chore: go mod tidy / vendor / make deps
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21
vendor/google.golang.org/grpc/balancer/endpointsharding/endpointsharding.go
generated
vendored
21
vendor/google.golang.org/grpc/balancer/endpointsharding/endpointsharding.go
generated
vendored
@ -37,6 +37,8 @@ import (
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"google.golang.org/grpc/resolver"
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)
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var randIntN = rand.IntN
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// ChildState is the balancer state of a child along with the endpoint which
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// identifies the child balancer.
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type ChildState struct {
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@ -112,6 +114,21 @@ type endpointSharding struct {
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mu sync.Mutex
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}
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// rotateEndpoints returns a slice of all the input endpoints rotated a random
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// amount.
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func rotateEndpoints(es []resolver.Endpoint) []resolver.Endpoint {
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les := len(es)
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if les == 0 {
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return es
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}
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r := randIntN(les)
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// Make a copy to avoid mutating data beyond the end of es.
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ret := make([]resolver.Endpoint, les)
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copy(ret, es[r:])
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copy(ret[les-r:], es[:r])
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return ret
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}
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// UpdateClientConnState creates a child for new endpoints and deletes children
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// for endpoints that are no longer present. It also updates all the children,
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// and sends a single synchronous update of the childrens' aggregated state at
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@ -133,7 +150,7 @@ func (es *endpointSharding) UpdateClientConnState(state balancer.ClientConnState
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newChildren := resolver.NewEndpointMap[*balancerWrapper]()
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// Update/Create new children.
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for _, endpoint := range state.ResolverState.Endpoints {
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for _, endpoint := range rotateEndpoints(state.ResolverState.Endpoints) {
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if _, ok := newChildren.Get(endpoint); ok {
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// Endpoint child was already created, continue to avoid duplicate
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// update.
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@ -279,7 +296,7 @@ func (es *endpointSharding) updateState() {
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p := &pickerWithChildStates{
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pickers: pickers,
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childStates: childStates,
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next: uint32(rand.IntN(len(pickers))),
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next: uint32(randIntN(len(pickers))),
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}
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es.cc.UpdateState(balancer.State{
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ConnectivityState: aggState,
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