|  | // Copyright 2011 The Go Authors. All rights reserved. | 
|  | // Use of this source code is governed by a BSD-style | 
|  | // license that can be found in the LICENSE file. | 
|  |  | 
|  | package util | 
|  |  | 
|  | import "time" | 
|  |  | 
|  | // A Throttle permits throttling of a goroutine by | 
|  | // calling the Throttle method repeatedly. | 
|  | // | 
|  | type Throttle struct { | 
|  | f  float64       // f = (1-r)/r for 0 < r < 1 | 
|  | dt time.Duration // minimum run time slice; >= 0 | 
|  | tr time.Duration // accumulated time running | 
|  | ts time.Duration // accumulated time stopped | 
|  | tt time.Time     // earliest throttle time (= time Throttle returned + tm) | 
|  | } | 
|  |  | 
|  | // NewThrottle creates a new Throttle with a throttle value r and | 
|  | // a minimum allocated run time slice of dt: | 
|  | // | 
|  | //	r == 0: "empty" throttle; the goroutine is always sleeping | 
|  | //	r == 1: full throttle; the goroutine is never sleeping | 
|  | // | 
|  | // A value of r == 0.6 throttles a goroutine such that it runs | 
|  | // approx. 60% of the time, and sleeps approx. 40% of the time. | 
|  | // Values of r < 0 or r > 1 are clamped down to values between 0 and 1. | 
|  | // Values of dt < 0 are set to 0. | 
|  | // | 
|  | func NewThrottle(r float64, dt time.Duration) *Throttle { | 
|  | var f float64 | 
|  | switch { | 
|  | case r <= 0: | 
|  | f = -1 // indicates always sleep | 
|  | case r >= 1: | 
|  | f = 0 // assume r == 1 (never sleep) | 
|  | default: | 
|  | // 0 < r < 1 | 
|  | f = (1 - r) / r | 
|  | } | 
|  | if dt < 0 { | 
|  | dt = 0 | 
|  | } | 
|  | return &Throttle{f: f, dt: dt, tt: time.Now().Add(dt)} | 
|  | } | 
|  |  | 
|  | // Throttle calls time.Sleep such that over time the ratio tr/ts between | 
|  | // accumulated run (tr) and sleep times (ts) approximates the value 1/(1-r) | 
|  | // where r is the throttle value. Throttle returns immediately (w/o sleeping) | 
|  | // if less than tm ns have passed since the last call to Throttle. | 
|  | // | 
|  | func (p *Throttle) Throttle() { | 
|  | if p.f < 0 { | 
|  | select {} // always sleep | 
|  | } | 
|  |  | 
|  | t0 := time.Now() | 
|  | if t0.Before(p.tt) { | 
|  | return // keep running (minimum time slice not exhausted yet) | 
|  | } | 
|  |  | 
|  | // accumulate running time | 
|  | p.tr += t0.Sub(p.tt) + p.dt | 
|  |  | 
|  | // compute sleep time | 
|  | // Over time we want: | 
|  | // | 
|  | //	tr/ts = r/(1-r) | 
|  | // | 
|  | // Thus: | 
|  | // | 
|  | //	ts = tr*f with f = (1-r)/r | 
|  | // | 
|  | // After some incremental run time δr added to the total run time | 
|  | // tr, the incremental sleep-time δs to get to the same ratio again | 
|  | // after waking up from time.Sleep is: | 
|  | if δs := time.Duration(float64(p.tr)*p.f) - p.ts; δs > 0 { | 
|  | time.Sleep(δs) | 
|  | } | 
|  |  | 
|  | // accumulate (actual) sleep time | 
|  | t1 := time.Now() | 
|  | p.ts += t1.Sub(t0) | 
|  |  | 
|  | // set earliest next throttle time | 
|  | p.tt = t1.Add(p.dt) | 
|  | } |