fix: resolve critical bugs and refactor code structure
P0 Fixes: - Fix potential panic in factory.go due to unsafe type assertion - Fix VIP CIDR mask being lost during parsing (was hardcoded to /32) P1 Fixes: - Fix go.mod incorrect indirect dependency markers - Fix receiveLoop blocking issue preventing graceful shutdown Refactoring: - Split state.go into state.go, timer.go, priority.go, history.go - Split monitor.go into monitor.go and manager.go - Add IncreasePriority() method for complete priority adjustment - Fix go vet format string warning in test.go 🤖 Generated with [Qoder][https://qoder.com]
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99
internal/vrrp/priority.go
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99
internal/vrrp/priority.go
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package vrrp
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import (
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"sync"
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"time"
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)
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// PriorityCalculator manages VRRP priority with support for dynamic adjustment.
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type PriorityCalculator struct {
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basePriority uint8
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currentPriority uint8
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mu sync.RWMutex
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}
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// NewPriorityCalculator creates a new PriorityCalculator with the specified base priority.
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func NewPriorityCalculator(basePriority uint8) *PriorityCalculator {
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return &PriorityCalculator{
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basePriority: basePriority,
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currentPriority: basePriority,
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}
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}
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// GetPriority returns the current priority.
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func (pc *PriorityCalculator) GetPriority() uint8 {
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pc.mu.RLock()
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defer pc.mu.RUnlock()
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return pc.currentPriority
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}
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// DecreasePriority decreases the current priority by the specified amount.
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// The priority will not go below 0.
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func (pc *PriorityCalculator) DecreasePriority(amount uint8) {
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pc.mu.Lock()
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defer pc.mu.Unlock()
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if pc.currentPriority > amount {
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pc.currentPriority -= amount
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} else {
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pc.currentPriority = 0
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}
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}
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// IncreasePriority increases the current priority by the specified amount.
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// The priority will not exceed 255 or the base priority.
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func (pc *PriorityCalculator) IncreasePriority(amount uint8) {
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pc.mu.Lock()
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defer pc.mu.Unlock()
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newPriority := pc.currentPriority + amount
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if newPriority > pc.basePriority {
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newPriority = pc.basePriority
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}
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if newPriority < pc.currentPriority { // overflow check
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newPriority = pc.basePriority
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}
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pc.currentPriority = newPriority
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}
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// ResetPriority resets the priority to the base value.
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func (pc *PriorityCalculator) ResetPriority() {
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pc.mu.Lock()
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defer pc.mu.Unlock()
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pc.currentPriority = pc.basePriority
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}
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// SetBasePriority sets a new base priority and resets current priority to match.
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func (pc *PriorityCalculator) SetBasePriority(priority uint8) {
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pc.mu.Lock()
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defer pc.mu.Unlock()
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pc.basePriority = priority
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pc.currentPriority = priority
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}
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// ShouldBecomeMaster determines if the local node should become master
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// based on priority comparison and IP address tie-breaking.
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func ShouldBecomeMaster(localPriority, remotePriority uint8, localIP, remoteIP string) bool {
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if localPriority > remotePriority {
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return true
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}
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if localPriority == remotePriority {
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return localIP > remoteIP
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}
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return false
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}
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// CalculateMasterDownInterval calculates the master down interval
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// according to VRRP specification: (3 * Advertisement_Interval).
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func CalculateMasterDownInterval(advertInt uint8) time.Duration {
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return time.Duration(3*int(advertInt)) * time.Second
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}
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// CalculateSkewTime calculates the skew time for master down timer
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// according to VRRP specification: ((256 - Priority) / 256).
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func CalculateSkewTime(priority uint8) time.Duration {
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skew := float64(256-int(priority)) / 256.0
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return time.Duration(skew * float64(time.Second))
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}
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