/* * Copyright 2017-present Facebook, Inc. * * 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 #include #include DEFINE_int32(codel_interval, 100, "Codel default interval time in ms"); DEFINE_int32(codel_target_delay, 5, "Target codel queueing delay in ms"); using namespace std::chrono; namespace folly { Codel::Codel() : codelMinDelayNs_(0), codelIntervalTimeNs_( duration_cast(steady_clock::now().time_since_epoch()) .count()), codelResetDelay_(true), overloaded_(false) {} bool Codel::overloaded(nanoseconds delay) { bool ret = false; auto now = steady_clock::now(); // Avoid another thread updating the value at the same time we are using it // to calculate the overloaded state auto minDelay = nanoseconds(codelMinDelayNs_); if (now > steady_clock::time_point(nanoseconds(codelIntervalTimeNs_)) && // testing before exchanging is more cacheline-friendly (!codelResetDelay_.load(std::memory_order_acquire) && !codelResetDelay_.exchange(true))) { codelIntervalTimeNs_ = duration_cast((now + getInterval()).time_since_epoch()) .count(); if (minDelay > getTargetDelay()) { overloaded_ = true; } else { overloaded_ = false; } } // Care must be taken that only a single thread resets codelMinDelay_, // and that it happens after the interval reset above if (codelResetDelay_.load(std::memory_order_acquire) && codelResetDelay_.exchange(false)) { codelMinDelayNs_ = delay.count(); // More than one request must come in during an interval before codel // starts dropping requests return false; } else if (delay < nanoseconds(codelMinDelayNs_)) { codelMinDelayNs_ = delay.count(); } // Here is where we apply different logic than codel proper. Instead of // adapting the interval until the next drop, we slough off requests with // queueing delay > 2*target_delay while in the overloaded regime. This // empirically works better for our services than the codel approach of // increasingly often dropping packets. if (overloaded_ && delay > getSloughTimeout()) { ret = true; } return ret; } int Codel::getLoad() { // it might be better to use the average delay instead of minDelay, but we'd // have to track it. aspiring bootcamper? return std::min(100, 100 * getMinDelay() / getSloughTimeout()); } nanoseconds Codel::getMinDelay() { return nanoseconds(codelMinDelayNs_); } milliseconds Codel::getInterval() { return milliseconds(FLAGS_codel_interval); } milliseconds Codel::getTargetDelay() { return milliseconds(FLAGS_codel_target_delay); } milliseconds Codel::getSloughTimeout() { return getTargetDelay() * 2; } } // namespace folly