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]
This commit is contained in:
loveuer
2026-03-04 00:14:47 -08:00
parent 894ddb53d3
commit 94c1c81ee0
12 changed files with 412 additions and 290 deletions

View File

@@ -1,11 +1,8 @@
package vrrp
import (
"fmt"
"sync"
"time"
)
import "sync"
// State represents the VRRP instance state.
type State int
const (
@@ -15,6 +12,7 @@ const (
StateFault
)
// String returns the string representation of the state.
func (s State) String() string {
switch s {
case StateInit:
@@ -30,33 +28,39 @@ func (s State) String() string {
}
}
// StateMachine manages VRRP state transitions with thread-safe callbacks.
type StateMachine struct {
currentState State
previousState State
mu sync.RWMutex
currentState State
mu sync.RWMutex
stateChangeCallbacks []func(old, new State)
}
// NewStateMachine creates a new StateMachine with the specified initial state.
func NewStateMachine(initialState State) *StateMachine {
return &StateMachine{
currentState: initialState,
previousState: StateInit,
currentState: initialState,
stateChangeCallbacks: make([]func(old, new State), 0),
}
}
// GetState returns the current state.
func (sm *StateMachine) GetState() State {
sm.mu.RLock()
defer sm.mu.RUnlock()
return sm.currentState
}
// SetState transitions to a new state and triggers registered callbacks.
func (sm *StateMachine) SetState(newState State) {
sm.mu.Lock()
oldState := sm.currentState
sm.previousState = oldState
if oldState == newState {
sm.mu.Unlock()
return
}
sm.currentState = newState
callbacks := sm.stateChangeCallbacks
callbacks := make([]func(old, new State), len(sm.stateChangeCallbacks))
copy(callbacks, sm.stateChangeCallbacks)
sm.mu.Unlock()
for _, callback := range callbacks {
@@ -64,195 +68,9 @@ func (sm *StateMachine) SetState(newState State) {
}
}
// OnStateChange registers a callback to be invoked on state changes.
func (sm *StateMachine) OnStateChange(callback func(old, new State)) {
sm.mu.Lock()
defer sm.mu.Unlock()
sm.stateChangeCallbacks = append(sm.stateChangeCallbacks, callback)
}
type Timer struct {
duration time.Duration
timer *time.Timer
callback func()
mu sync.Mutex
}
func NewTimer(duration time.Duration, callback func()) *Timer {
return &Timer{
duration: duration,
callback: callback,
}
}
func (t *Timer) Start() {
t.mu.Lock()
defer t.mu.Unlock()
if t.timer != nil {
t.timer.Stop()
}
t.timer = time.AfterFunc(t.duration, t.callback)
}
func (t *Timer) Stop() {
t.mu.Lock()
defer t.mu.Unlock()
if t.timer != nil {
t.timer.Stop()
t.timer = nil
}
}
func (t *Timer) Reset() {
t.mu.Lock()
defer t.mu.Unlock()
if t.timer != nil {
t.timer.Stop()
}
t.timer = time.AfterFunc(t.duration, t.callback)
}
func (t *Timer) SetDuration(duration time.Duration) {
t.mu.Lock()
defer t.mu.Unlock()
t.duration = duration
}
type PriorityCalculator struct {
basePriority uint8
currentPriority uint8
mu sync.RWMutex
}
func NewPriorityCalculator(basePriority uint8) *PriorityCalculator {
return &PriorityCalculator{
basePriority: basePriority,
currentPriority: basePriority,
}
}
func (pc *PriorityCalculator) GetPriority() uint8 {
pc.mu.RLock()
defer pc.mu.RUnlock()
return pc.currentPriority
}
func (pc *PriorityCalculator) DecreasePriority(amount uint8) {
pc.mu.Lock()
defer pc.mu.Unlock()
if pc.currentPriority > amount {
pc.currentPriority -= amount
} else {
pc.currentPriority = 0
}
}
func (pc *PriorityCalculator) ResetPriority() {
pc.mu.Lock()
defer pc.mu.Unlock()
pc.currentPriority = pc.basePriority
}
func (pc *PriorityCalculator) SetBasePriority(priority uint8) {
pc.mu.Lock()
defer pc.mu.Unlock()
pc.basePriority = priority
pc.currentPriority = priority
}
func ShouldBecomeMaster(localPriority, remotePriority uint8, localIP, remoteIP string) bool {
if localPriority > remotePriority {
return true
}
if localPriority == remotePriority {
return localIP > remoteIP
}
return false
}
func CalculateMasterDownInterval(advertInt uint8) time.Duration {
return time.Duration(3*int(advertInt)) * time.Second
}
func CalculateSkewTime(priority uint8) time.Duration {
skew := float64(256-int(priority)) / 256.0
return time.Duration(skew * float64(time.Second))
}
type StateTransition struct {
From State
To State
Timestamp time.Time
Reason string
}
type StateHistory struct {
transitions []StateTransition
maxSize int
mu sync.RWMutex
}
func NewStateHistory(maxSize int) *StateHistory {
return &StateHistory{
transitions: make([]StateTransition, 0, maxSize),
maxSize: maxSize,
}
}
func (sh *StateHistory) Add(from, to State, reason string) {
sh.mu.Lock()
defer sh.mu.Unlock()
transition := StateTransition{
From: from,
To: to,
Timestamp: time.Now(),
Reason: reason,
}
sh.transitions = append(sh.transitions, transition)
if len(sh.transitions) > sh.maxSize {
sh.transitions = sh.transitions[1:]
}
}
func (sh *StateHistory) GetRecent(n int) []StateTransition {
sh.mu.RLock()
defer sh.mu.RUnlock()
if n > len(sh.transitions) {
n = len(sh.transitions)
}
start := len(sh.transitions) - n
result := make([]StateTransition, n)
copy(result, sh.transitions[start:])
return result
}
func (sh *StateHistory) String() string {
sh.mu.RLock()
defer sh.mu.RUnlock()
if len(sh.transitions) == 0 {
return "No state transitions"
}
result := "State transition history:\n"
for _, t := range sh.transitions {
result += fmt.Sprintf(" %s: %s -> %s (%s)\n",
t.Timestamp.Format("2006-01-02 15:04:05"),
t.From, t.To, t.Reason)
}
return result
}