Project: Vitess (App Definition and Development / Database)
File: VitessQueues.md

This document describes a proposed design and implementation guidelines for a Queue feature inside Vitess. Events can be added to a Queue, and processed asynchronously by Receivers. Queues are hard to implement right on MySQL. They need to scale, and usually issues when implementing them at the application level start creeping up at high QPS. This document proposes a design to address the following requirements: Need to support sharding transparently (and scale linearly with number of shards). Need to not lose events. Extracting the events from the queue for processing needs to be scalable. Adding to the queue needs to be transaction-safe (so changing some content and adding to the queue can be committed as a transaction). Events have an optional timestamp of when they should fire. If none is specified, it will be as soon as possible. May fire events more than once, if the event receiver is unresponsive, or in case of topology events (resharding, reparent, ...). Events that are successfully acked should never fire again. Strict event processing ordering is not a requirement. While it is possible to implement high QPS queues using a sharded table, it would introduce the following limitations: The Queue consumers need to poll the database to find new work. The Queue consumers have to be somewhat shard-aware, to only consume events from one shard. With a higher number of consumers on one shard, they step on each-others toes, and introduce database latency. At a high level, we propose to still use a table as backend for a Queue. It follows the same sharding as the Keyspace it is in, meaning it is present on all shards. However, instead of having consumers query the table directly, we introduce the Queue Manager: When a tablet becomes the primary of a shard (at startup, or at reparent time), it creates a Queue Manager routine for each Queue Table in the schema. The Queue Manager is responsible for managing the data in the Queue Table. The Queue Manager dispatches events that are firing to a pool of Listeners. Each Listener maintains a streaming connection to the Queue it is listening on. The Queue Manager can then use an in-memory cache covering the next time interval, and be efficient. All requests to the Queue table are then done by Primary Key, and are very fast. Each Queue Table has the following mandatory fields. At first, we can create them using a regular schema change. Eventually, we'll support a `CREATE QUEUE name(...)` command. Each entry in the queue has a sharding key (could be a hash of the trigger timestamp). The Primary Key for the table is a timestamp, nanosecond granularity: Timestamp in nanoseconds since Epoch (PK): uint64 State (enum): tobefired, fired, acked. Some sharding key: user-defined, specified at creation time, with vindex. Other columns: user-defined, specified at creation time. A Queue is linked to a Queue Manager on the primary vttablet, on each shard. The Queue Manager is responsible for dispatching events to the Receivers. The Queue Manager can impose the following limits: Maximum QPS of events being processed. Maximum concurrency of event processing. Note: we still use the database to store the items, so any state change is persisted. We'll explore scalability below, but the QPS for Queues will still be limited by the insert / update QPS of each shard primary. To increase Queue capabilities, the usual horizontal sharding process can be used. Queue Tables are marked in the schema by a comment, in a similar way we detect Sequence Tables

When a tablet becomes a primary, and there are Queue tables, it creates a QueueManager for each of them. The Queue Manager has a window of current or soon events (lets say the next 30 seconds or 1 minute). Upon startup, it reads these events into memory. Then for every event modification that is done for events in that window, it keeps a memory copy of the event. Receivers use streaming RPCs to ask for events, providing a KeyRange if necessary to only target a subset of the Queues. That RPC is connected to the corresponding Queue Managers on the targeted shards. It is recommended for multiple Receivers to target the same shard, for redundancy and scalability. Whenever an event becomes current and needs to be fired, the Queue Manager changes the state of the event on disk to fired, and sends it to a random Receiver (or the Receiver that is the least busy, or the most responsive, which ever it is). The Receiver will then either: Ack the event after processing, and then the Manager can mark it acked in the table, or even delete it. Not respond in time, or not ack it: the Manager can mark it as to be fired again. In that case, the Manager can back off and try again later. The logic here can be as simple or complicated as necessary. The easiest implementation is to not guarantee an execution order for the events. Providing ordering would not be too difficult, but has an impact on performance (when a Receiver doesn't respond in time, it delays eveybody else, so we'd need to timeout quickly and keep going). For old events (that have been fired but not acked), we propose to use an old event collector that retries with some kind of longer threshold / retry period. That way we don't use the Queue Manager for old events, and keep it firing recent events. Event history can be managed in multiple ways. The Queue Manager should probably have some kind of retention policy, and delete events that have been fired and older than N days. Deleting the table would delete the entire queue. We create the Queue: ``` sql CREATE QUEUE my_queue( user_id BIGINT(10), payload VARCHAR(256), ) ``` Then we change VSchema to have a hash vindex for user_id. Let's insert something into the queue: ``` sql BEGIN INSERT INTO myqueue(userid, payload) VALUES (10, I want to send this); COMMIT ``` We add another streaming endpoint to vtgate for queue event consumption, and one for acking: ``` protocol-buffer message QueueReceiveRequest { // caller_id identifies the caller. This is the effective caller ID, // set by the application to further identify the caller. vtrpc.CallerID caller_id = 1; // keyspace to target the query to. string keyspace = 2; // shard to target the query to, for unsharded keyspaces. string shard = 3; // KeyRange to target the query to, for sharded keyspaces. topodata.KeyRange key_range = 4; } message QueueReceiveResponse { // First response has fields, next ones have data. // Note we might get multiple notifications in a single packet. QueryResult result = 1; } message QueueAckRequest { // TODO: find a good way to reference the event, maybe // have an id in the query result. Repeated Id string; } message QueueAckResponse { } service Vitess { ... rpc QueueReceive(vtgate.QueueReceiveRequest) returns (stream vtgate.QueueReceiveResponse) {}; Rpc QueueAck(vtgate.QueueAckRequest) returns (vtgate.QueueAckResponse) {}; ... } ``` Then the receiver code is just an endless loop: Call QueueReceive(). For each QueueReceiveResponse: For each row: Do what needs to be

Call QueueAck() for the processed events. Note: acks may need to be inside a transaction too. In that case, we may want to remove the QueueAck, and replace it with an: `UPDATE my_queue(state) VALUES(acked) WHERE <PK>=...;` Statement. It might be re-written by vttablet. How does this scale? The answer should be: very well. There is no expensive query done to the database. Only a range query (might need locking) every N seconds. Everything else is point updates. This approach scales with the number of shards too. Resharding will multiply the queue processing power. Since we have a process on the primary, we piggy-back on our regular tablet primary election. Event creation: each creation is one INSERT into the database. Creation of events that are supposed to execute as soon as possible may create a hotspot in the table. If so, we might be better off using the keyspace id for primary key, and having an index on timestamps. If the event creation is in the execution window, we also keep it in memory. Multiple events can even be created in the same transaction. Optimization: if the event is supposed to be fired right away, we might even create it as fired directly. Event dispatching: mostly done by the Queue Manager. Each dispatch is one update (by PK) for firing, and one update (by PK again) for acking. The RPC overhead for sending these events and receiving the acks from the receivers is negligible (as it has no DB impact). Queue Manager: it does one scan of the upcoming events for the next N seconds, every N seconds. Hopefully that query is fast. Note we could add a LIMIT to that query and only consider the next N seconds, or the period that has 10k events (value TBD), whichever is smaller. Event Processing: a pool of Receivers is consuming the events. Scale that up to as many as is needed, with any desired redundancy. The shard primary will send the event to one receiver only, until it is acked, or times out. Hot Spots in the Queue table: with very high QPS, we will end up having a hot spot on the window of events that are coming up. A proposed solution is to use an 'event_name' that has a unique value, and use it as a primary key. When the Queue Manager gets new events however, it will still need to sort them by timestamp, and therefore will require an index. It is unclear which solution will work better, we'd need to experiment. For instance, if most events are only present in the table while they are being processed, the entire table will have high QPS anyway. This is not meant to replace UpdateStream. UpdateStream is meant to send one notification for each database event, without extra database cost, and without any filtering. Queues have a database cost. Events can be fired multiple times, in corner cases. However, we always do a database access before firing the event. So in case of reparent / resharding, that database access should fail. So we should stop dispatching events as soon as the primary is read-only. Also, if we receive an ack when the database is read-only, we cant store it. With the Query Buffering feature, vtgate may be able to retry later on the new primary. The following extensions can be implemented, but won't be at first: Queue Ordering*: only fire one event at a time, in order. Event Groups*: groups events together using a common key, and when they're all done, fire another event.