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retry.go
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retry.go
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package lo
import (
"sync"
"time"
)
type debounce struct {
after time.Duration
mu *sync.Mutex
timer *time.Timer
done bool
callbacks []func()
}
func (d *debounce) reset() {
d.mu.Lock()
defer d.mu.Unlock()
if d.done {
return
}
if d.timer != nil {
d.timer.Stop()
}
d.timer = time.AfterFunc(d.after, func() {
for i := range d.callbacks {
d.callbacks[i]()
}
})
}
func (d *debounce) cancel() {
d.mu.Lock()
defer d.mu.Unlock()
if d.timer != nil {
d.timer.Stop()
d.timer = nil
}
d.done = true
}
// NewDebounce creates a debounced instance that delays invoking functions given until after wait milliseconds have elapsed.
// Play: https://go.dev/play/p/mz32VMK2nqe
func NewDebounce(duration time.Duration, f ...func()) (func(), func()) {
d := &debounce{
after: duration,
mu: new(sync.Mutex),
timer: nil,
done: false,
callbacks: f,
}
return func() {
d.reset()
}, d.cancel
}
type debounceByItem struct {
mu *sync.Mutex
timer *time.Timer
count int
}
type debounceBy[T comparable] struct {
after time.Duration
mu *sync.Mutex
items map[T]*debounceByItem
callbacks []func(key T, count int)
}
func (d *debounceBy[T]) reset(key T) {
d.mu.Lock()
if _, ok := d.items[key]; !ok {
d.items[key] = &debounceByItem{
mu: new(sync.Mutex),
timer: nil,
}
}
item := d.items[key]
d.mu.Unlock()
item.mu.Lock()
defer item.mu.Unlock()
item.count++
if item.timer != nil {
item.timer.Stop()
}
item.timer = time.AfterFunc(d.after, func() {
item.mu.Lock()
count := item.count
item.count = 0
item.mu.Unlock()
for i := range d.callbacks {
d.callbacks[i](key, count)
}
})
}
func (d *debounceBy[T]) cancel(key T) {
d.mu.Lock()
defer d.mu.Unlock()
if item, ok := d.items[key]; ok {
item.mu.Lock()
if item.timer != nil {
item.timer.Stop()
item.timer = nil
}
item.mu.Unlock()
delete(d.items, key)
}
}
// NewDebounceBy creates a debounced instance for each distinct key, that delays invoking functions given until after wait milliseconds have elapsed.
// Play: https://go.dev/play/p/d3Vpt6pxhY8
func NewDebounceBy[T comparable](duration time.Duration, f ...func(key T, count int)) (func(key T), func(key T)) {
d := &debounceBy[T]{
after: duration,
mu: new(sync.Mutex),
items: map[T]*debounceByItem{},
callbacks: f,
}
return func(key T) {
d.reset(key)
}, d.cancel
}
// Attempt invokes a function N times until it returns valid output. Returns either the caught error or nil.
// When the first argument is less than `1`, the function runs until a successful response is returned.
// Play: https://go.dev/play/p/3ggJZ2ZKcMj
func Attempt(maxIteration int, f func(index int) error) (int, error) {
var err error
for i := 0; maxIteration <= 0 || i < maxIteration; i++ {
// for retries >= 0 {
err = f(i)
if err == nil {
return i + 1, nil
}
}
return maxIteration, err
}
// AttemptWithDelay invokes a function N times until it returns valid output,
// with a pause between each call. Returns either the caught error or nil.
// When the first argument is less than `1`, the function runs until a successful
// response is returned.
// Play: https://go.dev/play/p/tVs6CygC7m1
func AttemptWithDelay(maxIteration int, delay time.Duration, f func(index int, duration time.Duration) error) (int, time.Duration, error) {
var err error
start := time.Now()
for i := 0; maxIteration <= 0 || i < maxIteration; i++ {
err = f(i, time.Since(start))
if err == nil {
return i + 1, time.Since(start), nil
}
if maxIteration <= 0 || i+1 < maxIteration {
time.Sleep(delay)
}
}
return maxIteration, time.Since(start), err
}
// AttemptWhile invokes a function N times until it returns valid output.
// Returns either the caught error or nil, along with a bool value to determine
// whether the function should be invoked again. It will terminate the invoke
// immediately if the second return value is false. When the first
// argument is less than `1`, the function runs until a successful response is
// returned.
func AttemptWhile(maxIteration int, f func(int) (error, bool)) (int, error) {
var err error
var shouldContinueInvoke bool
for i := 0; maxIteration <= 0 || i < maxIteration; i++ {
// for retries >= 0 {
err, shouldContinueInvoke = f(i)
if !shouldContinueInvoke { // if shouldContinueInvoke is false, then return immediately
return i + 1, err
}
if err == nil {
return i + 1, nil
}
}
return maxIteration, err
}
// AttemptWhileWithDelay invokes a function N times until it returns valid output,
// with a pause between each call. Returns either the caught error or nil, along
// with a bool value to determine whether the function should be invoked again.
// It will terminate the invoke immediately if the second return value is false.
// When the first argument is less than `1`, the function runs until a successful
// response is returned.
func AttemptWhileWithDelay(maxIteration int, delay time.Duration, f func(int, time.Duration) (error, bool)) (int, time.Duration, error) {
var err error
var shouldContinueInvoke bool
start := time.Now()
for i := 0; maxIteration <= 0 || i < maxIteration; i++ {
err, shouldContinueInvoke = f(i, time.Since(start))
if !shouldContinueInvoke { // if shouldContinueInvoke is false, then return immediately
return i + 1, time.Since(start), err
}
if err == nil {
return i + 1, time.Since(start), nil
}
if maxIteration <= 0 || i+1 < maxIteration {
time.Sleep(delay)
}
}
return maxIteration, time.Since(start), err
}
type transactionStep[T any] struct {
exec func(T) (T, error)
onRollback func(T) T
}
// NewTransaction instantiate a new transaction.
func NewTransaction[T any]() *Transaction[T] {
return &Transaction[T]{
steps: []transactionStep[T]{},
}
}
// Transaction implements a Saga pattern
type Transaction[T any] struct {
steps []transactionStep[T]
}
// Then adds a step to the chain of callbacks. It returns the same Transaction.
func (t *Transaction[T]) Then(exec func(T) (T, error), onRollback func(T) T) *Transaction[T] {
t.steps = append(t.steps, transactionStep[T]{
exec: exec,
onRollback: onRollback,
})
return t
}
// Process runs the Transaction steps and rollbacks in case of errors.
func (t *Transaction[T]) Process(state T) (T, error) {
var i int
var err error
for i < len(t.steps) {
state, err = t.steps[i].exec(state)
if err != nil {
break
}
i++
}
if err == nil {
return state, nil
}
for i > 0 {
i--
state = t.steps[i].onRollback(state)
}
return state, err
}
// throttle ?