This is the first in a series of labs in which you'll build a fault-tolerant key/value storage system. In this lab you'll implement Raft, a replicated state machine protocol. In the next lab you'll build a key/value service on top of Raft. Then you will “shard” your service over multiple replicated state machines for higher performance.
A replicated service achieves fault tolerance by storing complete copies of its state (i.e., data) on multiple replica servers. Replication allows the service to continue operating even if some of its servers experience failures (crashes or a broken or flaky network). The challenge is that failures may cause the replicas to hold differing copies of the data.
Raft organizes client requests into a sequence, called the log, and ensures that all the replica servers see the same log. Each replica executes client requests in log order, applying them to its local copy of the service's state. Since all the live replicas see the same log contents, they all execute the same requests in the same order, and thus continue to have identical service state. If a server fails but later recovers, Raft takes care of bringing its log up to date. Raft will continue to operate as long as at least a majority of the servers are alive and can talk to each other. If there is no such majority, Raft will make no progress, but will pick up where it left off as soon as a majority can communicate again.
In this lab you'll implement Raft as a Go object type with associated methods, meant to be used as a module in a larger service. A set of Raft instances talk to each other with RPC to maintain replicated logs. Your Raft interface will support an indefinite sequence of numbered commands, also called log entries. The entries are numbered with index numbers. The log entry with a given index will eventually be committed. At that point, your Raft should send the log entry to the larger service for it to execute.
You should follow the design in the extended Raft paper, with particular attention to Figure 2. You'll implement most of what's in the paper, including saving persistent state and reading it after a node fails and then restarts. You will not implement cluster membership changes (Section 6).
You may find this guide useful, as well as this advice about locking and structure for concurrency. For a wider perspective, have a look at Paxos, Chubby, Paxos Made Live, Spanner, Zookeeper, Harp, Viewstamped Replication, and Bolosky et al. (Note: the student's guide was written several years ago, and part 2D in particular has since changed. Make sure you understand why a particular implementation strategy makes sense before blindly following it!)
This lab is due in four parts. You must submit each part on the corresponding due date.
If you have done Lab 1, you already have a copy of the lab source code. If not, you can find directions for obtaining the source via git in the Lab 1 instructions.
We supply you with skeleton code src/raft/raft.go. We also supply a set of tests, which you should use to drive your implementation efforts, and which we'll use to grade your submitted lab. The tests are in src/raft/test_test.go.
To get up and running, execute the following commands. Don't forget the git pull to get the latest software.
$ cd ~/6.824 $ git pull ... $ cd src/raft $ go test -race Test (2A): initial election ... --- FAIL: TestInitialElection2A (5.04s) config.go:326: expected one leader, got none Test (2A): election after network failure ... --- FAIL: TestReElection2A (5.03s) config.go:326: expected one leader, got none ... $
Your implementation must support the following interface, which the tester and (eventually) your key/value server will use. You'll find more details in comments in raft.go.
// create a new Raft server instance: rf := Make(peers, me, persister, applyCh) // start agreement on a new log entry: rf.Start(command interface{}) (index, term, isleader) // ask a Raft for its current term, and whether it thinks it is leader rf.GetState() (term, isLeader) // each time a new entry is committed to the log, each Raft peer // should send an ApplyMsg to the service (or tester). type ApplyMsg
A service calls Make(peers,me,…) to create a Raft peer. The peers argument is an array of network identifiers of the Raft peers (including this one), for use with RPC. The me argument is the index of this peer in the peers array. Start(command) asks Raft to start the processing to append the command to the replicated log. Start() should return immediately, without waiting for the log appends to complete. The service expects your implementation to send an ApplyMsg for each newly committed log entry to the applyCh channel argument to Make().
raft.go contains example code that sends an RPC (sendRequestVote()) and that handles an incoming RPC (RequestVote()). Your Raft peers should exchange RPCs using the labrpc Go package (source in src/labrpc). The tester can tell labrpc to delay RPCs, re-order them, and discard them to simulate various network failures. While you can temporarily modify labrpc, make sure your Raft works with the original labrpc, since that's what we'll use to test and grade your lab. Your Raft instances must interact only with RPC; for example, they are not allowed to communicate using shared Go variables or files.
Subsequent labs build on this lab, so it is important to give yourself enough time to write solid code.
Implement Raft leader election and heartbeats (AppendEntries RPCs with no log entries). The goal for Part 2A is for a single leader to be elected, for the leader to remain the leader if there are no failures, and for a new leader to take over if the old leader fails or if packets to/from the old leader are lost. Run go test -run 2A -race to test your 2A code.
Be sure you pass the 2A tests before submitting Part 2A, so that you see something like this:
$ go test -run 2A -race Test (2A): initial election ... ... Passed -- 4.0 3 32 9170 0 Test (2A): election after network failure ... ... Passed -- 6.1 3 70 13895 0 PASS ok raft 10.187s $
Each "Passed" line contains five numbers; these are the time that the test took in seconds, the number of Raft peers (usually 3 or 5), the number of RPCs sent during the test, the total number of bytes in the RPC messages, and the number of log entries that Raft reports were committed. Your numbers will differ from those shown here. You can ignore the numbers if you like, but they may help you sanity-check the number of RPCs that your implementation sends. For all of labs 2, 3, and 4, the grading script will fail your solution if it takes more than 600 seconds for all of the tests (go test), or if any individual test takes more than 120 seconds.
Implement the leader and follower code to append new log entries, so that the go test -run 2B -race tests pass.
The tests for upcoming labs may fail your code if it runs too slowly. You can check how much real time and CPU time your solution uses with the time command. Here's typical output:
$ time go test -run 2B Test (2B): basic agreement ... ... Passed -- 1.6 3 18 5158 3 Test (2B): RPC byte count ... ... Passed -- 3.3 3 50 115122 11 Test (2B): agreement despite follower disconnection ... ... Passed -- 6.3 3 64 17489 7 Test (2B): no agreement if too many followers disconnect ... ... Passed -- 4.9 5 116 27838 3 Test (2B): concurrent Start()s ... ... Passed -- 2.1 3 16 4648 6 Test (2B): rejoin of partitioned leader ... ... Passed -- 8.1 3 111 26996 4 Test (2B): leader backs up quickly over incorrect follower logs ... ... Passed -- 28.6 5 1342 953354 102 Test (2B): RPC counts aren't too high ... ... Passed -- 3.4 3 30 9050 12 PASS ok raft 58.142s real 0m58.475s user 0m2.477s sys 0m1.406s $The "ok raft 58.142s" means that Go measured the time taken for the 2B tests to be 58.142 seconds of real (wall-clock) time. The "user 0m2.477s" means that the code consumed 2.477 seconds of CPU time, or time spent actually executing instructions (rather than waiting or sleeping). If your solution uses much more than a minute of real time for the 2B tests, or much more than 5 seconds of CPU time, you may run into trouble later on. Look for time spent sleeping or waiting for RPC timeouts, loops that run without sleeping or waiting for conditions or channel messages, or large numbers of RPCs sent.
If a Raft-based server reboots it should resume service where it left off. This requires that Raft keep persistent state that survives a reboot. The paper's Figure 2 mentions which state should be persistent.
A real implementation would write Raft's persistent state to disk each time it changed, and would read the state from disk when restarting after a reboot. Your implementation won't use the disk; instead, it will save and restore persistent state from a Persister object (see persister.go). Whoever calls Raft.Make() supplies a Persister that initially holds Raft's most recently persisted state (if any). Raft should initialize its state from that Persister, and should use it to save its persistent state each time the state changes. Use the Persister's ReadRaftState() and SaveRaftState() methods.
Complete the functions persist() and readPersist() in raft.go by adding code to save and restore persistent state. You will need to encode (or "serialize") the state as an array of bytes in order to pass it to the Persister. Use the labgob encoder; see the comments in persist() and readPersist(). labgob is like Go's gob encoder but prints error messages if you try to encode structures with lower-case field names.
Insert calls to persist() at the points where your implementation changes persistent state. Once you've done this, you should pass the remaining tests.
In order to avoid running out of memory, Raft must periodically discard old log entries, but you do not have to worry about this until the next lab.
Your code should pass all the 2C tests (as shown below), as well as the 2A and 2B tests.
$ go test -run 2C -race Test (2C): basic persistence ... ... Passed -- 7.2 3 206 42208 6 Test (2C): more persistence ... ... Passed -- 23.2 5 1194 198270 16 Test (2C): partitioned leader and one follower crash, leader restarts ... ... Passed -- 3.2 3 46 10638 4 Test (2C): Figure 8 ... ... Passed -- 35.1 5 9395 1939183 25 Test (2C): unreliable agreement ... ... Passed -- 4.2 5 244 85259 246 Test (2C): Figure 8 (unreliable) ... ... Passed -- 36.3 5 1948 4175577 216 Test (2C): churn ... ... Passed -- 16.6 5 4402 2220926 1766 Test (2C): unreliable churn ... ... Passed -- 16.5 5 781 539084 221 PASS ok raft 142.357s $
It is a good idea to run the tests multiple times before submitting and check that each run prints PASS.
$ for i in {0..10}; do go test; done
As things stand now with your code, a rebooting service replays the complete Raft log in order to restore its state. However, it's not practical for a long-running service to remember the complete Raft log forever. Instead, you'll modify Raft to cooperate to save space: from time to time a service will persistently store a "snapshot" of its current state, and Raft will discard log entries that precede the snapshot. When a service falls far behind the leader and must catch up, the service first installs a snapshot and then replays log entries from after the point at which the snapshot was created. Section 7 of the extended Raft paper outlines the scheme; you will have to design the details.
To support snapshots, we need an interface between the service and the Raft library. The Raft paper doesn't specify this interface, and several designs are possible. To allow for a simple implementation, we decided on the following interface between service and Raft:
A service calls Snapshot() to communicate the snapshot of its state to Raft. The snapshot includes all info up to and including index. This means the corresponding Raft peer no longer needs the log through (and including) index. Your Raft implementation should trim its log as much as possible. You must revise your Raft code to operate while storing only the tail of the log.
As discussed in the extended Raft paper, Raft leaders must sometimes tell lagging Raft peers to update their state by installing a snapshot. You need to implement InstallSnapshot RPC senders and handlers for installing snapshots when this situation arises. This is in contrast to AppendEntries, which sends log entries that are then applied one by one by the service.
Note that InstallSnapshot RPCs are sent between Raft peers, whereas the provided skeleton functions Snapshot/CondInstallSnapshot are used by the service to communicate to Raft.
When a follower receives and handles an InstallSnapshot RPC, it must hand the included snapshot to the service using Raft. The InstallSnapshot handler can use the applyCh to send the snapshot to the service, by putting the snapshot in ApplyMsg. The service reads from applyCh, and invokes CondInstallSnapshot with the snapshot to tell Raft that the service is switching to the passed-in snapshot state, and that Raft should update its log at the same time. (See applierSnap() in config.go to see how the tester service does this)
CondInstallSnapshot should refuse to install a snapshot if it is an old snapshot (i.e., if Raft has processed entries after the snapshot's lastIncludedTerm/lastIncludedIndex). This is because Raft may handle other RPCs and send messages on the applyCh after it handled the InstallSnapshot RPC, and before CondInstallSnapshot was invoked by the service. It is not OK for Raft to go back to an older snapshot, so older snapshots must be refused. When your implementation refuses the snapshot, CondInstallSnapshot should just return false so that the service knows it shouldn't switch to the snapshot.
If the snapshot is recent, then Raft should trim its log, persist the new state, return true, and the service should switch to the snapshot before processing the next message on the applyCh.
CondInstallSnapshot is one way of updating the Raft and service state; other interfaces between service and raft are possible too. This particular design allows your implementation to do the check whether an snapshot must be installed or not in one place and atomically switch both the service and Raft to the snapshot. You are free to implement Raft in a way that CondInstallSnapShot can always return true; if your implementation passes the tests, you receive full credit.
Modify your Raft code to support snapshots: implement Snapshot, CondInstallSnapshot, and the InstallSnapshot RPC, as well as the changes to Raft to support these (e.g, continue to operate with a trimmed log). Your solution is complete when it passes the 2D tests and all the Lab 2 tests. (Note that lab 3 will test snapshots more thoroughly than lab 2 because lab 3 has a real service to stress Raft's snapshots.)