feat: add support for multiple tunnel destinations in tailnet (#15409)

Closes #14729

Expands the Coordination controller used by the CLI client to allow multiple tunnel destinations (agents).  Our current client uses just one, but this unifies the logic so that when we add Coder VPN, 1 is just a special case of "many."
This commit is contained in:
Spike Curtis
2024-11-08 13:32:07 +04:00
committed by GitHub
parent 8c00ebc6ee
commit e5661c2748
5 changed files with 530 additions and 23 deletions

View File

@ -4,6 +4,7 @@ import (
"context"
"fmt"
"io"
"maps"
"math"
"strings"
"sync"
@ -239,7 +240,8 @@ func (c *BasicCoordination) respLoop() {
defer func() {
cErr := c.Client.Close()
if cErr != nil {
c.logger.Debug(context.Background(), "failed to close coordinate client after respLoop exit", slog.Error(cErr))
c.logger.Debug(context.Background(),
"failed to close coordinate client after respLoop exit", slog.Error(cErr))
}
c.coordinatee.SetAllPeersLost()
close(c.respLoopDone)
@ -247,7 +249,8 @@ func (c *BasicCoordination) respLoop() {
for {
resp, err := c.Client.Recv()
if err != nil {
c.logger.Debug(context.Background(), "failed to read from protocol", slog.Error(err))
c.logger.Debug(context.Background(),
"failed to read from protocol", slog.Error(err))
c.SendErr(xerrors.Errorf("read: %w", err))
return
}
@ -278,7 +281,8 @@ func (c *BasicCoordination) respLoop() {
ReadyForHandshake: rfh,
})
if err != nil {
c.logger.Debug(context.Background(), "failed to send ready for handshake", slog.Error(err))
c.logger.Debug(context.Background(),
"failed to send ready for handshake", slog.Error(err))
c.SendErr(xerrors.Errorf("send: %w", err))
return
}
@ -287,37 +291,158 @@ func (c *BasicCoordination) respLoop() {
}
}
type singleDestController struct {
type TunnelSrcCoordController struct {
*BasicCoordinationController
dest uuid.UUID
mu sync.Mutex
dests map[uuid.UUID]struct{}
coordination *BasicCoordination
}
// NewSingleDestController creates a CoordinationController for Coder clients that connect to a
// single tunnel destination, e.g. `coder ssh`, which connects to a single workspace Agent.
func NewSingleDestController(logger slog.Logger, coordinatee Coordinatee, dest uuid.UUID) CoordinationController {
coordinatee.SetTunnelDestination(dest)
return &singleDestController{
// NewTunnelSrcCoordController creates a CoordinationController for peers that are exclusively
// tunnel sources (that is, they create tunnel --- Coder clients not workspaces).
func NewTunnelSrcCoordController(
logger slog.Logger, coordinatee Coordinatee,
) *TunnelSrcCoordController {
return &TunnelSrcCoordController{
BasicCoordinationController: &BasicCoordinationController{
Logger: logger,
Coordinatee: coordinatee,
SendAcks: false,
},
dest: dest,
dests: make(map[uuid.UUID]struct{}),
}
}
func (c *singleDestController) New(client CoordinatorClient) CloserWaiter {
func (c *TunnelSrcCoordController) New(client CoordinatorClient) CloserWaiter {
c.mu.Lock()
defer c.mu.Unlock()
b := c.BasicCoordinationController.NewCoordination(client)
err := client.Send(&proto.CoordinateRequest{AddTunnel: &proto.CoordinateRequest_Tunnel{Id: c.dest[:]}})
if err != nil {
b.SendErr(err)
c.coordination = b
// resync destinations on reconnect
for dest := range c.dests {
err := client.Send(&proto.CoordinateRequest{
AddTunnel: &proto.CoordinateRequest_Tunnel{Id: UUIDToByteSlice(dest)},
})
if err != nil {
b.SendErr(err)
c.coordination = nil
cErr := client.Close()
if cErr != nil {
c.Logger.Debug(
context.Background(),
"failed to close coordinator client after add tunnel failure",
slog.Error(cErr),
)
}
break
}
}
return b
}
func (c *TunnelSrcCoordController) AddDestination(dest uuid.UUID) {
c.mu.Lock()
defer c.mu.Unlock()
c.Coordinatee.SetTunnelDestination(dest) // this prepares us for an ack
c.dests[dest] = struct{}{}
if c.coordination == nil {
return
}
err := c.coordination.Client.Send(
&proto.CoordinateRequest{
AddTunnel: &proto.CoordinateRequest_Tunnel{Id: UUIDToByteSlice(dest)},
})
if err != nil {
c.coordination.SendErr(err)
cErr := c.coordination.Client.Close() // close the client so we don't gracefully disconnect
if cErr != nil {
c.Logger.Debug(context.Background(),
"failed to close coordinator client after add tunnel failure",
slog.Error(cErr))
}
c.coordination = nil
}
}
func (c *TunnelSrcCoordController) RemoveDestination(dest uuid.UUID) {
c.mu.Lock()
defer c.mu.Unlock()
delete(c.dests, dest)
if c.coordination == nil {
return
}
err := c.coordination.Client.Send(
&proto.CoordinateRequest{
RemoveTunnel: &proto.CoordinateRequest_Tunnel{Id: UUIDToByteSlice(dest)},
})
if err != nil {
c.coordination.SendErr(err)
cErr := c.coordination.Client.Close() // close the client so we don't gracefully disconnect
if cErr != nil {
c.Logger.Debug(context.Background(),
"failed to close coordinator client after remove tunnel failure",
slog.Error(cErr))
}
c.coordination = nil
}
}
func (c *TunnelSrcCoordController) SyncDestinations(destinations []uuid.UUID) {
c.mu.Lock()
defer c.mu.Unlock()
toAdd := make(map[uuid.UUID]struct{})
toRemove := maps.Clone(c.dests)
all := make(map[uuid.UUID]struct{})
for _, dest := range destinations {
all[dest] = struct{}{}
delete(toRemove, dest)
if _, ok := c.dests[dest]; !ok {
toAdd[dest] = struct{}{}
}
}
c.dests = all
if c.coordination == nil {
return
}
var err error
defer func() {
if err != nil {
c.coordination.SendErr(err)
cErr := c.coordination.Client.Close() // don't gracefully disconnect
if cErr != nil {
c.Logger.Debug(context.Background(),
"failed to close coordinator client during sync destinations",
slog.Error(cErr))
}
c.coordination = nil
}
}()
for dest := range toAdd {
err = c.coordination.Client.Send(
&proto.CoordinateRequest{
AddTunnel: &proto.CoordinateRequest_Tunnel{Id: UUIDToByteSlice(dest)},
})
if err != nil {
return
}
}
for dest := range toRemove {
err = c.coordination.Client.Send(
&proto.CoordinateRequest{
RemoveTunnel: &proto.CoordinateRequest_Tunnel{Id: UUIDToByteSlice(dest)},
})
if err != nil {
return
}
}
}
// NewAgentCoordinationController creates a CoordinationController for Coder Agents, which never
// create tunnels and always send ReadyToHandshake acknowledgements.
func NewAgentCoordinationController(logger slog.Logger, coordinatee Coordinatee) CoordinationController {
func NewAgentCoordinationController(
logger slog.Logger, coordinatee Coordinatee,
) CoordinationController {
return &BasicCoordinationController{
Logger: logger,
Coordinatee: coordinatee,