Sentinel-FlowSlot

FlowSlot流控规则

这里面主要是根据qps或者线程数配置,来做限流。

    private static boolean passLocalCheck(FlowRule rule, Context context, DefaultNode node, int acquireCount,
                                          boolean prioritized) {
        // 根据配置获取关联的node
        Node selectedNode = selectNodeByRequesterAndStrategy(rule, context, node);
        if (selectedNode == null) {
            return true;
        }

        return rule.getRater().canPass(selectedNode, acquireCount, prioritized);
    }

限流规则的实现有这么几个

都实现了TrafficShapingController接口

DefaultController快速失败

这个策略就是说当发现如果加上请求数使得当前的QPS超过阈值的时候,则快速失败。不过有个前提在node的优先级高且当前是检验QPS的时候,如果计算得到的等待时间不超过500ms,则当前的qps计算在未来的样本窗内,并sleep相应的等待时间,依然放行。

    public boolean canPass(Node node, int acquireCount, boolean prioritized) {
        int curCount = avgUsedTokens(node);
        if (curCount + acquireCount > count) { // 被流控
            // 如果流控策略是基于QPS 并且优先级较高
            if (prioritized && grade == RuleConstant.FLOW_GRADE_QPS) {
                long currentTime;
                long waitInMs;
                currentTime = TimeUtil.currentTimeMillis();
                /**
                 * 计算要等待的时间
                 */
                waitInMs = node.tryOccupyNext(currentTime, acquireCount, count);
                if (waitInMs < OccupyTimeoutProperty.getOccupyTimeout()) {
                    // 添加占用未来时间对应的样本窗的pass配额
                    node.addWaitingRequest(currentTime + waitInMs, acquireCount);
                    // 统计 OccupiedPass
                    node.addOccupiedPass(acquireCount);
                    sleep(waitInMs);

                    // PriorityWaitException indicates that the request will pass after waiting for {@link @waitInMs}.
                    throw new PriorityWaitException(waitInMs);
                }
            }
            return false;
        }
        return true;
    }

那么等待时间是如何计算的呢?

@Override
    public long tryOccupyNext(long currentTime, int acquireCount, double threshold) {
        double maxCount = threshold * IntervalProperty.INTERVAL / 1000;
        // 0
        long currentBorrow = rollingCounterInSecond.waiting();
        if (currentBorrow >= maxCount) {
            return OccupyTimeoutProperty.getOccupyTimeout();
        }

        // 500
        int windowLength = IntervalProperty.INTERVAL / SampleCountProperty.SAMPLE_COUNT;
        /**
         * 这个算法  是获取当前时间对应的样本窗的结束时间 往前推一个单位时间窗 来获取到一个能统计到当前时间对应的样本窗的最早时间
         */
        long earliestTime = currentTime - currentTime % windowLength + windowLength - IntervalProperty.INTERVAL;

        int idx = 0;
        /*
         * Note: here {@code currentPass} may be less than it really is NOW, because time difference
         * since call rollingCounterInSecond.pass(). So in high concurrency, the following code may
         * lead more tokens be borrowed.
         */
        // 当前时间单位窗口的统计数
        long currentPass = rollingCounterInSecond.pass();
        /**
         * 这块逻辑很好理解:
         * 从最早时间 到 当前时间为止
         * 初始等待时间为  当前时间对应的样本窗,剩余的时间长度
         * 如果去掉最早样本窗的pass数之后,发现仍然大于阈值 ,则等待时间数 + 样本时间窗长度
         * 直到等待时间超过500ms   也就是说最大的等待时间不超过500ms
         */
        while (earliestTime < currentTime) {
            long waitInMs = idx * windowLength + windowLength - currentTime % windowLength;
            if (waitInMs >= OccupyTimeoutProperty.getOccupyTimeout()) {
                break;
            }
            long windowPass = rollingCounterInSecond.getWindowPass(earliestTime);
            if (currentPass + currentBorrow + acquireCount - windowPass <= maxCount) {
                return waitInMs;
            }
            earliestTime += windowLength;
            currentPass -= windowPass;
            idx++;
        }

        return OccupyTimeoutProperty.getOccupyTimeout();
    }

RateLimiterController排队等待

这里边利用的漏斗算法实现,假设阈值5qps,那么允许1秒内通过5个请求,这样如果需要处理2个请求,消耗的时间为  2/5*1000ms

上次通过的时间+消耗的时间 = 如果pass,则需要当前时间达到的这个期望时间。

接下来对期望时间和当前时间比较,如果当前时间大,说明早就可以通过了,并重置通过时间

如果期望时间大,那么就算一下离期望时间还有多少时间,这个多少时间就是等待时间。

如果这个等待时间超过了配置的500ms,则不通过,如果不超过500ms,则sleep等待时间,并最后pass

@Override
    public boolean canPass(Node node, int acquireCount, boolean prioritized) {
        // Pass when acquire count is less or equal than 0.
        if (acquireCount <= 0) {
            return true;
        }
        // Reject when count is less or equal than 0.
        // Otherwise,the costTime will be max of long and waitTime will overflow in some cases.
        if (count <= 0) {
            return false;
        }

        long currentTime = TimeUtil.currentTimeMillis();
        // Calculate the interval between every two requests.
        // 计算acquireCount通过需要耗时
        long costTime = Math.round(1.0 * (acquireCount) / count * 1000);

        // Expected pass time of this request.
        // 计算期望的pass时间点
        long expectedTime = costTime + latestPassedTime.get();

        if (expectedTime <= currentTime) { // 当前时间超过了通过点 pass
            // Contention may exist here, but it's okay.
            latestPassedTime.set(currentTime);
            return true;
        } else {  //  没有到达pass通过的时间点
            // Calculate the time to wait.
            long waitTime = costTime + latestPassedTime.get() - TimeUtil.currentTimeMillis();
            if (waitTime > maxQueueingTimeMs) {  //等待时间超过了配置的maxQueueingTimeMs
                return false;
            } else {
                long oldTime = latestPassedTime.addAndGet(costTime);
                try {
                    // 二次判断
                    waitTime = oldTime - TimeUtil.currentTimeMillis();
                    if (waitTime > maxQueueingTimeMs) {
                        latestPassedTime.addAndGet(-costTime);
                        return false;
                    }
                    // in race condition waitTime may <= 0
                    // 等待,后续在处理
                    if (waitTime > 0) {
                        Thread.sleep(waitTime);
                    }
                    return true;
                } catch (InterruptedException e) {
                }
            }
        }
        return false;
    }

 WarmUpController预热流控

在初始化的时候,warmUp斜率模板已经订好了coldFactor     warningToken   maxToken  slope  这些属性也就定义好了这个warmup的整个过程。

public class WarmUpController implements TrafficShapingController {

    // FlowRule中设定的阈值
    protected double count;
    /**
     * coldFactor:冷却因子,默认为3,表示倍数,即系统最"冷"时(令牌桶饱和时),令牌生成时间间隔是正常情况下的多少倍
     */
    private int coldFactor;
   // warningToken:预警值,表示进入预热或预热完毕
    protected int warningToken = 0;
    /**
     * maxToken:最大可用token值,计算公式:warningToken+(2*时间*阈值)/(1+因子),默认情况下为warningToken的2倍
     */
    private int maxToken;
    /**
     * slope:斜度,(coldFactor-1)/count/(maxToken-warningToken),用于计算token生成的时间间隔,
     * 进而计算当前token生成速度,最终比较token生成速度与消费速度,决定是否限流
     */
    protected double slope;

    /**
     * 令牌桶中令牌的数量
     */
    protected AtomicLong storedTokens = new AtomicLong(0);

    // 最后一次添加令牌的时间戳
    protected AtomicLong lastFilledTime = new AtomicLong(0);

    public WarmUpController(double count, int warmUpPeriodInSec, int coldFactor) {
        construct(count, warmUpPeriodInSec, coldFactor);
    }

    public WarmUpController(double count, int warmUpPeriodInSec) {
        construct(count, warmUpPeriodInSec, 3);
    }

    private void construct(double count, int warmUpPeriodInSec, int coldFactor) {

        /**
         * 假设配置的阈值是QPS=5  一秒内的允许通过5个 count=5  预热时间为10s 即warmUpPeriodInSec =10
         * 则 coldInterval = coldFactor * stableInterval = 3 * 0.2s = 0.6s
         *  warmUpPeriodInSec = 梯形面积 = 0.5 * (coldInterval+stableInterval)*(maxToken - warningToken)  而 maxToken = 2 * warningToken
         * 计算得到   10 = 0.4 * 1 * warningToken   warningToken = 25    maxToken =50
         *
         */
        if (coldFactor <= 1) {
            throw new IllegalArgumentException("Cold factor should be larger than 1");
        }

        this.count = count;

        this.coldFactor = coldFactor;

        // thresholdPermits = 0.5 * warmupPeriod / stableInterval.
        // warningToken = 100;
        warningToken = (int)(warmUpPeriodInSec * count) / (coldFactor - 1);
        // / maxPermits = thresholdPermits + 2 * warmupPeriod /
        // (stableInterval + coldInterval)
        // maxToken = 200
        maxToken = warningToken + (int)(2 * warmUpPeriodInSec * count / (1.0 + coldFactor));

        // slope
        // slope = (coldIntervalMicros - stableIntervalMicros) / (maxPermits
        // - thresholdPermits);
        slope = (coldFactor - 1.0) / count / (maxToken - warningToken);

    }

这个参考guava的RateLimiter的实现,不过相对guava的预热机制比较简单。sentinel将前一个样本窗口的qps用来初始化定义的warmUp斜率模板,计算得出当前的token数,根据这个token数,再来计算得出一个生成token数速率,

当前的qps为消耗速度,如果消耗比生成快,那么就流控,如果消耗速率慢,那么直接比较qps是否达到阈值。

@Override
    public boolean canPass(Node node, int acquireCount, boolean prioritized) {
        // 获取当前1s的QPS
        long passQps = (long) node.passQps();
        // 获取上一窗口通过的qps
        long previousQps = (long) node.previousPassQps();
        // 生成和滑落token
        syncToken(previousQps);

        // 开始计算它的斜率
        // 如果进入了警戒线,开始调整他的qps
        long restToken = storedTokens.get();
        if (restToken >= warningToken) {
            // 如果令牌桶中的token数量大于警戒值,说明还未预热结束,需要判断token的生成速度和消费速度
            long aboveToken = restToken - warningToken;
            // 消耗的速度要比warning快,但是要比慢
            // current interval = restToken*slope+1/count
            double warningQps = Math.nextUp(1.0 / (aboveToken * slope + 1.0 / count));
            if (passQps + acquireCount <= warningQps) {
                return true;
            }
        } else {
            if (passQps + acquireCount <= count) {
                return true;
            }
        }

        return false;
    }

WarmUpRateLimiterController预热等待排队流控

这个流控规则跟warmupController的区别在于,通过计算得到的waringQPS可以算到通过相应的请求数需要的消耗时间了。

有了这个消耗时间也就计算得到了期望时间,参考RateLimiterController  就可以实现排队等待了。

参考 :https://blog.csdn.net/qq_33811736/article/details/119453868 

原文地址:https://www.cnblogs.com/gaojy/p/15302859.html