterManyEvents(
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db RoomEventDatabase, roomNID types.RoomNID, prevStates []types.StateAtEvent, timer calculateStateTimer,
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db RoomEventDatabase, roomNID types.RoomNID, prevStates []types.StateAtEvent, metrics calculateStateMetrics,
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) (types.StateSnapshotNID, error) {
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// Conflict resolution.
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// First stage: load the state after each of the prev events.
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combined, err := state.LoadCombinedStateAfterEvents(db, prevStates)
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if err != nil {
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timer.algorithm = "_load_combined_state"
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return timer.stop(0, err)
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metrics.algorithm = "_load_combined_state"
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return metrics.stop(0, err)
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}
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// Collect all the entries with the same type and key together.
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@ -148,6 +193,8 @@ func calculateAndStoreStateAfterManyEvents(
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var state []types.StateEntry
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if len(conflicts) > 0 {
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metrics.conflictLength = len(conflicts)
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// 5) There are conflicting state events, for each conflict workout
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// what the appropriate state event is.
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@ -161,20 +208,21 @@ func calculateAndStoreStateAfterManyEvents(
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resolved, err := resolveConflicts(db, notConflicted, conflicts)
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if err != nil {
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timer.algorithm = "_resolve_conflicts"
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return timer.stop(0, err)
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metrics.algorithm = "_resolve_conflicts"
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return metrics.stop(0, err)
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}
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timer.algorithm = "full_state_with_conflicts"
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metrics.algorithm = "full_state_with_conflicts"
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state = resolved
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} else {
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timer.algorithm = "full_state_no_conflicts"
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metrics.algorithm = "full_state_no_conflicts"
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// 6) There weren't any conflicts
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state = combined
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}
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metrics.fullStateLength = len(state)
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// TODO: Check if we can encode the new state as a delta against the
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// previous state.
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return timer.stop(db.AddState(roomNID, nil, state))
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return metrics.stop(db.AddState(roomNID, nil, state))
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}
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// loadStateEvents loads the matrix events for a list of state entries.
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@ -244,7 +292,6 @@ func resolveConflicts(db RoomEventDatabase, notConflicted, conflicted []types.St
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}
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// Resolve the conflicts.
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fmt.Println("Resolving", len(conflicted), "conflicts with", len(authEvents), "authEvents")
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resolvedEvents := gomatrixserverlib.ResolveStateConflicts(conflictedEvents, authEvents)
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// Map from the full events back to numeric state entries.
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