/*
 * RandomMoveKeys.actor.cpp
 *
 * This source file is part of the FoundationDB open source project
 *
 * Copyright 2013-2022 Apple Inc. and the FoundationDB project authors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "fdbclient/FDBOptions.g.h"
#include "fdbrpc/simulator.h"
#include "fdbclient/StorageServerInterface.h"
#include "fdbclient/ManagementAPI.actor.h"
#include "fdbserver/MoveKeys.actor.h"
#include "fdbclient/NativeAPI.actor.h"
#include "fdbserver/workloads/workloads.actor.h"
#include "fdbserver/Knobs.h"
#include "fdbserver/ServerDBInfo.h"
#include "fdbserver/QuietDatabase.h"
#include "flow/DeterministicRandom.h"
#include "flow/actorcompiler.h" // This must be the last #include.

struct MoveKeysWorkload : FailureInjectionWorkload {
	static constexpr auto NAME = "RandomMoveKeys";

	bool enabled;
	double testDuration = 10.0, meanDelay = 0.05;
	double maxKeyspace = 0.1;
	DatabaseConfiguration configuration;

	MoveKeysWorkload(WorkloadContext const& wcx, NoOptions) : FailureInjectionWorkload(wcx) {
		enabled = !clientId && g_network->isSimulated(); // only do this on the "first" client
	}

	MoveKeysWorkload(WorkloadContext const& wcx) : FailureInjectionWorkload(wcx) {
		enabled = !clientId && g_network->isSimulated(); // only do this on the "first" client
		meanDelay = getOption(options, "meanDelay"_sr, meanDelay);
		testDuration = getOption(options, "testDuration"_sr, testDuration);
		maxKeyspace = getOption(options, "maxKeyspace"_sr, maxKeyspace);
	}

	Future<Void> setup(Database const& cx) override { return Void(); }
	Future<Void> start(Database const& cx) override { return _start(cx, this); }

	bool shouldInject(DeterministicRandom& random,
	                  const WorkloadRequest& work,
	                  const unsigned alreadyAdded) const override {
		return alreadyAdded < 1 && work.useDatabase && 0.1 / (1 + alreadyAdded) > random.random01();
	}

	ACTOR Future<Void> _start(Database cx, MoveKeysWorkload* self) {
		if (self->enabled) {
			// Get the database configuration so as to use proper team size
			state Transaction tr(cx);
			loop {
				tr.setOption(FDBTransactionOptions::READ_SYSTEM_KEYS);
				tr.setOption(FDBTransactionOptions::READ_LOCK_AWARE);
				try {
					RangeResult res = wait(tr.getRange(configKeys, 1000));
					ASSERT(res.size() < 1000);
					for (int i = 0; i < res.size(); i++)
						self->configuration.set(res[i].key, res[i].value);
					break;
				} catch (Error& e) {
					wait(tr.onError(e));
				}
			}

			state int oldMode = wait(setDDMode(cx, 0));
			TraceEvent("RMKStartModeSetting").log();
			wait(timeout(
			    reportErrors(self->worker(cx, self), "MoveKeysWorkloadWorkerError"), self->testDuration, Void()));
			// Always set the DD mode back, even if we die with an error
			TraceEvent("RMKDoneMoving").log();
			wait(success(setDDMode(cx, oldMode)));
			TraceEvent("RMKDoneModeSetting").log();
		}
		return Void();
	}

	double getCheckTimeout() const override { return testDuration / 2 + 1; }
	Future<bool> check(Database const& cx) override {
		return tag(delay(testDuration / 2), true);
	} // Give the database time to recover from our damage
	void getMetrics(std::vector<PerfMetric>& m) override {}

	KeyRange getRandomKeys() const {
		double len = deterministicRandom()->random01() * this->maxKeyspace;
		double pos = deterministicRandom()->random01() * (1.0 - len);
		return KeyRangeRef(doubleToTestKey(pos), doubleToTestKey(pos + len));
	}

	std::vector<StorageServerInterface> getRandomTeam(std::vector<StorageServerInterface> storageServers,
	                                                  int teamSize) {
		if (storageServers.size() < teamSize) {
			TraceEvent(SevWarnAlways, "LessThanThreeStorageServers").log();
			throw operation_failed();
		}

		deterministicRandom()->randomShuffle(storageServers);

		std::set<StorageServerInterface> t;
		std::set<Optional<Standalone<StringRef>>> machines;
		while (t.size() < teamSize && storageServers.size()) {
			auto s = storageServers.back();
			storageServers.pop_back();
			if (!machines.count(s.locality.zoneId())) {
				machines.insert(s.locality.zoneId());
				t.insert(s);
			}
		}

		if (t.size() < teamSize) {
			TraceEvent(SevWarnAlways, "LessThanThreeUniqueMachines").log();
			throw operation_failed();
		}

		return std::vector<StorageServerInterface>(t.begin(), t.end());
	}

	ACTOR Future<Void> doMoveKeys(Database cx,
	                              MoveKeysWorkload* self,
	                              KeyRange keys,
	                              std::vector<StorageServerInterface> destinationTeam,
	                              MoveKeysLock lock) {
		state TraceInterval relocateShardInterval("RelocateShard");
		state FlowLock fl1(1);
		state FlowLock fl2(1);
		std::string desc;
		for (int s = 0; s < destinationTeam.size(); s++)
			desc +=
			    format("%s (%llx),", destinationTeam[s].address().toString().c_str(), destinationTeam[s].id().first());
		std::vector<UID> destinationTeamIDs;
		destinationTeamIDs.reserve(destinationTeam.size());
		for (int s = 0; s < destinationTeam.size(); s++)
			destinationTeamIDs.push_back(destinationTeam[s].id());

		TraceEvent(relocateShardInterval.begin())
		    .detail("KeyBegin", printable(keys.begin))
		    .detail("KeyEnd", printable(keys.end))
		    .detail("Priority", 0)
		    .detail("Source", "RandomMoveKeys")
		    .detail("DestinationTeam", desc);

		try {
			state Promise<Void> signal;
			state DDEnabledState ddEnabledState;
			std::unique_ptr<MoveKeysParams> params;
			if (SERVER_KNOBS->SHARD_ENCODE_LOCATION_METADATA) {
				params = std::make_unique<MoveKeysParams>(deterministicRandom()->randomUniqueID(),
				                                          std::vector<KeyRange>{ keys },
				                                          destinationTeamIDs,
				                                          destinationTeamIDs,
				                                          lock,
				                                          signal,
				                                          &fl1,
				                                          &fl2,
				                                          false,
				                                          relocateShardInterval.pairID,
				                                          &ddEnabledState,
				                                          CancelConflictingDataMoves::True);
			} else {
				params = std::make_unique<MoveKeysParams>(deterministicRandom()->randomUniqueID(),
				                                          keys,
				                                          destinationTeamIDs,
				                                          destinationTeamIDs,
				                                          lock,
				                                          signal,
				                                          &fl1,
				                                          &fl2,
				                                          false,
				                                          relocateShardInterval.pairID,
				                                          &ddEnabledState,
				                                          CancelConflictingDataMoves::True);
			}
			wait(moveKeys(cx, *params));
			TraceEvent(relocateShardInterval.end()).detail("Result", "Success");
			return Void();
		} catch (Error& e) {
			TraceEvent(relocateShardInterval.end(), self->dbInfo->get().master.id()).errorUnsuppressed(e);
			throw;
		}
	}

	static void eliminateDuplicates(std::vector<StorageServerInterface>& servers) {
		// The real data distribution algorithm doesn't want to deal with multiple servers
		// with the same address having keys.  So if there are two servers with the same address,
		// don't use either one (so we don't have to find out which of them, if any, already has keys).
		// Also get rid of tss since we don't want to move a shard to a tss.
		std::map<NetworkAddress, int> count;
		for (int s = 0; s < servers.size(); s++)
			count[servers[s].address()]++;
		int o = 0;
		for (int s = 0; s < servers.size(); s++)
			if (count[servers[s].address()] == 1 && !servers[s].isTss())
				servers[o++] = servers[s];
		servers.resize(o);
	}

	ACTOR Future<Void> forceMasterFailure(Database cx, MoveKeysWorkload* self) {
		ASSERT(g_network->isSimulated());
		loop {
			if (g_simulator->killZone(self->dbInfo->get().master.locality.zoneId(), ISimulator::KillType::Reboot, true))
				return Void();
			wait(delay(1.0));
		}
	}

	ACTOR Future<Void> worker(Database cx, MoveKeysWorkload* self) {
		state KeyRangeMap<std::vector<StorageServerInterface>> inFlight;
		state KeyRangeActorMap inFlightActors;
		state double lastTime = now();

		ASSERT(self->configuration.storageTeamSize > 0);

		if (self->configuration.usableRegions > 1) { // FIXME: add support for generating random teams across DCs
			return Void();
		}

		loop {
			try {
				state MoveKeysLock lock = wait(takeMoveKeysLock(cx, UID()));
				state std::vector<StorageServerInterface> storageServers = wait(getStorageServers(cx));
				eliminateDuplicates(storageServers);

				loop {
					wait(poisson(&lastTime, self->meanDelay));

					KeyRange keys = self->getRandomKeys();
					std::vector<StorageServerInterface> team =
					    self->getRandomTeam(storageServers, self->configuration.storageTeamSize);

					// update both inFlightActors and inFlight key range maps, cancelling deleted RelocateShards
					std::vector<KeyRange> ranges;
					inFlightActors.getRangesAffectedByInsertion(keys, ranges);
					inFlightActors.cancel(KeyRangeRef(ranges.front().begin, ranges.back().end));
					inFlight.insert(keys, team);
					for (int r = 0; r < ranges.size(); r++) {
						auto& rTeam = inFlight.rangeContaining(ranges[r].begin)->value();
						inFlightActors.insert(ranges[r], self->doMoveKeys(cx, self, ranges[r], rTeam, lock));
					}
				}
			} catch (Error& e) {
				if (e.code() != error_code_movekeys_conflict && e.code() != error_code_operation_failed)
					throw;
				wait(delay(FLOW_KNOBS->PREVENT_FAST_SPIN_DELAY));
				// Keep trying to get the moveKeysLock
			}
		}
	}
};

WorkloadFactory<MoveKeysWorkload> MoveKeysWorkloadFactory;
FailureInjectorFactory<MoveKeysWorkload> MoveKeysFailureInjectionFactory;