Maestro Open Toolkit: An example of asynchronous (non-blocking) state transfer.

This document is a part of online Ensemble documentation, under Maestro Open Toolkit.

State transfer can be done asynchronously (using the non-blocking version of getState ) when Maestro is running in either multi-threaded or single-threaded mode. In the single-threaded mode, asynchronous state transfer is the only option. In the multi-threaded mode, state transfer can also be done synchronously.

The program below defines a subclass (called MyServer) of the Maestro_CSX class. State transfer methods resetState, stateTransfer_Callback, askState_Callback, xferCanceled_Callback, and gotState_Callback are overloaded in MyServer to implement application-specific state-transfer functionality.

The local state of a server replica is represented by an integer state. The value of state is sent to a joining server during state transfer.


#include "Maestro.h"
#define NMEMBERS 10

class  MyServer: public Maestro_CSX {
public:
	
  // Initialize the state of the server replica and join the group.
  MyServer(Maestro_CSX_Options &ops) : Maestro_CSX(ops) {
    resetState();
    join();
  }
  
protected:

  void resetState() { state = 0; }

  // State transfer is being (re)started.
  void stateTransfer_Callback(Maestro_XferID &xferID) { 
    Maestro_Message requestMsg, stateMsg;
    Maestro_XferStatus xferStatus;

    resetState();

    // Invoke the non-blocking version of getState.
    getState(xferID, requestMsg, xferStatus);
    if (xferStatus == MAESTRO_XFER_TERMINATED) {
      cout << "(Asynchronous) Xfer Terminated" << endl;
    }	
  }
 
  // (Asynchronous) state transfer has been canceled.
  void xferCanceled_Callback(Maestro_XferID &xferID) {
    cout << "(Asynchronous) Xfer Canceled" << endl;
  }

  // Got a reply to an asynchronous call to getState.
  void gotState_Callback(Maestro_XferID &xferID,
			 Maestro_Message &stateMsg) {
    stateMsg >> state;
    cout << "(Asynchronous) Xfer Successful, got state: " << state << endl;
    xferDone(xferID); 
  }

  // Got a state request from a joining server.  
  // Reply with (a portion of) the state.
  void askState_Callback(Maestro_EndpID &origin, 
			 Maestro_XferID &xferID,
			 Maestro_Message &requestMsg) {
    Maestro_Message stateMsg;
    stateMsg << state;
    sendState(origin, xferID, stateMsg);
  }

  // Got a multicast message.
  void csx_ReceiveCast_Callback(Maestro_EndpID &origin,
				Maestro_Message &msg) {
    // .....
  }

  // Got a point-to-point message.
  void csx_ReceiveSend_Callback(Maestro_EndpID &origin,
				Maestro_Message &msg) {
    // .....
  }

  // Got a new view.
  void csx_AcceptedView_Callback(Maestro_CSX_ViewData &viewData,
				 Maestro_Message &msg) {
    // .....
  }

private:

  int state;
};

main(int argc, char *argv[]) {
  MyServer *svr[NMEMBERS];
  int i;

  Maestro_CSX_Options ops;
  ops.heartbeatRate = 1000;

  ops.groupName = "lapa";
  ops.protocol = "Top:Heal:Switch:Leave:Inter:Intra:Elect:Merge:Sync:Suspect:Top_appl:Pt2pt:Frag:Stable:Mnak:Bottom";
  ops.transports = "UDP";
  ops.programName = argv[0];

  // Asynchronous state transfer can be done in both modes
  // (single-threaded and multi-threaded).
  ops.threadMode = MAESTRO_MODE_SINGLE_THREADED;

  // Join the group as a server;  request state transfer.
  ops.mbrshipType = MAESTRO_SERVER;
  ops.xferType = MAESTRO_ATOMIC_XFER;

  for (i = 0; i < NMEMBERS; i++)
    svr[i] = new MyServer(i, ops);

  // Start Ensemble in the current thread.
  // The call to Maestro_CSX::start() does not return.
  Maestro_String progName(argv[0]);
  Maestro_CSX::start(progName);
  assert(0);

}

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