syncthing/lib/protocol/vector.go
Jakob Borg 744ef0d8ac
lib/protocol: Avoid data loss on database wipe by higher version numbers (fixes #3876) (#6605)
This makes version vector values clock based instead of just incremented
from zero. The effect is that a vector that is created from scratch
(after database reset) will have a higher value for the local device
than what it could have been previously, causing a conflict. That is, if
we are A and we had

    {A: 42, B: 12}

in the old scheme, a reset and rescan would give us

    {A: 1}

which is a strict ancestor of the older file (this might be wrong). With
the new scheme we would instead have

    {A: someClockTime, b: otherClockTime}

and the new version after reset would become

    {A: someClockTime+delta}

which is in conflict with the previous entry (better).
In case the clocks are wrong (current time is less than the value in the
vector) we fall back to just simple increment like today.

This scheme is ineffective if we suffer a database reset while at the
same time setting the clock back far into the past. It's however no
worse than what we already do.

This loses the ability to emit the "added" event, as we can't look for
the magic 1 entry any more. That event was however already broken
(#5541).

Another place where we infer meaning from the vector itself is in
receive only folders, but there the only criteria is that the vector is
one item long and includes just ourselves, which remains the case with
this change.

* wip
2020-05-06 08:47:02 +02:00

227 lines
5.5 KiB
Go

// Copyright (C) 2015 The Protocol Authors.
package protocol
import "time"
// The Vector type represents a version vector. The zero value is a usable
// version vector. The vector has slice semantics and some operations on it
// are "append-like" in that they may return the same vector modified, or v
// new allocated Vector with the modified contents.
// Counter represents a single counter in the version vector.
// Update returns a Vector with the index for the specific ID incremented by
// one. If it is possible, the vector v is updated and returned. If it is not,
// a copy will be created, updated and returned.
func (v Vector) Update(id ShortID) Vector {
now := uint64(time.Now().Unix())
return v.updateWithNow(id, now)
}
func (v Vector) updateWithNow(id ShortID, now uint64) Vector {
for i := range v.Counters {
if v.Counters[i].ID == id {
// Update an existing index
v.Counters[i].Value = max(v.Counters[i].Value+1, now)
return v
} else if v.Counters[i].ID > id {
// Insert a new index
nv := make([]Counter, len(v.Counters)+1)
copy(nv, v.Counters[:i])
nv[i].ID = id
nv[i].Value = max(1, now)
copy(nv[i+1:], v.Counters[i:])
return Vector{Counters: nv}
}
}
// Append a new index
return Vector{Counters: append(v.Counters, Counter{
ID: id,
Value: max(1, now),
})}
}
func max(a, b uint64) uint64 {
if a > b {
return a
}
return b
}
// Merge returns the vector containing the maximum indexes from v and b. If it
// is possible, the vector v is updated and returned. If it is not, a copy
// will be created, updated and returned.
func (v Vector) Merge(b Vector) Vector {
var vi, bi int
for bi < len(b.Counters) {
if vi == len(v.Counters) {
// We've reach the end of v, all that remains are appends
return Vector{Counters: append(v.Counters, b.Counters[bi:]...)}
}
if v.Counters[vi].ID > b.Counters[bi].ID {
// The index from b should be inserted here
n := make([]Counter, len(v.Counters)+1)
copy(n, v.Counters[:vi])
n[vi] = b.Counters[bi]
copy(n[vi+1:], v.Counters[vi:])
v.Counters = n
}
if v.Counters[vi].ID == b.Counters[bi].ID {
if val := b.Counters[bi].Value; val > v.Counters[vi].Value {
v.Counters[vi].Value = val
}
}
if bi < len(b.Counters) && v.Counters[vi].ID == b.Counters[bi].ID {
bi++
}
vi++
}
return v
}
// Copy returns an identical vector that is not shared with v.
func (v Vector) Copy() Vector {
nv := make([]Counter, len(v.Counters))
copy(nv, v.Counters)
return Vector{Counters: nv}
}
// Equal returns true when the two vectors are equivalent.
func (v Vector) Equal(b Vector) bool {
return v.Compare(b) == Equal
}
// LesserEqual returns true when the two vectors are equivalent or v is Lesser
// than b.
func (v Vector) LesserEqual(b Vector) bool {
comp := v.Compare(b)
return comp == Lesser || comp == Equal
}
// GreaterEqual returns true when the two vectors are equivalent or v is Greater
// than b.
func (v Vector) GreaterEqual(b Vector) bool {
comp := v.Compare(b)
return comp == Greater || comp == Equal
}
// Concurrent returns true when the two vectors are concurrent.
func (v Vector) Concurrent(b Vector) bool {
comp := v.Compare(b)
return comp == ConcurrentGreater || comp == ConcurrentLesser
}
// Counter returns the current value of the given counter ID.
func (v Vector) Counter(id ShortID) uint64 {
for _, c := range v.Counters {
if c.ID == id {
return c.Value
}
}
return 0
}
// DropOthers removes all counters, keeping only the one with given id. If there
// is no such counter, an empty Vector is returned.
func (v Vector) DropOthers(id ShortID) Vector {
for i, c := range v.Counters {
if c.ID == id {
v.Counters = v.Counters[i : i+1]
return v
}
}
return Vector{}
}
// Ordering represents the relationship between two Vectors.
type Ordering int
const (
Equal Ordering = iota
Greater
Lesser
ConcurrentLesser
ConcurrentGreater
)
// There's really no such thing as "concurrent lesser" and "concurrent
// greater" in version vectors, just "concurrent". But it's useful to be able
// to get a strict ordering between versions for stable sorts and so on, so we
// return both variants. The convenience method Concurrent() can be used to
// check for either case.
// Compare returns the Ordering that describes a's relation to b.
func (v Vector) Compare(b Vector) Ordering {
var ai, bi int // index into a and b
var av, bv Counter // value at current index
result := Equal
for ai < len(v.Counters) || bi < len(b.Counters) {
var aMissing, bMissing bool
if ai < len(v.Counters) {
av = v.Counters[ai]
} else {
av = Counter{}
aMissing = true
}
if bi < len(b.Counters) {
bv = b.Counters[bi]
} else {
bv = Counter{}
bMissing = true
}
switch {
case av.ID == bv.ID:
// We have a counter value for each side
if av.Value > bv.Value {
if result == Lesser {
return ConcurrentLesser
}
result = Greater
} else if av.Value < bv.Value {
if result == Greater {
return ConcurrentGreater
}
result = Lesser
}
case !aMissing && av.ID < bv.ID || bMissing:
// Value is missing on the b side
if av.Value > 0 {
if result == Lesser {
return ConcurrentLesser
}
result = Greater
}
case !bMissing && bv.ID < av.ID || aMissing:
// Value is missing on the a side
if bv.Value > 0 {
if result == Greater {
return ConcurrentGreater
}
result = Lesser
}
}
if ai < len(v.Counters) && (av.ID <= bv.ID || bMissing) {
ai++
}
if bi < len(b.Counters) && (bv.ID <= av.ID || aMissing) {
bi++
}
}
return result
}