Cleanup server sync logic to work in a single consistent format (#101)

* Cleanup server sync logic to work in a single consistent format

Previously we had a mess of a function trying to update server details from a patch request. This change just centralizes everything to a single Sync() call when a server needs to update itself.

We can also eventually update the panel (in V2) to not hit the patch endpoint, rather it can just be a generic endpoint that is hit after a server is updated on the Panel that tells Wings to re-sync the data to get the environment changes on the fly.

The changes I made to the patch function currently act like that, with a slightly fragile 2 second wait to let the panel persist the changes since I don't want this to be a breaking change on that end.

* Remove legacy server patch endpoint; replace with simpler sync endpoint
This commit is contained in:
Dane Everitt
2021-08-29 13:37:18 -07:00
committed by GitHub
parent d4a8f25cc6
commit 5764894a5e
5 changed files with 73 additions and 171 deletions

View File

@@ -1,149 +1,41 @@
package server
import (
"encoding/json"
"emperror.dev/errors"
"github.com/buger/jsonparser"
"github.com/imdario/mergo"
"github.com/pterodactyl/wings/environment/docker"
"github.com/pterodactyl/wings/environment"
)
// UpdateDataStructure merges data passed through in JSON form into the existing
// server object. Any changes to the build settings will apply immediately in
// the environment if the environment supports it.
// SyncWithEnvironment updates the environment for the server to match any of
// the changed data. This pushes new settings and environment variables to the
// environment. In addition, the in-situ update method is called on the
// environment which will allow environments that make use of it (such as Docker)
// to immediately apply some settings without having to wait on a server to
// restart.
//
// The server will be marked as requiring a rebuild on the next boot sequence,
// it is up to the specific environment to determine what needs to happen when
// that is the case.
func (s *Server) UpdateDataStructure(data []byte) error {
src := new(Configuration)
if err := json.Unmarshal(data, src); err != nil {
return errors.Wrap(err, "server/update: could not unmarshal source data into Configuration struct")
}
// Don't allow obviously corrupted data to pass through into this function. If the UUID
// doesn't match something has gone wrong and the API is attempting to meld this server
// instance into a totally different one, which would be bad.
if src.Uuid != "" && s.ID() != "" && src.Uuid != s.ID() {
return errors.New("server/update: attempting to merge a data stack with an invalid UUID")
}
// Grab a copy of the configuration to work on.
c := *s.Config()
// Lock our copy of the configuration since the deferred unlock will end up acting upon this
// new memory address rather than the old one. If we don't lock this, the deferred unlock will
// cause a panic when it goes to run. However, since we only update s.cfg at the end, if there
// is an error before that point we'll still properly unlock the original configuration for the
// server.
c.mu.Lock()
// Lock the server configuration while we're doing this merge to avoid anything
// trying to overwrite it or make modifications while we're sorting out what we
// need to do.
s.cfg.mu.Lock()
defer s.cfg.mu.Unlock()
// Merge the new data object that we have received with the existing server data object
// and then save it to the disk so it is persistent.
if err := mergo.Merge(&c, src, mergo.WithOverride); err != nil {
return errors.WithStack(err)
}
// Don't explode if we're setting CPU limits to 0. Mergo sees that as an empty value
// so it won't override the value we've passed through in the API call. However, we can
// safely assume that we're passing through valid data structures here. I foresee this
// backfiring at some point, but until then...
c.Build = src.Build
// Yee haw.
c.Egg = src.Egg
// Mergo can't quite handle this boolean value correctly, so for now we'll just
// handle this edge case manually since none of the other data passed through in this
// request is going to be boolean. Allegedly.
if v, err := jsonparser.GetBoolean(data, "container", "oom_disabled"); err != nil {
if err != jsonparser.KeyPathNotFoundError {
return errors.WithStack(err)
}
} else {
c.Build.OOMDisabled = v
}
// Mergo also cannot handle this boolean value.
if v, err := jsonparser.GetBoolean(data, "suspended"); err != nil {
if err != jsonparser.KeyPathNotFoundError {
return errors.WithStack(err)
}
} else {
c.Suspended = v
}
if v, err := jsonparser.GetBoolean(data, "skip_egg_scripts"); err != nil {
if err != jsonparser.KeyPathNotFoundError {
return errors.WithStack(err)
}
} else {
c.SkipEggScripts = v
}
if v, err := jsonparser.GetBoolean(data, "start_on_completion"); err != nil {
if err != jsonparser.KeyPathNotFoundError {
return errors.WithStack(err)
}
} else {
c.StartOnCompletion = v
}
if v, err := jsonparser.GetBoolean(data, "crash_detection_enabled"); err != nil {
if err != jsonparser.KeyPathNotFoundError {
return errors.WithStack(err)
}
// Enable crash detection by default.
c.CrashDetectionEnabled = true
} else {
c.CrashDetectionEnabled = v
}
// Environment and Mappings should be treated as a full update at all times, never a
// true patch, otherwise we can't know what we're passing along.
if src.EnvVars != nil && len(src.EnvVars) > 0 {
c.EnvVars = src.EnvVars
}
if src.Allocations.Mappings != nil && len(src.Allocations.Mappings) > 0 {
c.Allocations.Mappings = src.Allocations.Mappings
}
if src.Mounts != nil && len(src.Mounts) > 0 {
c.Mounts = src.Mounts
}
// Update the configuration once we have a lock on the configuration object.
s.cfg = c
return nil
}
// Updates the environment for the server to match any of the changed data. This pushes new settings and
// environment variables to the environment. In addition, the in-situ update method is called on the
// environment which will allow environments that make use of it (such as Docker) to immediately apply
// some settings without having to wait on a server to restart.
//
// This functionality allows a server's resources limits to be modified on the fly and have them apply
// right away allowing for dynamic resource allocation and responses to abusive server processes.
// This functionality allows a server's resources limits to be modified on the
// fly and have them apply right away allowing for dynamic resource allocation
// and responses to abusive server processes.
func (s *Server) SyncWithEnvironment() {
s.Log().Debug("syncing server settings with environment")
cfg := s.Config()
// Update the environment settings using the new information from this server.
s.Environment.Config().SetSettings(environment.Settings{
Mounts: s.Mounts(),
Allocations: s.Config().Allocations,
Limits: s.Config().Build,
Allocations: cfg.Allocations,
Limits: cfg.Build,
})
// For Docker specific environments we also want to update the configured image
// and stop configuration.
if e, ok := s.Environment.(*docker.Environment); ok {
s.Log().Debug("syncing stop configuration with configured docker environment")
e.SetImage(cfg.Container.Image)
e.SetStopConfiguration(s.ProcessConfiguration().Stop)
}
// If build limits are changed, environment variables also change. Plus, any modifications to
// the startup command also need to be properly propagated to this environment.
//