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esiur-dotnet/Tests/Distribution/Deadlock/Server/Program.cs
T
2026-06-03 22:11:34 +03:00

239 lines
10 KiB
C#

// ============================================================
// Distributed deadlock test — SERVER NODE
// Hosts a configurable graph of Node resources (sys/n0 .. sys/n{N-1}) whose references can form
// cycles. A client on another node fetches the graph and measures whether the recursive-attachment
// resolver completes or deadlocks. The server prints the cycle census of the deployed graph so the
// experiment can state, for the record, that circular dependencies were actually generated.
//
// Usage:
// dotnet run -- --port 10950 --topology ring --nodes 8
// dotnet run -- --port 10950 --topology random --nodes 12 --seed 20260603 --edge-prob 0.22
// dotnet run -- --port 10950 --topology staggered
// Topologies: ring | cycle | chain | diamond | complete | staggered | random
// ============================================================
using Esiur.Protocol;
using Esiur.Resource;
using Esiur.Stores;
using Esiur.Tests.Deadlock.Server;
var port = int.Parse(GetArg(args, "--port", "10950"));
var topology = GetArg(args, "--topology", "ring").ToLowerInvariant();
var nodeCount = int.Parse(GetArg(args, "--nodes", "100"));
var res1Count = int.Parse(GetArg(args, "--res1", "100"));
var res2Count = int.Parse(GetArg(args, "--res2", "100"));
var seed = int.Parse(GetArg(args, "--seed", "20260603"));
var edgeProb = double.Parse(GetArg(args, "--edge-prob", "0.22"));
var nodeEdges = BuildTopology(topology, ref nodeCount, seed, edgeProb);
// One RNG, seeded once, for all random assignment. (Previously a new Random(seed) was created
// inside each loop, so every node/resource pointed at the same target and the cycle structure
// collapsed; one RNG yields a genuinely random, densely cyclic resource graph.)
var rng = new Random(seed);
// Plan the resource cross-references as indices first, so the FULL graph (nodes + Resource1 +
// Resource2 + every reference) can be censused for circular dependencies before it is wired.
var nodeRes1 = new int[nodeCount][];
var nodeRes2 = new int[nodeCount][];
for (var i = 0; i < nodeCount; i++)
{
nodeRes1[i] = Sample(rng, res1Count, res1Count / 2);
nodeRes2[i] = Sample(rng, res2Count, res2Count / 2);
}
var res1Ref1 = new int[res1Count];
var res1Ref2 = new int[res1Count];
for (var i = 0; i < res1Count; i++)
{
res1Ref1[i] = res1Count > 0 ? rng.Next(res1Count) : -1;
res1Ref2[i] = res2Count > 0 ? rng.Next(res2Count) : -1;
}
var res2Ref1 = new int[res2Count];
var res2Ref2 = new int[res2Count];
for (var i = 0; i < res2Count; i++)
{
res2Ref1[i] = res1Count > 0 ? rng.Next(res1Count) : -1;
res2Ref2[i] = res2Count > 0 ? rng.Next(res2Count) : -1;
}
var totalResources = nodeCount + res1Count + res2Count;
var (hasCycle, backEdges, totalEdges) = FullCensus(
nodeCount, res1Count, res2Count, nodeEdges, nodeRes1, nodeRes2, res1Ref1, res1Ref2, res2Ref1, res2Ref2);
Console.WriteLine($"[Server] topology={topology} nodes={nodeCount} res1={res1Count} res2={res2Count} " +
$"totalResources={totalResources} edges={totalEdges} cyclic={hasCycle} backEdges={backEdges} port={port}");
var wh = new Warehouse();
await wh.Put("sys", new MemoryStore());
// AllowUnauthorizedAccess enables anonymous (None-mode) connections so the test needs no
// credentials — the deadlock behaviour under study is independent of authentication.
var server = await wh.Put("sys/server", new EpServer { Port = (ushort)port, AllowUnauthorizedAccess = true });
var nodes = new Node[nodeCount];
var resources1 = new Resource1[res1Count];
var resources2 = new Resource2[res2Count];
for (var i = 0; i < nodeCount; i++) { nodes[i] = new Node { Id = i }; await wh.Put($"sys/n{i}", nodes[i]); }
for (var i = 0; i < res1Count; i++) { resources1[i] = new Resource1(); await wh.Put($"sys/r1_{i}", resources1[i]); }
for (var i = 0; i < res2Count; i++) { resources2[i] = new Resource2(); await wh.Put($"sys/r2_{i}", resources2[i]); }
// Wire the planned references: each Node also pulls in a random subset of Resource1/Resource2, and
// the resources cross-reference one another, creating dense cycles for the fetch to resolve.
for (var i = 0; i < nodeCount; i++)
{
nodes[i].Resources1 = nodeRes1[i].Select(k => resources1[k]).ToArray();
nodes[i].Resources2 = nodeRes2[i].Select(k => resources2[k]).ToArray();
}
for (var i = 0; i < res1Count; i++)
{
if (res1Ref1[i] >= 0) resources1[i].res1 = resources1[res1Ref1[i]];
if (res1Ref2[i] >= 0) resources1[i].res2 = resources2[res1Ref2[i]];
}
for (var i = 0; i < res2Count; i++)
{
if (res2Ref1[i] >= 0) resources2[i].res1 = resources1[res2Ref1[i]];
if (res2Ref2[i] >= 0) resources2[i].res2 = resources2[res2Ref2[i]];
}
foreach (var grp in nodeEdges.GroupBy(e => e.from))
nodes[grp.Key].Links = grp.Select(e => nodes[e.to]).ToArray();
await wh.Open();
Console.WriteLine($"[Server] Listening on port {port}. Hosting {nodeCount} nodes: sys/n0 .. sys/n{nodeCount - 1}.");
Console.WriteLine($"[Server] The deployed request graph {(hasCycle ? "CONTAINS circular dependencies" : "is acyclic")} " +
$"({backEdges} cycle-closing edge(s)).");
Console.WriteLine($"[Server] Point the client at this host:port with --nodes {nodeCount}. Press Ctrl+C to stop.");
// Stay up until Ctrl+C (works whether or not stdin is interactive / redirected).
var stop = new TaskCompletionSource();
Console.CancelKeyPress += (_, e) => { e.Cancel = true; stop.TrySetResult(); };
await stop.Task;
await wh.Close();
// ---- topology + cycle census -------------------------------------------------------------
static List<(int from, int to)> BuildTopology(string topo, ref int n, int seed, double edgeProb)
{
var edges = new List<(int, int)>();
switch (topo)
{
case "ring": // i -> (i+1) mod n; every node a root
for (var i = 0; i < n; i++) edges.Add((i, (i + 1) % n));
break;
case "cycle": // single-root cycle 0->1->..->n-1->0
for (var i = 0; i < n - 1; i++) edges.Add((i, i + 1));
edges.Add((n - 1, 0));
break;
case "chain": // acyclic control
for (var i = 0; i < n - 1; i++) edges.Add((i, i + 1));
break;
case "diamond": // acyclic control: 0->1,0->2,1->3,2->3
n = Math.Max(n, 4);
edges.AddRange(new[] { (0, 1), (0, 2), (1, 3), (2, 3) });
break;
case "complete": // every ordered pair
for (var i = 0; i < n; i++) for (var j = 0; j < n; j++) if (i != j) edges.Add((i, j));
break;
case "staggered": // X (0) and Y (1) share S; Y reaches S late; no cycle
{
var e = new List<(int, int)>();
var next = 2;
int Chain(int from, int depth) { for (var d = 0; d < depth; d++) { e.Add((from, next)); from = next; next++; } return from; }
var xTail = Chain(0, 0); // X reaches S immediately
var yTail = Chain(1, 3); // Y reaches S through a 3-hop chain
var shared = next++;
e.Add((xTail, shared)); e.Add((yTail, shared));
Chain(shared, 3); // S has its own deep chain
n = next;
return e;
}
case "random": // Erdos-Renyi directed graph, fixed seed
{
var rng = new Random(seed);
for (var i = 0; i < n; i++) for (var j = 0; j < n; j++) if (i != j && rng.NextDouble() < edgeProb) edges.Add((i, j));
break;
}
default:
throw new ArgumentException($"Unknown topology '{topo}'. Use ring|cycle|chain|diamond|complete|staggered|random.");
}
return edges;
}
// k indices drawn (with replacement) from [0, count); empty if count or k is 0.
static int[] Sample(Random rng, int count, int k)
{
if (count <= 0 || k <= 0) return Array.Empty<int>();
var result = new int[k];
for (var i = 0; i < k; i++) result[i] = rng.Next(count);
return result;
}
// Censuses the FULL request graph — Node Links + Node->Resource1/2 + Resource1/2 cross-references —
// for circular dependencies via DFS three-colouring. Vertices: [0..nodes) nodes, then res1, then
// res2. Returns whether the graph is cyclic, the number of cycle-closing (back) edges, and the
// total edge count.
static (bool hasCycle, int backEdges, int totalEdges) FullCensus(
int nodes, int r1, int r2,
IReadOnlyList<(int from, int to)> nodeEdges,
int[][] nodeRes1, int[][] nodeRes2,
int[] res1Ref1, int[] res1Ref2, int[] res2Ref1, int[] res2Ref2)
{
var v = nodes + r1 + r2;
int R1(int i) => nodes + i;
int R2(int i) => nodes + r1 + i;
var adj = new List<int>[v];
for (var i = 0; i < v; i++) adj[i] = new List<int>();
var total = 0;
void Add(int a, int b) { adj[a].Add(b); total++; }
foreach (var (a, b) in nodeEdges) Add(a, b);
for (var i = 0; i < nodes; i++)
{
foreach (var k in nodeRes1[i]) Add(i, R1(k));
foreach (var k in nodeRes2[i]) Add(i, R2(k));
}
for (var i = 0; i < r1; i++)
{
if (res1Ref1[i] >= 0) Add(R1(i), R1(res1Ref1[i]));
if (res1Ref2[i] >= 0) Add(R1(i), R2(res1Ref2[i]));
}
for (var i = 0; i < r2; i++)
{
if (res2Ref1[i] >= 0) Add(R2(i), R1(res2Ref1[i]));
if (res2Ref2[i] >= 0) Add(R2(i), R2(res2Ref2[i]));
}
var back = 0;
var color = new byte[v]; // 0 unvisited, 1 on-stack, 2 done
for (var s = 0; s < v; s++)
{
if (color[s] != 0) continue;
var stack = new Stack<(int node, int idx)>();
stack.Push((s, 0)); color[s] = 1;
while (stack.Count > 0)
{
var (u, idx) = stack.Pop();
if (idx < adj[u].Count)
{
stack.Push((u, idx + 1));
var w = adj[u][idx];
if (w == u) back++; // self-loop
else if (color[w] == 1) back++; // back edge -> cycle
else if (color[w] == 0) { color[w] = 1; stack.Push((w, 0)); }
}
else color[u] = 2;
}
}
return (back > 0, back, total);
}
static string GetArg(string[] args, string key, string def)
{
var i = Array.IndexOf(args, key);
return (i >= 0 && i + 1 < args.Length) ? args[i + 1] : def;
}