[VOL-2538] Logging - Implement dynamic log levels in ofagent

Change-Id: I9582230d9d3c34ea84339fddf2b2f3b3d2804808
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+// Copyright 2015 The etcd Authors
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//     http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+/*
+Package raft sends and receives messages in the Protocol Buffer format
+defined in the raftpb package.
+
+Raft is a protocol with which a cluster of nodes can maintain a replicated state machine.
+The state machine is kept in sync through the use of a replicated log.
+For more details on Raft, see "In Search of an Understandable Consensus Algorithm"
+(https://raft.github.io/raft.pdf) by Diego Ongaro and John Ousterhout.
+
+A simple example application, _raftexample_, is also available to help illustrate
+how to use this package in practice:
+https://github.com/etcd-io/etcd/tree/master/contrib/raftexample
+
+Usage
+
+The primary object in raft is a Node. You either start a Node from scratch
+using raft.StartNode or start a Node from some initial state using raft.RestartNode.
+
+To start a node from scratch:
+
+  storage := raft.NewMemoryStorage()
+  c := &Config{
+    ID:              0x01,
+    ElectionTick:    10,
+    HeartbeatTick:   1,
+    Storage:         storage,
+    MaxSizePerMsg:   4096,
+    MaxInflightMsgs: 256,
+  }
+  n := raft.StartNode(c, []raft.Peer{{ID: 0x02}, {ID: 0x03}})
+
+To restart a node from previous state:
+
+  storage := raft.NewMemoryStorage()
+
+  // recover the in-memory storage from persistent
+  // snapshot, state and entries.
+  storage.ApplySnapshot(snapshot)
+  storage.SetHardState(state)
+  storage.Append(entries)
+
+  c := &Config{
+    ID:              0x01,
+    ElectionTick:    10,
+    HeartbeatTick:   1,
+    Storage:         storage,
+    MaxSizePerMsg:   4096,
+    MaxInflightMsgs: 256,
+  }
+
+  // restart raft without peer information.
+  // peer information is already included in the storage.
+  n := raft.RestartNode(c)
+
+Now that you are holding onto a Node you have a few responsibilities:
+
+First, you must read from the Node.Ready() channel and process the updates
+it contains. These steps may be performed in parallel, except as noted in step
+2.
+
+1. Write HardState, Entries, and Snapshot to persistent storage if they are
+not empty. Note that when writing an Entry with Index i, any
+previously-persisted entries with Index >= i must be discarded.
+
+2. Send all Messages to the nodes named in the To field. It is important that
+no messages be sent until the latest HardState has been persisted to disk,
+and all Entries written by any previous Ready batch (Messages may be sent while
+entries from the same batch are being persisted). To reduce the I/O latency, an
+optimization can be applied to make leader write to disk in parallel with its
+followers (as explained at section 10.2.1 in Raft thesis). If any Message has type
+MsgSnap, call Node.ReportSnapshot() after it has been sent (these messages may be
+large).
+
+Note: Marshalling messages is not thread-safe; it is important that you
+make sure that no new entries are persisted while marshalling.
+The easiest way to achieve this is to serialize the messages directly inside
+your main raft loop.
+
+3. Apply Snapshot (if any) and CommittedEntries to the state machine.
+If any committed Entry has Type EntryConfChange, call Node.ApplyConfChange()
+to apply it to the node. The configuration change may be cancelled at this point
+by setting the NodeID field to zero before calling ApplyConfChange
+(but ApplyConfChange must be called one way or the other, and the decision to cancel
+must be based solely on the state machine and not external information such as
+the observed health of the node).
+
+4. Call Node.Advance() to signal readiness for the next batch of updates.
+This may be done at any time after step 1, although all updates must be processed
+in the order they were returned by Ready.
+
+Second, all persisted log entries must be made available via an
+implementation of the Storage interface. The provided MemoryStorage
+type can be used for this (if you repopulate its state upon a
+restart), or you can supply your own disk-backed implementation.
+
+Third, when you receive a message from another node, pass it to Node.Step:
+
+	func recvRaftRPC(ctx context.Context, m raftpb.Message) {
+		n.Step(ctx, m)
+	}
+
+Finally, you need to call Node.Tick() at regular intervals (probably
+via a time.Ticker). Raft has two important timeouts: heartbeat and the
+election timeout. However, internally to the raft package time is
+represented by an abstract "tick".
+
+The total state machine handling loop will look something like this:
+
+  for {
+    select {
+    case <-s.Ticker:
+      n.Tick()
+    case rd := <-s.Node.Ready():
+      saveToStorage(rd.State, rd.Entries, rd.Snapshot)
+      send(rd.Messages)
+      if !raft.IsEmptySnap(rd.Snapshot) {
+        processSnapshot(rd.Snapshot)
+      }
+      for _, entry := range rd.CommittedEntries {
+        process(entry)
+        if entry.Type == raftpb.EntryConfChange {
+          var cc raftpb.ConfChange
+          cc.Unmarshal(entry.Data)
+          s.Node.ApplyConfChange(cc)
+        }
+      }
+      s.Node.Advance()
+    case <-s.done:
+      return
+    }
+  }
+
+To propose changes to the state machine from your node take your application
+data, serialize it into a byte slice and call:
+
+	n.Propose(ctx, data)
+
+If the proposal is committed, data will appear in committed entries with type
+raftpb.EntryNormal. There is no guarantee that a proposed command will be
+committed; you may have to re-propose after a timeout.
+
+To add or remove a node in a cluster, build ConfChange struct 'cc' and call:
+
+	n.ProposeConfChange(ctx, cc)
+
+After config change is committed, some committed entry with type
+raftpb.EntryConfChange will be returned. You must apply it to node through:
+
+	var cc raftpb.ConfChange
+	cc.Unmarshal(data)
+	n.ApplyConfChange(cc)
+
+Note: An ID represents a unique node in a cluster for all time. A
+given ID MUST be used only once even if the old node has been removed.
+This means that for example IP addresses make poor node IDs since they
+may be reused. Node IDs must be non-zero.
+
+Implementation notes
+
+This implementation is up to date with the final Raft thesis
+(https://github.com/ongardie/dissertation/blob/master/stanford.pdf), although our
+implementation of the membership change protocol differs somewhat from
+that described in chapter 4. The key invariant that membership changes
+happen one node at a time is preserved, but in our implementation the
+membership change takes effect when its entry is applied, not when it
+is added to the log (so the entry is committed under the old
+membership instead of the new). This is equivalent in terms of safety,
+since the old and new configurations are guaranteed to overlap.
+
+To ensure that we do not attempt to commit two membership changes at
+once by matching log positions (which would be unsafe since they
+should have different quorum requirements), we simply disallow any
+proposed membership change while any uncommitted change appears in
+the leader's log.
+
+This approach introduces a problem when you try to remove a member
+from a two-member cluster: If one of the members dies before the
+other one receives the commit of the confchange entry, then the member
+cannot be removed any more since the cluster cannot make progress.
+For this reason it is highly recommended to use three or more nodes in
+every cluster.
+
+MessageType
+
+Package raft sends and receives message in Protocol Buffer format (defined
+in raftpb package). Each state (follower, candidate, leader) implements its
+own 'step' method ('stepFollower', 'stepCandidate', 'stepLeader') when
+advancing with the given raftpb.Message. Each step is determined by its
+raftpb.MessageType. Note that every step is checked by one common method
+'Step' that safety-checks the terms of node and incoming message to prevent
+stale log entries:
+
+	'MsgHup' is used for election. If a node is a follower or candidate, the
+	'tick' function in 'raft' struct is set as 'tickElection'. If a follower or
+	candidate has not received any heartbeat before the election timeout, it
+	passes 'MsgHup' to its Step method and becomes (or remains) a candidate to
+	start a new election.
+
+	'MsgBeat' is an internal type that signals the leader to send a heartbeat of
+	the 'MsgHeartbeat' type. If a node is a leader, the 'tick' function in
+	the 'raft' struct is set as 'tickHeartbeat', and triggers the leader to
+	send periodic 'MsgHeartbeat' messages to its followers.
+
+	'MsgProp' proposes to append data to its log entries. This is a special
+	type to redirect proposals to leader. Therefore, send method overwrites
+	raftpb.Message's term with its HardState's term to avoid attaching its
+	local term to 'MsgProp'. When 'MsgProp' is passed to the leader's 'Step'
+	method, the leader first calls the 'appendEntry' method to append entries
+	to its log, and then calls 'bcastAppend' method to send those entries to
+	its peers. When passed to candidate, 'MsgProp' is dropped. When passed to
+	follower, 'MsgProp' is stored in follower's mailbox(msgs) by the send
+	method. It is stored with sender's ID and later forwarded to leader by
+	rafthttp package.
+
+	'MsgApp' contains log entries to replicate. A leader calls bcastAppend,
+	which calls sendAppend, which sends soon-to-be-replicated logs in 'MsgApp'
+	type. When 'MsgApp' is passed to candidate's Step method, candidate reverts
+	back to follower, because it indicates that there is a valid leader sending
+	'MsgApp' messages. Candidate and follower respond to this message in
+	'MsgAppResp' type.
+
+	'MsgAppResp' is response to log replication request('MsgApp'). When
+	'MsgApp' is passed to candidate or follower's Step method, it responds by
+	calling 'handleAppendEntries' method, which sends 'MsgAppResp' to raft
+	mailbox.
+
+	'MsgVote' requests votes for election. When a node is a follower or
+	candidate and 'MsgHup' is passed to its Step method, then the node calls
+	'campaign' method to campaign itself to become a leader. Once 'campaign'
+	method is called, the node becomes candidate and sends 'MsgVote' to peers
+	in cluster to request votes. When passed to leader or candidate's Step
+	method and the message's Term is lower than leader's or candidate's,
+	'MsgVote' will be rejected ('MsgVoteResp' is returned with Reject true).
+	If leader or candidate receives 'MsgVote' with higher term, it will revert
+	back to follower. When 'MsgVote' is passed to follower, it votes for the
+	sender only when sender's last term is greater than MsgVote's term or
+	sender's last term is equal to MsgVote's term but sender's last committed
+	index is greater than or equal to follower's.
+
+	'MsgVoteResp' contains responses from voting request. When 'MsgVoteResp' is
+	passed to candidate, the candidate calculates how many votes it has won. If
+	it's more than majority (quorum), it becomes leader and calls 'bcastAppend'.
+	If candidate receives majority of votes of denials, it reverts back to
+	follower.
+
+	'MsgPreVote' and 'MsgPreVoteResp' are used in an optional two-phase election
+	protocol. When Config.PreVote is true, a pre-election is carried out first
+	(using the same rules as a regular election), and no node increases its term
+	number unless the pre-election indicates that the campaigning node would win.
+	This minimizes disruption when a partitioned node rejoins the cluster.
+
+	'MsgSnap' requests to install a snapshot message. When a node has just
+	become a leader or the leader receives 'MsgProp' message, it calls
+	'bcastAppend' method, which then calls 'sendAppend' method to each
+	follower. In 'sendAppend', if a leader fails to get term or entries,
+	the leader requests snapshot by sending 'MsgSnap' type message.
+
+	'MsgSnapStatus' tells the result of snapshot install message. When a
+	follower rejected 'MsgSnap', it indicates the snapshot request with
+	'MsgSnap' had failed from network issues which causes the network layer
+	to fail to send out snapshots to its followers. Then leader considers
+	follower's progress as probe. When 'MsgSnap' were not rejected, it
+	indicates that the snapshot succeeded and the leader sets follower's
+	progress to probe and resumes its log replication.
+
+	'MsgHeartbeat' sends heartbeat from leader. When 'MsgHeartbeat' is passed
+	to candidate and message's term is higher than candidate's, the candidate
+	reverts back to follower and updates its committed index from the one in
+	this heartbeat. And it sends the message to its mailbox. When
+	'MsgHeartbeat' is passed to follower's Step method and message's term is
+	higher than follower's, the follower updates its leaderID with the ID
+	from the message.
+
+	'MsgHeartbeatResp' is a response to 'MsgHeartbeat'. When 'MsgHeartbeatResp'
+	is passed to leader's Step method, the leader knows which follower
+	responded. And only when the leader's last committed index is greater than
+	follower's Match index, the leader runs 'sendAppend` method.
+
+	'MsgUnreachable' tells that request(message) wasn't delivered. When
+	'MsgUnreachable' is passed to leader's Step method, the leader discovers
+	that the follower that sent this 'MsgUnreachable' is not reachable, often
+	indicating 'MsgApp' is lost. When follower's progress state is replicate,
+	the leader sets it back to probe.
+
+*/
+package raft