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* to you 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
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package org.apache.beam.runners.core.triggers;
import java.io.Serializable;
import java.util.List;
import java.util.Objects;
import javax.annotation.Nullable;
import org.apache.beam.runners.core.MergingStateAccessor;
import org.apache.beam.runners.core.StateAccessor;
import org.apache.beam.sdk.state.TimeDomain;
import org.apache.beam.sdk.transforms.windowing.BoundedWindow;
import org.apache.beam.sdk.transforms.windowing.Window;
import org.apache.beam.sdk.transforms.windowing.WindowFn;
import org.apache.beam.vendor.guava.v20_0.com.google.common.base.Joiner;
import org.joda.time.Instant;
/**
* {@code Trigger}s control when the elements for a specific key and window are output. As elements
* arrive, they are put into one or more windows by a {@link Window} transform and its associated
* {@link WindowFn}, and then passed to the associated {@code Trigger} to determine if the {@code
* Window}s contents should be output.
*
* <p>See {@link org.apache.beam.sdk.transforms.GroupByKey} and {@link Window} for more information
* about how grouping with windows works.
*
* <p>The elements that are assigned to a window since the last time it was fired (or since the
* window was created) are placed into the current window pane. Triggers are evaluated against the
* elements as they are added. When the root trigger fires, the elements in the current pane will be
* output. When the root trigger finishes (indicating it will never fire again), the window is
* closed and any new elements assigned to that window are discarded.
*
* <p>Several predefined {@code Trigger}s are provided:
*
* <ul>
* <li>{@link AfterWatermarkStateMachine} for firing when the watermark passes a timestamp
* determined from either the end of the window or the arrival of the first element in a pane.
* <li>{@link AfterProcessingTimeStateMachine} for firing after some amount of processing time has
* elapsed (typically since the first element in a pane).
* <li>{@link AfterPaneStateMachine} for firing off a property of the elements in the current
* pane, such as the number of elements that have been assigned to the current pane.
* </ul>
*
* <p>In addition, {@code Trigger}s can be combined in a variety of ways:
*
* <ul>
* <li>{@link RepeatedlyStateMachine#forever} to create a trigger that executes forever. Any time
* its argument finishes it gets reset and starts over. Can be combined with {@link
* TriggerStateMachine#orFinally} to specify a condition that causes the repetition to stop.
* <li>{@link AfterEachStateMachine#inOrder} to execute each trigger in sequence, firing each (and
* every) time that a trigger fires, and advancing to the next trigger in the sequence when it
* finishes.
* <li>{@link AfterFirstStateMachine#of} to create a trigger that fires after at least one of its
* arguments fires. An {@link AfterFirstStateMachine} trigger finishes after it fires once.
* <li>{@link AfterAllStateMachine#of} to create a trigger that fires after all least one of its
* arguments have fired at least once. An {@link AfterAllStateMachine} trigger finishes after
* it fires once.
* </ul>
*
* <p>Each trigger tree is instantiated per-key and per-window. Every trigger in the tree is in one
* of the following states:
*
* <ul>
* <li>Never Existed - before the trigger has started executing, there is no state associated with
* it anywhere in the system. A trigger moves to the executing state as soon as it processes
* in the current pane.
* <li>Executing - while the trigger is receiving items and may fire. While it is in this state,
* it may persist book-keeping information to persisted state, set timers, etc.
* <li>Finished - after a trigger finishes, all of its book-keeping data is cleaned up, and the
* system remembers only that it is finished. Entering this state causes us to discard any
* elements in the buffer for that window, as well.
* </ul>
*
* <p>Once finished, a trigger cannot return itself back to an earlier state, however a composite
* trigger could reset its sub-triggers.
*
* <p>Triggers should not build up any state internally since they may be recreated between
* invocations of the callbacks. All important values should be persisted using state before the
* callback returns.
*/
public abstract class TriggerStateMachine implements Serializable {
/**
* Interface for accessing information about the trigger being executed and other triggers in the
* same tree.
*/
public interface TriggerInfo {
/**
* Returns true if the windowing strategy of the current {@code PCollection} is a merging {@link
* WindowFn}. If true, the trigger execution needs to keep enough information to support the
* possibility of {@link TriggerStateMachine#onMerge} being called. If false, {@link
* TriggerStateMachine#onMerge} will never be called.
*/
boolean isMerging();
/** Access the executable versions of the sub-triggers of the current trigger. */
Iterable<ExecutableTriggerStateMachine> subTriggers();
/** Access the executable version of the specified sub-trigger. */
ExecutableTriggerStateMachine subTrigger(int subtriggerIndex);
/** Returns true if the current trigger is marked finished. */
boolean isFinished();
/** Return true if the given subtrigger is marked finished. */
boolean isFinished(int subtriggerIndex);
/** Returns true if all the sub-triggers of the current trigger are marked finished. */
boolean areAllSubtriggersFinished();
/** Returns an iterable over the unfinished sub-triggers of the current trigger. */
Iterable<ExecutableTriggerStateMachine> unfinishedSubTriggers();
/** Returns the first unfinished sub-trigger. */
ExecutableTriggerStateMachine firstUnfinishedSubTrigger();
/**
* Clears all keyed state for triggers in the current sub-tree and unsets all the associated
* finished bits.
*/
void resetTree() throws Exception;
/** Sets the finished bit for the current trigger. */
void setFinished(boolean finished);
/** Sets the finished bit for the given sub-trigger. */
void setFinished(boolean finished, int subTriggerIndex);
}
/**
* Interact with properties of the trigger being executed, with extensions to deal with the
* merging windows.
*/
public interface MergingTriggerInfo extends TriggerInfo {
/** Return true if the trigger is finished in any window being merged. */
boolean finishedInAnyMergingWindow();
/** Return true if the trigger is finished in all windows being merged. */
boolean finishedInAllMergingWindows();
}
/**
* Information accessible to all operational hooks in this {@code Trigger}.
*
* <p>Used directly in {@link TriggerStateMachine#shouldFire} and {@link
* TriggerStateMachine#clear}, and extended with additional information in other methods.
*/
public abstract static class TriggerContext {
/** Returns the interface for accessing trigger info. */
public abstract TriggerInfo trigger();
/** Returns the interface for accessing persistent state. */
public abstract StateAccessor<?> state();
/** The window that the current context is executing in. */
public abstract BoundedWindow window();
/** Create a sub-context for the given sub-trigger. */
public abstract TriggerContext forTrigger(ExecutableTriggerStateMachine trigger);
/**
* Removes the timer set in this trigger context for the given {@link Instant} and {@link
* TimeDomain}.
*/
public abstract void deleteTimer(Instant timestamp, TimeDomain domain);
/** The current processing time. */
public abstract Instant currentProcessingTime();
/** The current synchronized upstream processing time or {@code null} if unknown. */
@Nullable
public abstract Instant currentSynchronizedProcessingTime();
/** The current event time for the input or {@code null} if unknown. */
@Nullable
public abstract Instant currentEventTime();
}
/**
* Extended {@link TriggerContext} containing information accessible to the {@link #onElement}
* operational hook.
*/
public abstract static class OnElementContext extends TriggerContext {
/** The event timestamp of the element currently being processed. */
public abstract Instant eventTimestamp();
/**
* Sets a timer to fire when the watermark or processing time is beyond the given timestamp.
* Timers are not guaranteed to fire immediately, but will be delivered at some time afterwards.
*
* <p>As with {@link #state}, timers are implicitly scoped to the current window. All timer
* firings for a window will be received, but the implementation should choose to ignore those
* that are not applicable.
*
* @param timestamp the time at which the trigger should be re-evaluated
* @param domain the domain that the {@code timestamp} applies to
*/
public abstract void setTimer(Instant timestamp, TimeDomain domain);
/** Create an {@code OnElementContext} for executing the given trigger. */
@Override
public abstract OnElementContext forTrigger(ExecutableTriggerStateMachine trigger);
}
/**
* Extended {@link TriggerContext} containing information accessible to the {@link #onMerge}
* operational hook.
*/
public abstract static class OnMergeContext extends TriggerContext {
/**
* Sets a timer to fire when the watermark or processing time is beyond the given timestamp.
* Timers are not guaranteed to fire immediately, but will be delivered at some time afterwards.
*
* <p>As with {@link #state}, timers are implicitly scoped to the current window. All timer
* firings for a window will be received, but the implementation should choose to ignore those
* that are not applicable.
*
* @param timestamp the time at which the trigger should be re-evaluated
* @param domain the domain that the {@code timestamp} applies to
*/
public abstract void setTimer(Instant timestamp, TimeDomain domain);
/** Create an {@code OnMergeContext} for executing the given trigger. */
@Override
public abstract OnMergeContext forTrigger(ExecutableTriggerStateMachine trigger);
@Override
public abstract MergingStateAccessor<?, ?> state();
@Override
public abstract MergingTriggerInfo trigger();
}
@Nullable protected final List<TriggerStateMachine> subTriggers;
protected TriggerStateMachine(@Nullable List<TriggerStateMachine> subTriggers) {
this.subTriggers = subTriggers;
}
/** Called every time an element is incorporated into a window. */
public abstract void onElement(OnElementContext c) throws Exception;
/**
* Called immediately after windows have been merged.
*
* <p>Leaf triggers should update their state by inspecting their status and any state in the
* merging windows. Composite triggers should update their state by calling {@link
* ExecutableTriggerStateMachine#invokeOnMerge} on their sub-triggers, and applying appropriate
* logic.
*
* <p>A trigger such as {@link AfterWatermarkStateMachine#pastEndOfWindow} may no longer be
* finished; it is the responsibility of the trigger itself to record this fact. It is forbidden
* for a trigger to become finished due to {@link #onMerge}, as it has not yet fired the pending
* elements that led to it being ready to fire.
*
* <p>The implementation does not need to clear out any state associated with the old windows.
*/
public abstract void onMerge(OnMergeContext c) throws Exception;
/**
* Returns {@code true} if the current state of the trigger indicates that its condition is
* satisfied and it is ready to fire.
*/
public abstract boolean shouldFire(TriggerContext context) throws Exception;
/**
* Adjusts the state of the trigger to be ready for the next pane. For example, a {@link
* RepeatedlyStateMachine} trigger will reset its inner trigger, since it has fired.
*
* <p>If the trigger is finished, it is the responsibility of the trigger itself to record that
* fact via the {@code context}.
*/
public abstract void onFire(TriggerContext context) throws Exception;
/**
* Called to allow the trigger to prefetch any state it will likely need to read from during an
* {@link #onElement} call.
*/
public void prefetchOnElement(StateAccessor<?> state) {
if (subTriggers != null) {
for (TriggerStateMachine trigger : subTriggers) {
trigger.prefetchOnElement(state);
}
}
}
/**
* Called to allow the trigger to prefetch any state it will likely need to read from during an
* {@link #onMerge} call.
*/
public void prefetchOnMerge(MergingStateAccessor<?, ?> state) {
if (subTriggers != null) {
for (TriggerStateMachine trigger : subTriggers) {
trigger.prefetchOnMerge(state);
}
}
}
/**
* Called to allow the trigger to prefetch any state it will likely need to read from during an
* {@link #shouldFire} call.
*/
public void prefetchShouldFire(StateAccessor<?> state) {
if (subTriggers != null) {
for (TriggerStateMachine trigger : subTriggers) {
trigger.prefetchShouldFire(state);
}
}
}
/**
* Called to allow the trigger to prefetch any state it will likely need to read from during an
* {@link #onFire} call.
*/
public void prefetchOnFire(StateAccessor<?> state) {
if (subTriggers != null) {
for (TriggerStateMachine trigger : subTriggers) {
trigger.prefetchOnFire(state);
}
}
}
/**
* Clear any state associated with this trigger in the given window.
*
* <p>This is called after a trigger has indicated it will never fire again. The trigger system
* keeps enough information to know that the trigger is finished, so this trigger should clear all
* of its state.
*/
public void clear(TriggerContext c) throws Exception {
if (subTriggers != null) {
for (ExecutableTriggerStateMachine trigger : c.trigger().subTriggers()) {
trigger.invokeClear(c);
}
}
}
public Iterable<TriggerStateMachine> subTriggers() {
return subTriggers;
}
/** Returns whether this performs the same triggering as the given {@code Trigger}. */
public boolean isCompatible(TriggerStateMachine other) {
if (!getClass().equals(other.getClass())) {
return false;
}
if (subTriggers == null) {
return other.subTriggers == null;
} else if (other.subTriggers == null) {
return false;
} else if (subTriggers.size() != other.subTriggers.size()) {
return false;
}
for (int i = 0; i < subTriggers.size(); i++) {
if (!subTriggers.get(i).isCompatible(other.subTriggers.get(i))) {
return false;
}
}
return true;
}
@Override
public String toString() {
String simpleName = getClass().getSimpleName();
if (getClass().getEnclosingClass() != null) {
simpleName = getClass().getEnclosingClass().getSimpleName() + "." + simpleName;
}
if (subTriggers == null || subTriggers.isEmpty()) {
return simpleName;
} else {
return simpleName + "(" + Joiner.on(", ").join(subTriggers) + ")";
}
}
@Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (!(obj instanceof TriggerStateMachine)) {
return false;
}
TriggerStateMachine that = (TriggerStateMachine) obj;
return Objects.equals(getClass(), that.getClass())
&& Objects.equals(subTriggers, that.subTriggers);
}
@Override
public int hashCode() {
return Objects.hash(getClass(), subTriggers);
}
/**
* Specify an ending condition for this trigger. If the {@code until} fires then the combination
* fires.
*
* <p>The expression {@code t1.orFinally(t2)} fires every time {@code t1} fires, and finishes as
* soon as either {@code t1} finishes or {@code t2} fires, in which case it fires one last time
* for {@code t2}. Both {@code t1} and {@code t2} are executed in parallel. This means that {@code
* t1} may have fired since {@code t2} started, so not all of the elements that {@code t2} has
* seen are necessarily in the current pane.
*
* <p>For example the final firing of the following trigger may only have 1 element:
*
* <pre>{@code
* Repeatedly.forever(AfterPane.elementCountAtLeast(2))
* .orFinally(AfterPane.elementCountAtLeast(5))
* }</pre>
*/
public TriggerStateMachine orFinally(TriggerStateMachine until) {
return new OrFinallyStateMachine(this, until);
}
}