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  • Flink – Trigger,Evictor

    org.apache.flink.streaming.api.windowing.triggers;

     

    Trigger

    public abstract class Trigger<T, W extends Window> implements Serializable {
    
        /**
         * Called for every element that gets added to a pane. The result of this will determine
         * whether the pane is evaluated to emit results.
         *
         * @param element The element that arrived.
         * @param timestamp The timestamp of the element that arrived.
         * @param window The window to which the element is being added.
         * @param ctx A context object that can be used to register timer callbacks.
         */
        public abstract TriggerResult onElement(T element, long timestamp, W window, TriggerContext ctx) throws Exception;
    
        /**
         * Called when a processing-time timer that was set using the trigger context fires.
         *
         * @param time The timestamp at which the timer fired.
         * @param window The window for which the timer fired.
         * @param ctx A context object that can be used to register timer callbacks.
         */
        public abstract TriggerResult onProcessingTime(long time, W window, TriggerContext ctx) throws Exception;
    
        /**
         * Called when an event-time timer that was set using the trigger context fires.
         *
         * @param time The timestamp at which the timer fired.
         * @param window The window for which the timer fired.
         * @param ctx A context object that can be used to register timer callbacks.
         */
        public abstract TriggerResult onEventTime(long time, W window, TriggerContext ctx) throws Exception;
    
        /**
         * Called when several windows have been merged into one window by the
         * {@link org.apache.flink.streaming.api.windowing.assigners.WindowAssigner}.
         *
         * @param window The new window that results from the merge.
         * @param ctx A context object that can be used to register timer callbacks and access state.
         */
        public TriggerResult onMerge(W window, OnMergeContext ctx) throws Exception {
            throw new RuntimeException("This trigger does not support merging.");
        }

    Trigger决定pane何时被evaluated,实现一系列接口,来判断各种情况下是否需要trigger

    看看具体的trigger的实现,

    ProcessingTimeTrigger

    /**
     * A {@link Trigger} that fires once the current system time passes the end of the window
     * to which a pane belongs.
     */
    public class ProcessingTimeTrigger implements Trigger<Object, TimeWindow> {
        private static final long serialVersionUID = 1L;
        
        private ProcessingTimeTrigger() {}
        
        @Override
        public TriggerResult onElement(Object element, long timestamp, TimeWindow window, TriggerContext ctx) {
            ctx.registerProcessingTimeTimer(window.maxTimestamp()); //对于processingTime,element的trigger时间是current+window,所以这里需要注册定时器去触发
            return TriggerResult.CONTINUE;
        }
        
        @Override
        public TriggerResult onEventTime(long time, TimeWindow window, TriggerContext ctx) throws Exception {
            return TriggerResult.CONTINUE;
        }
        
        @Override
        public TriggerResult onProcessingTime(long time, TimeWindow window, TriggerContext ctx) {//触发后调用
            return TriggerResult.FIRE_AND_PURGE;
        }
        
        @Override
        public String toString() {
            return "ProcessingTimeTrigger()";
        }
        
        /**
        * Creates a new trigger that fires once system time passes the end of the window.
        */
        public static ProcessingTimeTrigger create() {
            return new ProcessingTimeTrigger();
        }
    }

    可以看到只有在onProcessingTime的时候,是FIRE_AND_PURGE,其他时候都是continue

    再看个CountTrigger,

    public class CountTrigger<W extends Window> extends Trigger<Object, W> {
    
        private final long maxCount;
    
        private final ReducingStateDescriptor<Long> stateDesc =
                new ReducingStateDescriptor<>("count", new Sum(), LongSerializer.INSTANCE);
    
        private CountTrigger(long maxCount) {
            this.maxCount = maxCount;
        }
    
        @Override
        public TriggerResult onElement(Object element, long timestamp, W window, TriggerContext ctx) throws Exception {
            ReducingState<Long> count = ctx.getPartitionedState(stateDesc); //从backend取出conunt state
            count.add(1L); //加1
            if (count.get() >= maxCount) {
                count.clear();
                return TriggerResult.FIRE;
            }
            return TriggerResult.CONTINUE;
        }
    
        @Override
        public TriggerResult onEventTime(long time, W window, TriggerContext ctx) {
            return TriggerResult.CONTINUE;
        }
    
        @Override
        public TriggerResult onProcessingTime(long time, W window, TriggerContext ctx) throws Exception {
            return TriggerResult.CONTINUE;
        }
    
        @Override
        public TriggerResult onMerge(W window, OnMergeContext ctx) throws Exception {
            ctx.mergePartitionedState(stateDesc); //先调用merge,底层backend里面的window进行merge
            ReducingState<Long> count = ctx.getPartitionedState(stateDesc); //merge后再取出state,count,进行判断
            if (count.get() >= maxCount) {
                return TriggerResult.FIRE;
            }
            return TriggerResult.CONTINUE;
        }

    很简单,既然是算count,那么和time相关的自然都是continue

    对于count,是在onElement中触发,每次来element都会走到这个逻辑

    当累积的count > 设定的count时,就会返回Fire,注意,这里这是fire,并不会purge

    并将计数清0

     

    TriggerResult

    TriggerResult是个枚举,

    enum TriggerResult {
        CONTINUE(false, false), FIRE_AND_PURGE(true, true), FIRE(true, false), PURGE(false, true);
        
        private final boolean fire;
        private final boolean purge;
    }

    两个选项,fire,purge,2×2,所以4种可能性

    两个Result可以merge,

    /**
     * Merges two {@code TriggerResults}. This specifies what should happen if we have
     * two results from a Trigger, for example as a result from
     * {@link Trigger#onElement(Object, long, Window, Trigger.TriggerContext)} and
     * {@link Trigger#onEventTime(long, Window, Trigger.TriggerContext)}.
     *
     * <p>
     * For example, if one result says {@code CONTINUE} while the other says {@code FIRE}
     * then {@code FIRE} is the combined result;
     */
    public static TriggerResult merge(TriggerResult a, TriggerResult b) {
        if (a.purge || b.purge) {
            if (a.fire || b.fire) {
                return FIRE_AND_PURGE;
            } else {
                return PURGE;
            }
        } else if (a.fire || b.fire) {
            return FIRE;
        } else {
            return CONTINUE;
        }
    }

     

    TriggerContext

    为Trigger做些环境的工作,比如管理timer,和处理state

    这些接口在,Trigger中的接口逻辑里面都会用到,所以在Trigger的所有接口上,都需要传入context

    /**
         * A context object that is given to {@link Trigger} methods to allow them to register timer
         * callbacks and deal with state.
         */
        public interface TriggerContext {
    
            long getCurrentProcessingTime();
            long getCurrentWatermark();
        
            /**
             * Register a system time callback. When the current system time passes the specified
             * time {@link Trigger#onProcessingTime(long, Window, TriggerContext)} is called with the time specified here.
             *
             * @param time The time at which to invoke {@link Trigger#onProcessingTime(long, Window, TriggerContext)}
             */
            void registerProcessingTimeTimer(long time);
            void registerEventTimeTimer(long time);
        
            void deleteProcessingTimeTimer(long time);
            void deleteEventTimeTimer(long time);
        
    
            <S extends State> S getPartitionedState(StateDescriptor<S, ?> stateDescriptor);
        }

     

    OnMergeContext 仅仅是多了一个接口,

    public interface OnMergeContext extends TriggerContext {
        <S extends MergingState<?, ?>> void mergePartitionedState(StateDescriptor<S, ?> stateDescriptor);
    }

     

    WindowOperator.Context作为TriggerContext的一个实现,

    /**
     * {@code Context} is a utility for handling {@code Trigger} invocations. It can be reused
     * by setting the {@code key} and {@code window} fields. No internal state must be kept in
     * the {@code Context}
     */
    public class Context implements Trigger.OnMergeContext {
        protected K key; //Context对应的window上下文
        protected W window;
    
        protected Collection<W> mergedWindows; //onMerge中被赋值
    
        @SuppressWarnings("unchecked")
        public <S extends State> S getPartitionedState(StateDescriptor<S, ?> stateDescriptor) {
            try {
                return WindowOperator.this.getPartitionedState(window, windowSerializer, stateDescriptor); //从backend里面读出改window的状态,即window buffer
            } catch (Exception e) {
                throw new RuntimeException("Could not retrieve state", e);
            }
        }
    
        @Override
        public <S extends MergingState<?, ?>> void mergePartitionedState(StateDescriptor<S, ?> stateDescriptor) {
            if (mergedWindows != null && mergedWindows.size() > 0) {
                try {
                    WindowOperator.this.getStateBackend().mergePartitionedStates(window, //在backend层面把mergedWindows merge到window中
                            mergedWindows,
                            windowSerializer,
                            stateDescriptor);
                } catch (Exception e) {
                    throw new RuntimeException("Error while merging state.", e);
                }
            }
        }
    
        @Override
        public void registerProcessingTimeTimer(long time) {
            Timer<K, W> timer = new Timer<>(time, key, window);
            // make sure we only put one timer per key into the queue
            if (processingTimeTimers.add(timer)) {
                processingTimeTimersQueue.add(timer);
                //If this is the first timer added for this timestamp register a TriggerTask
                if (processingTimeTimerTimestamps.add(time, 1) == 0) { //如果这个window是第一次注册的话
                    ScheduledFuture<?> scheduledFuture = WindowOperator.this.registerTimer(time, WindowOperator.this); //对于processTime必须注册定时器主动触发
                    processingTimeTimerFutures.put(time, scheduledFuture);
                }
            }
        }
    
        @Override
        public void registerEventTimeTimer(long time) {
            Timer<K, W> timer = new Timer<>(time, key, window);
            if (watermarkTimers.add(timer)) {
                watermarkTimersQueue.add(timer);
            }
        }
    
        //封装一遍trigger的接口,并把self作为context传入trigger的接口中
        public TriggerResult onElement(StreamRecord<IN> element) throws Exception {
            return trigger.onElement(element.getValue(), element.getTimestamp(), window, this);
        }
    
        public TriggerResult onProcessingTime(long time) throws Exception {
            return trigger.onProcessingTime(time, window, this);
        }
    
        public TriggerResult onEventTime(long time) throws Exception {
            return trigger.onEventTime(time, window, this);
        }
    
        public TriggerResult onMerge(Collection<W> mergedWindows) throws Exception {
            this.mergedWindows = mergedWindows;
            return trigger.onMerge(window, this);
        }
    
    }

     

     

    Evictor

    /**
     * An {@code Evictor} can remove elements from a pane before it is being processed and after
     * window evaluation was triggered by a
     * {@link org.apache.flink.streaming.api.windowing.triggers.Trigger}.
     *
     * <p>
     * A pane is the bucket of elements that have the same key (assigned by the
     * {@link org.apache.flink.api.java.functions.KeySelector}) and same {@link Window}. An element can
     * be in multiple panes of it was assigned to multiple windows by the
     * {@link org.apache.flink.streaming.api.windowing.assigners.WindowAssigner}. These panes all
     * have their own instance of the {@code Evictor}.
     *
     * @param <T> The type of elements that this {@code Evictor} can evict.
     * @param <W> The type of {@link Window Windows} on which this {@code Evictor} can operate.
     */
    public interface Evictor<T, W extends Window> extends Serializable {
    
        /**
         * Computes how many elements should be removed from the pane. The result specifies how
         * many elements should be removed from the beginning.
         *
         * @param elements The elements currently in the pane.
         * @param size The current number of elements in the pane.
         * @param window The {@link Window}
         */
        int evict(Iterable<StreamRecord<T>> elements, int size, W window);
    }

    Evictor的目的就是在Trigger fire后,但在element真正被处理前,从pane中remove掉一些数据

    比如你虽然是每小时触发一次,但是只是想处理最后10分钟的数据,而不是所有数据。。。

     

    CountEvictor

    /**
     * An {@link Evictor} that keeps only a certain amount of elements.
     *
     * @param <W> The type of {@link Window Windows} on which this {@code Evictor} can operate.
     */
    public class CountEvictor<W extends Window> implements Evictor<Object, W> {
        private static final long serialVersionUID = 1L;
        
        private final long maxCount;
        
        private CountEvictor(long count) {
            this.maxCount = count;
        }
        
        @Override
        public int evict(Iterable<StreamRecord<Object>> elements, int size, W window) {
            if (size > maxCount) {
                return (int) (size - maxCount);
            } else {
                return 0;
            }
        }
        
        /**
        * Creates a {@code CountEvictor} that keeps the given number of elements.
        *
        * @param maxCount The number of elements to keep in the pane.
        */
        public static <W extends Window> CountEvictor<W> of(long maxCount) {
            return new CountEvictor<>(maxCount);
        }
    }

    初始化count,表示想保留多少elements(from end)

    evict返回需要删除的elements数目(from begining)

    如果element数大于保留数,我们需要删除size – maxCount(from begining)

    反之,就全保留

     

    TimeEvictor

    /**
     * An {@link Evictor} that keeps elements for a certain amount of time. Elements older
     * than {@code current_time - keep_time} are evicted.
     *
     * @param <W> The type of {@link Window Windows} on which this {@code Evictor} can operate.
     */
    public class TimeEvictor<W extends Window> implements Evictor<Object, W> {
        private static final long serialVersionUID = 1L;
        
        private final long windowSize;
        
        public TimeEvictor(long windowSize) {
            this.windowSize = windowSize;
        }
        
        @Override
        public int evict(Iterable<StreamRecord<Object>> elements, int size, W window) {
            int toEvict = 0;
            long currentTime = Iterables.getLast(elements).getTimestamp();
            long evictCutoff = currentTime - windowSize;
            for (StreamRecord<Object> record: elements) {
                if (record.getTimestamp() > evictCutoff) {
                    break;
                }
                toEvict++;
            }
            return toEvict;
        }
    }

    TimeEvictor设置需要保留的时间,

    用最后一条的时间作为current,current-windowSize,作为界限,小于这个时间的要evict掉

    这里的前提是,数据是时间有序的

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  • 原文地址:https://www.cnblogs.com/fxjwind/p/6126274.html
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