blob: fbe792c90d44604dd0a71ec28ef0f55164a90ed6 [file] [log] [blame]
package coordinate
import (
"math"
"math/rand"
"time"
)
// Coordinate is a specialized structure for holding network coordinates for the
// Vivaldi-based coordinate mapping algorithm. All of the fields should be public
// to enable this to be serialized. All values in here are in units of seconds.
type Coordinate struct {
// Vec is the Euclidean portion of the coordinate. This is used along
// with the other fields to provide an overall distance estimate. The
// units here are seconds.
Vec []float64
// Err reflects the confidence in the given coordinate and is updated
// dynamically by the Vivaldi Client. This is dimensionless.
Error float64
// Adjustment is a distance offset computed based on a calculation over
// observations from all other nodes over a fixed window and is updated
// dynamically by the Vivaldi Client. The units here are seconds.
Adjustment float64
// Height is a distance offset that accounts for non-Euclidean effects
// which model the access links from nodes to the core Internet. The access
// links are usually set by bandwidth and congestion, and the core links
// usually follow distance based on geography.
Height float64
}
const (
// secondsToNanoseconds is used to convert float seconds to nanoseconds.
secondsToNanoseconds = 1.0e9
// zeroThreshold is used to decide if two coordinates are on top of each
// other.
zeroThreshold = 1.0e-6
)
// ErrDimensionalityConflict will be panic-d if you try to perform operations
// with incompatible dimensions.
type DimensionalityConflictError struct{}
// Adds the error interface.
func (e DimensionalityConflictError) Error() string {
return "coordinate dimensionality does not match"
}
// NewCoordinate creates a new coordinate at the origin, using the given config
// to supply key initial values.
func NewCoordinate(config *Config) *Coordinate {
return &Coordinate{
Vec: make([]float64, config.Dimensionality),
Error: config.VivaldiErrorMax,
Adjustment: 0.0,
Height: config.HeightMin,
}
}
// Clone creates an independent copy of this coordinate.
func (c *Coordinate) Clone() *Coordinate {
vec := make([]float64, len(c.Vec))
copy(vec, c.Vec)
return &Coordinate{
Vec: vec,
Error: c.Error,
Adjustment: c.Adjustment,
Height: c.Height,
}
}
// componentIsValid returns false if a floating point value is a NaN or an
// infinity.
func componentIsValid(f float64) bool {
return !math.IsInf(f, 0) && !math.IsNaN(f)
}
// IsValid returns false if any component of a coordinate isn't valid, per the
// componentIsValid() helper above.
func (c *Coordinate) IsValid() bool {
for i := range c.Vec {
if !componentIsValid(c.Vec[i]) {
return false
}
}
return componentIsValid(c.Error) &&
componentIsValid(c.Adjustment) &&
componentIsValid(c.Height)
}
// IsCompatibleWith checks to see if the two coordinates are compatible
// dimensionally. If this returns true then you are guaranteed to not get
// any runtime errors operating on them.
func (c *Coordinate) IsCompatibleWith(other *Coordinate) bool {
return len(c.Vec) == len(other.Vec)
}
// ApplyForce returns the result of applying the force from the direction of the
// other coordinate.
func (c *Coordinate) ApplyForce(config *Config, force float64, other *Coordinate) *Coordinate {
if !c.IsCompatibleWith(other) {
panic(DimensionalityConflictError{})
}
ret := c.Clone()
unit, mag := unitVectorAt(c.Vec, other.Vec)
ret.Vec = add(ret.Vec, mul(unit, force))
if mag > zeroThreshold {
ret.Height = (ret.Height+other.Height)*force/mag + ret.Height
ret.Height = math.Max(ret.Height, config.HeightMin)
}
return ret
}
// DistanceTo returns the distance between this coordinate and the other
// coordinate, including adjustments.
func (c *Coordinate) DistanceTo(other *Coordinate) time.Duration {
if !c.IsCompatibleWith(other) {
panic(DimensionalityConflictError{})
}
dist := c.rawDistanceTo(other)
adjustedDist := dist + c.Adjustment + other.Adjustment
if adjustedDist > 0.0 {
dist = adjustedDist
}
return time.Duration(dist * secondsToNanoseconds)
}
// rawDistanceTo returns the Vivaldi distance between this coordinate and the
// other coordinate in seconds, not including adjustments. This assumes the
// dimensions have already been checked to be compatible.
func (c *Coordinate) rawDistanceTo(other *Coordinate) float64 {
return magnitude(diff(c.Vec, other.Vec)) + c.Height + other.Height
}
// add returns the sum of vec1 and vec2. This assumes the dimensions have
// already been checked to be compatible.
func add(vec1 []float64, vec2 []float64) []float64 {
ret := make([]float64, len(vec1))
for i := range ret {
ret[i] = vec1[i] + vec2[i]
}
return ret
}
// diff returns the difference between the vec1 and vec2. This assumes the
// dimensions have already been checked to be compatible.
func diff(vec1 []float64, vec2 []float64) []float64 {
ret := make([]float64, len(vec1))
for i := range ret {
ret[i] = vec1[i] - vec2[i]
}
return ret
}
// mul returns vec multiplied by a scalar factor.
func mul(vec []float64, factor float64) []float64 {
ret := make([]float64, len(vec))
for i := range vec {
ret[i] = vec[i] * factor
}
return ret
}
// magnitude computes the magnitude of the vec.
func magnitude(vec []float64) float64 {
sum := 0.0
for i := range vec {
sum += vec[i] * vec[i]
}
return math.Sqrt(sum)
}
// unitVectorAt returns a unit vector pointing at vec1 from vec2. If the two
// positions are the same then a random unit vector is returned. We also return
// the distance between the points for use in the later height calculation.
func unitVectorAt(vec1 []float64, vec2 []float64) ([]float64, float64) {
ret := diff(vec1, vec2)
// If the coordinates aren't on top of each other we can normalize.
if mag := magnitude(ret); mag > zeroThreshold {
return mul(ret, 1.0/mag), mag
}
// Otherwise, just return a random unit vector.
for i := range ret {
ret[i] = rand.Float64() - 0.5
}
if mag := magnitude(ret); mag > zeroThreshold {
return mul(ret, 1.0/mag), 0.0
}
// And finally just give up and make a unit vector along the first
// dimension. This should be exceedingly rare.
ret = make([]float64, len(ret))
ret[0] = 1.0
return ret, 0.0
}