Re: ValueState is missing

2016-08-15 Thread Dong-iL, Kim
Hi.
I use ingestion time.
I didn’t use timing window. 
I've used a GlobalWindow with custom Trigger as below.
My apply() logic is same as before and no complaint.
Thanks.

class HandTrigger extends Trigger[(String, String, String, String, Long), 
GlobalWindow] {
override def onElement(t: (String, String, String, String, Long), 
timestamp: Long, w: GlobalWindow,
   triggerContext: TriggerContext): TriggerResult = 
{
if (t._2 == "GameEndHistory") TriggerResult.FIRE_AND_PURGE
else TriggerResult.CONTINUE
}

override def onProcessingTime(timestamp: Long, w: GlobalWindow, 
triggerContext: TriggerContext): TriggerResult = {
TriggerResult.CONTINUE
}

override def onEventTime(timestamp: Long, w: GlobalWindow, 
triggerContext: TriggerContext): TriggerResult = {
TriggerResult.CONTINUE
}
}

> On Aug 16, 2016, at 12:48 AM, Stephan Ewen  wrote:
> 
> Hi!
> 
> Concerning your latest questions
> 
>   - There should not be multiple threads accessing the same state.
>   - With "using a regular Java Map" I mean keeping everything as it is, 
> except instead of using "ValueState" in the RichFlatMapFunction, you use a 
> java.util.HashMap
>   - If the program works within windows, it could be that events arrive out 
> of order (are you using Event Time here?)
> 
> Greetings,
> Stephan
> 
> 
> 
> On Mon, Aug 15, 2016 at 9:56 AM, Dong-iL, Kim  > wrote:
> Hi.
> I've tested the program with window function(keyBy->window->collect). it has 
> no problem.
> 
> my old program. (keyBy-> state processing). can it be processed by multiple 
> thread within a key?
> 
> Thank you.
> 
>> On Aug 12, 2016, at 8:27 PM, Stephan Ewen > > wrote:
>> 
>> Hi!
>> 
>> So far we are not aware of a state loss bug in Flink. My guess is that it is 
>> some subtlety in the program.
>> 
>> The check that logs also has other checks, like "handHistoryInfo.playType == 
>> PlayType.Cash" and "players.size > 1". Is one of them maybe the problem?
>> 
>> 
>> To debug this, you can try and do the following:
>> 
>> Rather than using Flink's key/value state, simply use your own java/scala 
>> map in the RichFlatMapFunction.
>> That is not by default fault-tolerant, but you can use that to see if the 
>> error occurs in the same way or not.
>> 
>> Greetings,
>> Stephan
>> 
>> 
>> 
>> 
>> On Fri, Aug 12, 2016 at 12:46 PM, Dong-iL, Kim > > wrote:
>> Hi.
>> I checked order of data. but it is alright.
>> Is there any other possibilities?
>> Thank you.
>> 
>>> On Aug 12, 2016, at 7:09 PM, Stephan Ewen >> > wrote:
>>> 
>>> Hi!
>>> 
>>> Its not that easy to say at a first glance.
>>> 
>>> One thing that is important to bear in mind is what ordering guarantees 
>>> Flink gives, and where the ordering guarantees are not given.
>>> When you use keyBy() or redistribute(), order is preserved per parallel 
>>> source/target pair only.
>>> 
>>> Have a look here:
>>> https://ci.apache.org/projects/flink/flink-docs-master/concepts/concepts.html#parallel-dataflows
>>>  
>>> 
>>> 
>>> 
>>> Could it be that the events simply arrive in a different order in the 
>>> functions, so that a later event that looks for state comes before an 
>>> earlier event that creates the state?
>>> 
>>> Greetings,
>>> Stephan
>>> 
>>> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim >> > wrote:
>>> Nope.
>>> I added log in End.
>>> but there is same log.
>>> is there any fault in my code?
>>> 
>>> thank you.
>>> 
>>> 
>>> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels >> > > wrote:
>>> >
>>> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
>>> > event comes in before "CommCardHistory" where you check the state.
>>> >
>>> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim >> > > wrote:
>>> >> in my code, is the config of ExecutionEnv alright?
>>> >>
>>> >>
>>> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim >> >>> > wrote:
>>> >>>
>>> >>>
>>> >>> my code and log is as below.
>>> >>>
>>> >>>
>>> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
>>> >>>   val env = 
>>> >>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>>> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>>> >>>   
>>> >>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>>> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>>> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>>> 

Re: ValueState is missing

2016-08-15 Thread Stephan Ewen
Hi!

Concerning your latest questions

  - There should not be multiple threads accessing the same state.
  - With "using a regular Java Map" I mean keeping everything as it is,
except instead of using "ValueState" in the RichFlatMapFunction, you use a
java.util.HashMap
  - If the program works within windows, it could be that events arrive out
of order (are you using Event Time here?)

Greetings,
Stephan



On Mon, Aug 15, 2016 at 9:56 AM, Dong-iL, Kim  wrote:

> Hi.
> I've tested the program with window function(keyBy->window->collect). it
> has no problem.
>
> my old program. (keyBy-> state processing). can it be processed by
> multiple thread within a key?
>
> Thank you.
>
> On Aug 12, 2016, at 8:27 PM, Stephan Ewen  wrote:
>
> Hi!
>
> So far we are not aware of a state loss bug in Flink. My guess is that it
> is some subtlety in the program.
>
> The check that logs also has other checks, like "handHistoryInfo.playType
> == PlayType.Cash" and "players.size > 1". Is one of them maybe the problem?
>
>
> To debug this, you can try and do the following:
>
> Rather than using Flink's key/value state, simply use your own java/scala
> map in the RichFlatMapFunction.
> That is not by default fault-tolerant, but you can use that to see if the
> error occurs in the same way or not.
>
> Greetings,
> Stephan
>
>
>
>
> On Fri, Aug 12, 2016 at 12:46 PM, Dong-iL, Kim  wrote:
>
>> Hi.
>> I checked order of data. but it is alright.
>> Is there any other possibilities?
>> Thank you.
>>
>> On Aug 12, 2016, at 7:09 PM, Stephan Ewen  wrote:
>>
>> Hi!
>>
>> Its not that easy to say at a first glance.
>>
>> One thing that is important to bear in mind is what ordering guarantees
>> Flink gives, and where the ordering guarantees are not given.
>> When you use keyBy() or redistribute(), order is preserved per parallel
>> source/target pair only.
>>
>> Have a look here:
>> https://ci.apache.org/projects/flink/flink-docs-master/
>> concepts/concepts.html#parallel-dataflows
>>
>>
>> Could it be that the events simply arrive in a different order in the
>> functions, so that a later event that looks for state comes before an
>> earlier event that creates the state?
>>
>> Greetings,
>> Stephan
>>
>> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim 
>> wrote:
>>
>>> Nope.
>>> I added log in End.
>>> but there is same log.
>>> is there any fault in my code?
>>>
>>> thank you.
>>>
>>>
>>> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels 
>>> wrote:
>>> >
>>> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
>>> > event comes in before "CommCardHistory" where you check the state.
>>> >
>>> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim 
>>> wrote:
>>> >> in my code, is the config of ExecutionEnv alright?
>>> >>
>>> >>
>>> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim 
>>> wrote:
>>> >>>
>>> >>>
>>> >>> my code and log is as below.
>>> >>>
>>> >>>
>>> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
>>> >>>   val env = StreamExecutionEnvironment.get
>>> ExecutionEnvironment.enableCheckpointing(1)
>>> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.Ingestio
>>> nTime)
>>> >>>   env.getCheckpointConfig.setCheckpointingMode(CheckpointingM
>>> ode.AT_LEAST_ONCE)
>>> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>>> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>>> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30,
>>> 3))
>>> >>>   env
>>> >>>   }
>>> >>>
>>> >>> def transform(target: DataStream[(String, String, String, String,
>>> Long)]): DataStream[WinLossBase] =
>>> >>>   target.keyBy(_._3).flatMap(new StateOperator)
>>> >>>
>>> >>> def main(args: Array[String]) {
>>> >>>   val env = getExecuteEnv
>>> >>>   val source: DataStream[String] = extractFromKafka(env).name("Ka
>>> fkaSource")
>>> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
>>> >>>   val target: DataStream[(String, String, String, String, Long)]
>>> = preTransform(json)
>>> >>>   val result: DataStream[WinLossBase] =
>>> transform(target).name("ToKeyedStream”)
>>> >>> …
>>> >>> }
>>> >>>
>>> >>> class StateOperator extends RichFlatMapFunction[(String, String,
>>> String, String, Long), WinLossBase] {
>>> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
>>> >>>   var handState: ValueState[HandHistoryInfo] = _
>>> >>>
>>> >>>   override def open(param: Configuration): Unit = {
>>> >>>   val playerValueStateDescriptor = new
>>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>>> >>>   classOf[util.Map[String, PotPlayer]],
>>> Maps.newHashMap[String, PotPlayer]())
>>> >>>   playerState = getRuntimeContext.getState(pla
>>> yerValueStateDescriptor)
>>> >>>   handState = 

Re: ValueState is missing

2016-08-15 Thread Dong-iL, Kim
Hi. Stephan.

do you mean using map on local excution?
I’ve tested it but not works at all.
Thanks.

> On Aug 15, 2016, at 4:56 PM, Dong-iL, Kim  wrote:
> 
> Hi.
> I've tested the program with window function(keyBy->window->collect). it has 
> no problem.
> 
> my old program. (keyBy-> state processing). can it be processed by multiple 
> thread within a key?
> 
> Thank you.
> 
>> On Aug 12, 2016, at 8:27 PM, Stephan Ewen > > wrote:
>> 
>> Hi!
>> 
>> So far we are not aware of a state loss bug in Flink. My guess is that it is 
>> some subtlety in the program.
>> 
>> The check that logs also has other checks, like "handHistoryInfo.playType == 
>> PlayType.Cash" and "players.size > 1". Is one of them maybe the problem?
>> 
>> 
>> To debug this, you can try and do the following:
>> 
>> Rather than using Flink's key/value state, simply use your own java/scala 
>> map in the RichFlatMapFunction.
>> That is not by default fault-tolerant, but you can use that to see if the 
>> error occurs in the same way or not.
>> 
>> Greetings,
>> Stephan
>> 
>> 
>> 
>> 
>> On Fri, Aug 12, 2016 at 12:46 PM, Dong-iL, Kim > > wrote:
>> Hi.
>> I checked order of data. but it is alright.
>> Is there any other possibilities?
>> Thank you.
>> 
>>> On Aug 12, 2016, at 7:09 PM, Stephan Ewen >> > wrote:
>>> 
>>> Hi!
>>> 
>>> Its not that easy to say at a first glance.
>>> 
>>> One thing that is important to bear in mind is what ordering guarantees 
>>> Flink gives, and where the ordering guarantees are not given.
>>> When you use keyBy() or redistribute(), order is preserved per parallel 
>>> source/target pair only.
>>> 
>>> Have a look here:
>>> https://ci.apache.org/projects/flink/flink-docs-master/concepts/concepts.html#parallel-dataflows
>>>  
>>> 
>>> 
>>> 
>>> Could it be that the events simply arrive in a different order in the 
>>> functions, so that a later event that looks for state comes before an 
>>> earlier event that creates the state?
>>> 
>>> Greetings,
>>> Stephan
>>> 
>>> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim >> > wrote:
>>> Nope.
>>> I added log in End.
>>> but there is same log.
>>> is there any fault in my code?
>>> 
>>> thank you.
>>> 
>>> 
>>> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels >> > > wrote:
>>> >
>>> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
>>> > event comes in before "CommCardHistory" where you check the state.
>>> >
>>> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim >> > > wrote:
>>> >> in my code, is the config of ExecutionEnv alright?
>>> >>
>>> >>
>>> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim >> >>> > wrote:
>>> >>>
>>> >>>
>>> >>> my code and log is as below.
>>> >>>
>>> >>>
>>> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
>>> >>>   val env = 
>>> >>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>>> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>>> >>>   
>>> >>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>>> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>>> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>>> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 
>>> >>> 3))
>>> >>>   env
>>> >>>   }
>>> >>>
>>> >>> def transform(target: DataStream[(String, String, String, String, 
>>> >>> Long)]): DataStream[WinLossBase] =
>>> >>>   target.keyBy(_._3).flatMap(new StateOperator)
>>> >>>
>>> >>> def main(args: Array[String]) {
>>> >>>   val env = getExecuteEnv
>>> >>>   val source: DataStream[String] = 
>>> >>> extractFromKafka(env).name("KafkaSource")
>>> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
>>> >>>   val target: DataStream[(String, String, String, String, Long)] = 
>>> >>> preTransform(json)
>>> >>>   val result: DataStream[WinLossBase] = 
>>> >>> transform(target).name("ToKeyedStream”)
>>> >>> …
>>> >>> }
>>> >>>
>>> >>> class StateOperator extends RichFlatMapFunction[(String, String, 
>>> >>> String, String, Long), WinLossBase] {
>>> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
>>> >>>   var handState: ValueState[HandHistoryInfo] = _
>>> >>>
>>> >>>   override def open(param: Configuration): Unit = {
>>> >>>   val playerValueStateDescriptor = new 
>>> >>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>>> >>>   classOf[util.Map[String, PotPlayer]], 
>>> >>> Maps.newHashMap[String, PotPlayer]())
>>> >>>

Re: ValueState is missing

2016-08-15 Thread Dong-iL, Kim
Hi.
I've tested the program with window function(keyBy->window->collect). it has no 
problem.

my old program. (keyBy-> state processing). can it be processed by multiple 
thread within a key?

Thank you.

> On Aug 12, 2016, at 8:27 PM, Stephan Ewen  wrote:
> 
> Hi!
> 
> So far we are not aware of a state loss bug in Flink. My guess is that it is 
> some subtlety in the program.
> 
> The check that logs also has other checks, like "handHistoryInfo.playType == 
> PlayType.Cash" and "players.size > 1". Is one of them maybe the problem?
> 
> 
> To debug this, you can try and do the following:
> 
> Rather than using Flink's key/value state, simply use your own java/scala map 
> in the RichFlatMapFunction.
> That is not by default fault-tolerant, but you can use that to see if the 
> error occurs in the same way or not.
> 
> Greetings,
> Stephan
> 
> 
> 
> 
> On Fri, Aug 12, 2016 at 12:46 PM, Dong-iL, Kim  > wrote:
> Hi.
> I checked order of data. but it is alright.
> Is there any other possibilities?
> Thank you.
> 
>> On Aug 12, 2016, at 7:09 PM, Stephan Ewen > > wrote:
>> 
>> Hi!
>> 
>> Its not that easy to say at a first glance.
>> 
>> One thing that is important to bear in mind is what ordering guarantees 
>> Flink gives, and where the ordering guarantees are not given.
>> When you use keyBy() or redistribute(), order is preserved per parallel 
>> source/target pair only.
>> 
>> Have a look here:
>> https://ci.apache.org/projects/flink/flink-docs-master/concepts/concepts.html#parallel-dataflows
>>  
>> 
>> 
>> 
>> Could it be that the events simply arrive in a different order in the 
>> functions, so that a later event that looks for state comes before an 
>> earlier event that creates the state?
>> 
>> Greetings,
>> Stephan
>> 
>> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim > > wrote:
>> Nope.
>> I added log in End.
>> but there is same log.
>> is there any fault in my code?
>> 
>> thank you.
>> 
>> 
>> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels > > > wrote:
>> >
>> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
>> > event comes in before "CommCardHistory" where you check the state.
>> >
>> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim > > > wrote:
>> >> in my code, is the config of ExecutionEnv alright?
>> >>
>> >>
>> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim > >>> > wrote:
>> >>>
>> >>>
>> >>> my code and log is as below.
>> >>>
>> >>>
>> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
>> >>>   val env = 
>> >>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>> >>>   
>> >>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 
>> >>> 3))
>> >>>   env
>> >>>   }
>> >>>
>> >>> def transform(target: DataStream[(String, String, String, String, 
>> >>> Long)]): DataStream[WinLossBase] =
>> >>>   target.keyBy(_._3).flatMap(new StateOperator)
>> >>>
>> >>> def main(args: Array[String]) {
>> >>>   val env = getExecuteEnv
>> >>>   val source: DataStream[String] = 
>> >>> extractFromKafka(env).name("KafkaSource")
>> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
>> >>>   val target: DataStream[(String, String, String, String, Long)] = 
>> >>> preTransform(json)
>> >>>   val result: DataStream[WinLossBase] = 
>> >>> transform(target).name("ToKeyedStream”)
>> >>> …
>> >>> }
>> >>>
>> >>> class StateOperator extends RichFlatMapFunction[(String, String, String, 
>> >>> String, Long), WinLossBase] {
>> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
>> >>>   var handState: ValueState[HandHistoryInfo] = _
>> >>>
>> >>>   override def open(param: Configuration): Unit = {
>> >>>   val playerValueStateDescriptor = new 
>> >>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>> >>>   classOf[util.Map[String, PotPlayer]], 
>> >>> Maps.newHashMap[String, PotPlayer]())
>> >>>   playerState = 
>> >>> getRuntimeContext.getState(playerValueStateDescriptor)
>> >>>   handState = getRuntimeContext.getState(new 
>> >>> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
>> >>>   }
>> >>>
>> >>>   override def flatMap(in: (String, String, String, String, Long), 
>> >>> out: 

Re: ValueState is missing

2016-08-12 Thread Stephan Ewen
Hi!

So far we are not aware of a state loss bug in Flink. My guess is that it
is some subtlety in the program.

The check that logs also has other checks, like "handHistoryInfo.playType
== PlayType.Cash" and "players.size > 1". Is one of them maybe the problem?


To debug this, you can try and do the following:

Rather than using Flink's key/value state, simply use your own java/scala
map in the RichFlatMapFunction.
That is not by default fault-tolerant, but you can use that to see if the
error occurs in the same way or not.

Greetings,
Stephan




On Fri, Aug 12, 2016 at 12:46 PM, Dong-iL, Kim  wrote:

> Hi.
> I checked order of data. but it is alright.
> Is there any other possibilities?
> Thank you.
>
> On Aug 12, 2016, at 7:09 PM, Stephan Ewen  wrote:
>
> Hi!
>
> Its not that easy to say at a first glance.
>
> One thing that is important to bear in mind is what ordering guarantees
> Flink gives, and where the ordering guarantees are not given.
> When you use keyBy() or redistribute(), order is preserved per parallel
> source/target pair only.
>
> Have a look here:
> https://ci.apache.org/projects/flink/flink-docs-
> master/concepts/concepts.html#parallel-dataflows
>
>
> Could it be that the events simply arrive in a different order in the
> functions, so that a later event that looks for state comes before an
> earlier event that creates the state?
>
> Greetings,
> Stephan
>
> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim  wrote:
>
>> Nope.
>> I added log in End.
>> but there is same log.
>> is there any fault in my code?
>>
>> thank you.
>>
>>
>> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels  wrote:
>> >
>> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
>> > event comes in before "CommCardHistory" where you check the state.
>> >
>> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim 
>> wrote:
>> >> in my code, is the config of ExecutionEnv alright?
>> >>
>> >>
>> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  wrote:
>> >>>
>> >>>
>> >>> my code and log is as below.
>> >>>
>> >>>
>> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
>> >>>   val env = StreamExecutionEnvironment.get
>> ExecutionEnvironment.enableCheckpointing(1)
>> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.Ingestio
>> nTime)
>> >>>   env.getCheckpointConfig.setCheckpointingMode(CheckpointingM
>> ode.AT_LEAST_ONCE)
>> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30,
>> 3))
>> >>>   env
>> >>>   }
>> >>>
>> >>> def transform(target: DataStream[(String, String, String, String,
>> Long)]): DataStream[WinLossBase] =
>> >>>   target.keyBy(_._3).flatMap(new StateOperator)
>> >>>
>> >>> def main(args: Array[String]) {
>> >>>   val env = getExecuteEnv
>> >>>   val source: DataStream[String] = extractFromKafka(env).name("Ka
>> fkaSource")
>> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
>> >>>   val target: DataStream[(String, String, String, String, Long)]
>> = preTransform(json)
>> >>>   val result: DataStream[WinLossBase] =
>> transform(target).name("ToKeyedStream”)
>> >>> …
>> >>> }
>> >>>
>> >>> class StateOperator extends RichFlatMapFunction[(String, String,
>> String, String, Long), WinLossBase] {
>> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
>> >>>   var handState: ValueState[HandHistoryInfo] = _
>> >>>
>> >>>   override def open(param: Configuration): Unit = {
>> >>>   val playerValueStateDescriptor = new
>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>> >>>   classOf[util.Map[String, PotPlayer]],
>> Maps.newHashMap[String, PotPlayer]())
>> >>>   playerState = getRuntimeContext.getState(pla
>> yerValueStateDescriptor)
>> >>>   handState = getRuntimeContext.getState(new
>> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
>> >>>   }
>> >>>
>> >>>   override def flatMap(in: (String, String, String, String,
>> Long), out: Collector[WinLossBase]): Unit = {
>> >>>   in._2 match {
>> >>>   case "GameStartHistory" =>
>> >>>   val players = playerState.value()
>> >>>   val obj = _convertJsonToRecord(in._4,
>> classOf[GameStartHistoryRecord])
>> >>>   val record = obj.asInstanceOf[GameStartHist
>> oryRecord]
>> >>>   val handHistoryInfo: HandHistoryInfo =
>> _setUpHandHistoryInfo(record)
>> >>>   if (LOG.isInfoEnabled())
>> >>>   LOG.info ("hand start {}", if
>> (handHistoryInfo != null) handHistoryInfo.handHistoryId else "NULL”)
>> >>> ….
>> >>>   playerState.update(players)
>> 

Re: ValueState is missing

2016-08-12 Thread Dong-iL, Kim
Hi.
I checked order of data. but it is alright.
Is there any other possibilities?
Thank you.

> On Aug 12, 2016, at 7:09 PM, Stephan Ewen  wrote:
> 
> Hi!
> 
> Its not that easy to say at a first glance.
> 
> One thing that is important to bear in mind is what ordering guarantees Flink 
> gives, and where the ordering guarantees are not given.
> When you use keyBy() or redistribute(), order is preserved per parallel 
> source/target pair only.
> 
> Have a look here:
> https://ci.apache.org/projects/flink/flink-docs-master/concepts/concepts.html#parallel-dataflows
>  
> 
> 
> 
> Could it be that the events simply arrive in a different order in the 
> functions, so that a later event that looks for state comes before an earlier 
> event that creates the state?
> 
> Greetings,
> Stephan
> 
> On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim  > wrote:
> Nope.
> I added log in End.
> but there is same log.
> is there any fault in my code?
> 
> thank you.
> 
> 
> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels  > > wrote:
> >
> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
> > event comes in before "CommCardHistory" where you check the state.
> >
> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim  > > wrote:
> >> in my code, is the config of ExecutionEnv alright?
> >>
> >>
> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  >>> > wrote:
> >>>
> >>>
> >>> my code and log is as below.
> >>>
> >>>
> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
> >>>   val env = 
> >>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
> >>>   
> >>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 
> >>> 3))
> >>>   env
> >>>   }
> >>>
> >>> def transform(target: DataStream[(String, String, String, String, 
> >>> Long)]): DataStream[WinLossBase] =
> >>>   target.keyBy(_._3).flatMap(new StateOperator)
> >>>
> >>> def main(args: Array[String]) {
> >>>   val env = getExecuteEnv
> >>>   val source: DataStream[String] = 
> >>> extractFromKafka(env).name("KafkaSource")
> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
> >>>   val target: DataStream[(String, String, String, String, Long)] = 
> >>> preTransform(json)
> >>>   val result: DataStream[WinLossBase] = 
> >>> transform(target).name("ToKeyedStream”)
> >>> …
> >>> }
> >>>
> >>> class StateOperator extends RichFlatMapFunction[(String, String, String, 
> >>> String, Long), WinLossBase] {
> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
> >>>   var handState: ValueState[HandHistoryInfo] = _
> >>>
> >>>   override def open(param: Configuration): Unit = {
> >>>   val playerValueStateDescriptor = new 
> >>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
> >>>   classOf[util.Map[String, PotPlayer]], 
> >>> Maps.newHashMap[String, PotPlayer]())
> >>>   playerState = 
> >>> getRuntimeContext.getState(playerValueStateDescriptor)
> >>>   handState = getRuntimeContext.getState(new 
> >>> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
> >>>   }
> >>>
> >>>   override def flatMap(in: (String, String, String, String, Long), 
> >>> out: Collector[WinLossBase]): Unit = {
> >>>   in._2 match {
> >>>   case "GameStartHistory" =>
> >>>   val players = playerState.value()
> >>>   val obj = _convertJsonToRecord(in._4, 
> >>> classOf[GameStartHistoryRecord])
> >>>   val record = obj.asInstanceOf[GameStartHistoryRecord]
> >>>   val handHistoryInfo: HandHistoryInfo = 
> >>> _setUpHandHistoryInfo(record)
> >>>   if (LOG.isInfoEnabled())
> >>>   LOG.info("hand start {}", if (handHistoryInfo != 
> >>> null) handHistoryInfo.handHistoryId else "NULL”)
> >>> ….
> >>>   playerState.update(players)
> >>>   handState.update(handHistoryInfo)
> >>>   case "HoleCardHistory" =>
> >>>   val players = playerState.value()
> >>>   if (players != null) {
> >>>  ...
> >>>playerState.update(players)
> >>>   } else LOG.warn("there is no player[hole card]. {}", 
> >>> in._4)
> >>>   case "PlayerStateHistory" =>
> 

Re: ValueState is missing

2016-08-12 Thread Stephan Ewen
Hi!

Its not that easy to say at a first glance.

One thing that is important to bear in mind is what ordering guarantees
Flink gives, and where the ordering guarantees are not given.
When you use keyBy() or redistribute(), order is preserved per parallel
source/target pair only.

Have a look here:
https://ci.apache.org/projects/flink/flink-docs-master/concepts/concepts.html#parallel-dataflows


Could it be that the events simply arrive in a different order in the
functions, so that a later event that looks for state comes before an
earlier event that creates the state?

Greetings,
Stephan

On Fri, Aug 12, 2016 at 12:04 PM, Dong-iL, Kim  wrote:

> Nope.
> I added log in End.
> but there is same log.
> is there any fault in my code?
>
> thank you.
>
>
> > On Aug 12, 2016, at 6:42 PM, Maximilian Michels  wrote:
> >
> > You're clearing the "handState" on "GameEndHistory". I'm assuming this
> > event comes in before "CommCardHistory" where you check the state.
> >
> > On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim 
> wrote:
> >> in my code, is the config of ExecutionEnv alright?
> >>
> >>
> >>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  wrote:
> >>>
> >>>
> >>> my code and log is as below.
> >>>
> >>>
> >>>   val getExecuteEnv: StreamExecutionEnvironment = {
> >>>   val env = StreamExecutionEnvironment.getExecutionEnvironment.
> enableCheckpointing(1)
> >>>   env.setStreamTimeCharacteristic(TimeCharacteristic.
> IngestionTime)
> >>>   env.getCheckpointConfig.setCheckpointingMode(
> CheckpointingMode.AT_LEAST_ONCE)
> >>>   env.getCheckpointConfig.setCheckpointTimeout(6)
> >>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
> >>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30,
> 3))
> >>>   env
> >>>   }
> >>>
> >>> def transform(target: DataStream[(String, String, String, String,
> Long)]): DataStream[WinLossBase] =
> >>>   target.keyBy(_._3).flatMap(new StateOperator)
> >>>
> >>> def main(args: Array[String]) {
> >>>   val env = getExecuteEnv
> >>>   val source: DataStream[String] = extractFromKafka(env).name("
> KafkaSource")
> >>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
> >>>   val target: DataStream[(String, String, String, String, Long)] =
> preTransform(json)
> >>>   val result: DataStream[WinLossBase] = transform(target).name("
> ToKeyedStream”)
> >>> …
> >>> }
> >>>
> >>> class StateOperator extends RichFlatMapFunction[(String, String,
> String, String, Long), WinLossBase] {
> >>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
> >>>   var handState: ValueState[HandHistoryInfo] = _
> >>>
> >>>   override def open(param: Configuration): Unit = {
> >>>   val playerValueStateDescriptor = new
> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
> >>>   classOf[util.Map[String, PotPlayer]],
> Maps.newHashMap[String, PotPlayer]())
> >>>   playerState = getRuntimeContext.getState(
> playerValueStateDescriptor)
> >>>   handState = getRuntimeContext.getState(new
> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
> >>>   }
> >>>
> >>>   override def flatMap(in: (String, String, String, String, Long),
> out: Collector[WinLossBase]): Unit = {
> >>>   in._2 match {
> >>>   case "GameStartHistory" =>
> >>>   val players = playerState.value()
> >>>   val obj = _convertJsonToRecord(in._4, classOf[
> GameStartHistoryRecord])
> >>>   val record = obj.asInstanceOf[
> GameStartHistoryRecord]
> >>>   val handHistoryInfo: HandHistoryInfo =
> _setUpHandHistoryInfo(record)
> >>>   if (LOG.isInfoEnabled())
> >>>   LOG.info("hand start {}", if (handHistoryInfo !=
> null) handHistoryInfo.handHistoryId else "NULL”)
> >>> ….
> >>>   playerState.update(players)
> >>>   handState.update(handHistoryInfo)
> >>>   case "HoleCardHistory" =>
> >>>   val players = playerState.value()
> >>>   if (players != null) {
> >>>  ...
> >>>playerState.update(players)
> >>>   } else LOG.warn("there is no player[hole card]. {}",
> in._4)
> >>>   case "PlayerStateHistory" =>
> >>>   val players = playerState.value()
> >>>   if (players != null) {
> >>>  ….
> >>>   playerState.update(players)
> >>>   } else LOG.warn("there is no player[player state].
> {}", in._4)
> >>>   case "CommCardHistory" =>
> >>>   val handHistoryInfo = handState.value()
> >>>   val commCardHistory: CommCardHistory =
> commCardState.value()
> >>>   if (handHistoryInfo 

Re: ValueState is missing

2016-08-12 Thread Dong-iL, Kim
Nope. 
I added log in End.
but there is same log.
is there any fault in my code?

thank you.


> On Aug 12, 2016, at 6:42 PM, Maximilian Michels  wrote:
> 
> You're clearing the "handState" on "GameEndHistory". I'm assuming this
> event comes in before "CommCardHistory" where you check the state.
> 
> On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim  wrote:
>> in my code, is the config of ExecutionEnv alright?
>> 
>> 
>>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  wrote:
>>> 
>>> 
>>> my code and log is as below.
>>> 
>>> 
>>>   val getExecuteEnv: StreamExecutionEnvironment = {
>>>   val env = 
>>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>>>   env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>>>   
>>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>>>   env.getCheckpointConfig.setCheckpointTimeout(6)
>>>   env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>>>   env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 3))
>>>   env
>>>   }
>>> 
>>> def transform(target: DataStream[(String, String, String, String, Long)]): 
>>> DataStream[WinLossBase] =
>>>   target.keyBy(_._3).flatMap(new StateOperator)
>>> 
>>> def main(args: Array[String]) {
>>>   val env = getExecuteEnv
>>>   val source: DataStream[String] = 
>>> extractFromKafka(env).name("KafkaSource")
>>>   val json = deserializeToJsonObj(source).name("ConvertToJson")
>>>   val target: DataStream[(String, String, String, String, Long)] = 
>>> preTransform(json)
>>>   val result: DataStream[WinLossBase] = 
>>> transform(target).name("ToKeyedStream”)
>>> …
>>> }
>>> 
>>> class StateOperator extends RichFlatMapFunction[(String, String, String, 
>>> String, Long), WinLossBase] {
>>>   var playerState: ValueState[util.Map[String, PotPlayer]] = _
>>>   var handState: ValueState[HandHistoryInfo] = _
>>> 
>>>   override def open(param: Configuration): Unit = {
>>>   val playerValueStateDescriptor = new 
>>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>>>   classOf[util.Map[String, PotPlayer]], Maps.newHashMap[String, 
>>> PotPlayer]())
>>>   playerState = 
>>> getRuntimeContext.getState(playerValueStateDescriptor)
>>>   handState = getRuntimeContext.getState(new 
>>> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
>>>   }
>>> 
>>>   override def flatMap(in: (String, String, String, String, Long), out: 
>>> Collector[WinLossBase]): Unit = {
>>>   in._2 match {
>>>   case "GameStartHistory" =>
>>>   val players = playerState.value()
>>>   val obj = _convertJsonToRecord(in._4, 
>>> classOf[GameStartHistoryRecord])
>>>   val record = obj.asInstanceOf[GameStartHistoryRecord]
>>>   val handHistoryInfo: HandHistoryInfo = 
>>> _setUpHandHistoryInfo(record)
>>>   if (LOG.isInfoEnabled())
>>>   LOG.info("hand start {}", if (handHistoryInfo != 
>>> null) handHistoryInfo.handHistoryId else "NULL”)
>>> ….
>>>   playerState.update(players)
>>>   handState.update(handHistoryInfo)
>>>   case "HoleCardHistory" =>
>>>   val players = playerState.value()
>>>   if (players != null) {
>>>  ...
>>>playerState.update(players)
>>>   } else LOG.warn("there is no player[hole card]. {}", 
>>> in._4)
>>>   case "PlayerStateHistory" =>
>>>   val players = playerState.value()
>>>   if (players != null) {
>>>  ….
>>>   playerState.update(players)
>>>   } else LOG.warn("there is no player[player state]. {}", 
>>> in._4)
>>>   case "CommCardHistory" =>
>>>   val handHistoryInfo = handState.value()
>>>   val commCardHistory: CommCardHistory = 
>>> commCardState.value()
>>>   if (handHistoryInfo != null) {
>>>  ...
>>>   handState.update(handHistoryInfo)
>>>   commCardState.update(commCardHistory)
>>>   } else LOG.warn("there is no handhistory info[comm card]. 
>>> {}", in._4)
>>>   case "PlayerActionHistory" =>
>>>   val handHistoryInfo = handState.value()
>>>   val players = playerState.value()
>>> 
>>>   if (handHistoryInfo != null) {
>>>  ...
>>>   } else LOG.warn("there is no handhistory info[player 
>>> action]. {}", in._4)
>>>   case "PotHistory" =>
>>>   val players = playerState.value()
>>>   val handHistoryInfo = handState.value()
>>> 

Re: ValueState is missing

2016-08-12 Thread Maximilian Michels
You're clearing the "handState" on "GameEndHistory". I'm assuming this
event comes in before "CommCardHistory" where you check the state.

On Fri, Aug 12, 2016 at 6:59 AM, Dong-iL, Kim  wrote:
> in my code, is the config of ExecutionEnv alright?
>
>
>> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  wrote:
>>
>>
>> my code and log is as below.
>>
>>
>>val getExecuteEnv: StreamExecutionEnvironment = {
>>val env = 
>> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>>env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>>
>> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>>env.getCheckpointConfig.setCheckpointTimeout(6)
>>env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>>env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 3))
>>env
>>}
>>
>> def transform(target: DataStream[(String, String, String, String, Long)]): 
>> DataStream[WinLossBase] =
>>target.keyBy(_._3).flatMap(new StateOperator)
>>
>> def main(args: Array[String]) {
>>val env = getExecuteEnv
>>val source: DataStream[String] = 
>> extractFromKafka(env).name("KafkaSource")
>>val json = deserializeToJsonObj(source).name("ConvertToJson")
>>val target: DataStream[(String, String, String, String, Long)] = 
>> preTransform(json)
>>val result: DataStream[WinLossBase] = 
>> transform(target).name("ToKeyedStream”)
>> …
>> }
>>
>> class StateOperator extends RichFlatMapFunction[(String, String, String, 
>> String, Long), WinLossBase] {
>>var playerState: ValueState[util.Map[String, PotPlayer]] = _
>>var handState: ValueState[HandHistoryInfo] = _
>>
>>override def open(param: Configuration): Unit = {
>>val playerValueStateDescriptor = new 
>> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>>classOf[util.Map[String, PotPlayer]], Maps.newHashMap[String, 
>> PotPlayer]())
>>playerState = 
>> getRuntimeContext.getState(playerValueStateDescriptor)
>>handState = getRuntimeContext.getState(new 
>> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
>>}
>>
>>override def flatMap(in: (String, String, String, String, Long), out: 
>> Collector[WinLossBase]): Unit = {
>>in._2 match {
>>case "GameStartHistory" =>
>>val players = playerState.value()
>>val obj = _convertJsonToRecord(in._4, 
>> classOf[GameStartHistoryRecord])
>>val record = obj.asInstanceOf[GameStartHistoryRecord]
>>val handHistoryInfo: HandHistoryInfo = 
>> _setUpHandHistoryInfo(record)
>>if (LOG.isInfoEnabled())
>>LOG.info("hand start {}", if (handHistoryInfo != 
>> null) handHistoryInfo.handHistoryId else "NULL”)
>>  ….
>>playerState.update(players)
>>handState.update(handHistoryInfo)
>>case "HoleCardHistory" =>
>>val players = playerState.value()
>>if (players != null) {
>>   ...
>> playerState.update(players)
>>} else LOG.warn("there is no player[hole card]. {}", 
>> in._4)
>>case "PlayerStateHistory" =>
>>val players = playerState.value()
>>if (players != null) {
>>   ….
>>playerState.update(players)
>>} else LOG.warn("there is no player[player state]. {}", 
>> in._4)
>>case "CommCardHistory" =>
>>val handHistoryInfo = handState.value()
>>val commCardHistory: CommCardHistory = 
>> commCardState.value()
>>if (handHistoryInfo != null) {
>>   ...
>>handState.update(handHistoryInfo)
>>commCardState.update(commCardHistory)
>>} else LOG.warn("there is no handhistory info[comm card]. 
>> {}", in._4)
>>case "PlayerActionHistory" =>
>>val handHistoryInfo = handState.value()
>>val players = playerState.value()
>>
>>if (handHistoryInfo != null) {
>>   ...
>>} else LOG.warn("there is no handhistory info[player 
>> action]. {}", in._4)
>>case "PotHistory" =>
>>val players = playerState.value()
>>val handHistoryInfo = handState.value()
>>val commCardHistory: CommCardHistory = 
>> commCardState.value()
>>if (handHistoryInfo != null && handHistoryInfo.playType 
>> == PlayType.Cash && players != null && players.size > 1) {
>>   

Re: ValueState is missing

2016-08-11 Thread Dong-iL, Kim
in my code, is the config of ExecutionEnv alright?


> On Aug 11, 2016, at 8:47 PM, Dong-iL, Kim  wrote:
> 
> 
> my code and log is as below.
> 
> 
>val getExecuteEnv: StreamExecutionEnvironment = {
>val env = 
> StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
>env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)
>
> env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
>env.getCheckpointConfig.setCheckpointTimeout(6)
>env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
>env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 3))
>env
>}
> 
> def transform(target: DataStream[(String, String, String, String, Long)]): 
> DataStream[WinLossBase] =
>target.keyBy(_._3).flatMap(new StateOperator)
> 
> def main(args: Array[String]) {
>val env = getExecuteEnv
>val source: DataStream[String] = 
> extractFromKafka(env).name("KafkaSource")
>val json = deserializeToJsonObj(source).name("ConvertToJson")
>val target: DataStream[(String, String, String, String, Long)] = 
> preTransform(json)
>val result: DataStream[WinLossBase] = 
> transform(target).name("ToKeyedStream”)
> …
> }
> 
> class StateOperator extends RichFlatMapFunction[(String, String, String, 
> String, Long), WinLossBase] {
>var playerState: ValueState[util.Map[String, PotPlayer]] = _
>var handState: ValueState[HandHistoryInfo] = _
> 
>override def open(param: Configuration): Unit = {
>val playerValueStateDescriptor = new 
> ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
>classOf[util.Map[String, PotPlayer]], Maps.newHashMap[String, 
> PotPlayer]())
>playerState = 
> getRuntimeContext.getState(playerValueStateDescriptor)
>handState = getRuntimeContext.getState(new 
> ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
>}
> 
>override def flatMap(in: (String, String, String, String, Long), out: 
> Collector[WinLossBase]): Unit = {
>in._2 match {
>case "GameStartHistory" =>
>val players = playerState.value()
>val obj = _convertJsonToRecord(in._4, 
> classOf[GameStartHistoryRecord])
>val record = obj.asInstanceOf[GameStartHistoryRecord]
>val handHistoryInfo: HandHistoryInfo = 
> _setUpHandHistoryInfo(record)
>if (LOG.isInfoEnabled())
>LOG.info("hand start {}", if (handHistoryInfo != null) 
> handHistoryInfo.handHistoryId else "NULL”)
>  ….
>playerState.update(players)
>handState.update(handHistoryInfo)
>case "HoleCardHistory" =>
>val players = playerState.value()
>if (players != null) {
>   ...
> playerState.update(players)
>} else LOG.warn("there is no player[hole card]. {}", in._4)
>case "PlayerStateHistory" =>
>val players = playerState.value()
>if (players != null) {
>   ….
>playerState.update(players)
>} else LOG.warn("there is no player[player state]. {}", 
> in._4)
>case "CommCardHistory" =>
>val handHistoryInfo = handState.value()
>val commCardHistory: CommCardHistory = 
> commCardState.value()
>if (handHistoryInfo != null) {
>   ...
>handState.update(handHistoryInfo)
>commCardState.update(commCardHistory)
>} else LOG.warn("there is no handhistory info[comm card]. 
> {}", in._4)
>case "PlayerActionHistory" =>
>val handHistoryInfo = handState.value()
>val players = playerState.value()
> 
>if (handHistoryInfo != null) {
>   ...
>} else LOG.warn("there is no handhistory info[player 
> action]. {}", in._4)
>case "PotHistory" =>
>val players = playerState.value()
>val handHistoryInfo = handState.value()
>val commCardHistory: CommCardHistory = 
> commCardState.value()
>if (handHistoryInfo != null && handHistoryInfo.playType == 
> PlayType.Cash && players != null && players.size > 1) {
>...
>} else LOG.warn("there is no handhistory info[pot]. {}", 
> in._4)
>case "GameEndHistory" =>
>val players = playerState.value()
>val handHistoryInfo = handState.value()
>   ...
>if 

Re: ValueState is missing

2016-08-11 Thread Dong-iL, Kim

my code and log is as below.


val getExecuteEnv: StreamExecutionEnvironment = {
val env = 
StreamExecutionEnvironment.getExecutionEnvironment.enableCheckpointing(1)
env.setStreamTimeCharacteristic(TimeCharacteristic.IngestionTime)

env.getCheckpointConfig.setCheckpointingMode(CheckpointingMode.AT_LEAST_ONCE)
env.getCheckpointConfig.setCheckpointTimeout(6)
env.getCheckpointConfig.setMaxConcurrentCheckpoints(1)
env.setRestartStrategy(RestartStrategies.fixedDelayRestart(30, 3))
env
}

def transform(target: DataStream[(String, String, String, String, Long)]): 
DataStream[WinLossBase] =
target.keyBy(_._3).flatMap(new StateOperator)

def main(args: Array[String]) {
val env = getExecuteEnv
val source: DataStream[String] = 
extractFromKafka(env).name("KafkaSource")
val json = deserializeToJsonObj(source).name("ConvertToJson")
val target: DataStream[(String, String, String, String, Long)] = 
preTransform(json)
val result: DataStream[WinLossBase] = 
transform(target).name("ToKeyedStream”)
…
}

class StateOperator extends RichFlatMapFunction[(String, String, String, 
String, Long), WinLossBase] {
var playerState: ValueState[util.Map[String, PotPlayer]] = _
var handState: ValueState[HandHistoryInfo] = _

override def open(param: Configuration): Unit = {
val playerValueStateDescriptor = new 
ValueStateDescriptor[util.Map[String, PotPlayer]]("winloss",
classOf[util.Map[String, PotPlayer]], Maps.newHashMap[String, 
PotPlayer]())
playerState = getRuntimeContext.getState(playerValueStateDescriptor)
handState = getRuntimeContext.getState(new 
ValueStateDescriptor("handinfo", classOf[HandHistoryInfo], null))
}

override def flatMap(in: (String, String, String, String, Long), out: 
Collector[WinLossBase]): Unit = {
in._2 match {
case "GameStartHistory" =>
val players = playerState.value()
val obj = _convertJsonToRecord(in._4, 
classOf[GameStartHistoryRecord])
val record = obj.asInstanceOf[GameStartHistoryRecord]
val handHistoryInfo: HandHistoryInfo = 
_setUpHandHistoryInfo(record)
if (LOG.isInfoEnabled())
LOG.info("hand start {}", if (handHistoryInfo != null) 
handHistoryInfo.handHistoryId else "NULL”)
   ….
playerState.update(players)
handState.update(handHistoryInfo)
case "HoleCardHistory" =>
val players = playerState.value()
if (players != null) {
...
 playerState.update(players)
} else LOG.warn("there is no player[hole card]. {}", in._4)
case "PlayerStateHistory" =>
val players = playerState.value()
if (players != null) {
….
playerState.update(players)
} else LOG.warn("there is no player[player state]. {}", 
in._4)
case "CommCardHistory" =>
val handHistoryInfo = handState.value()
val commCardHistory: CommCardHistory = commCardState.value()
if (handHistoryInfo != null) {
...
handState.update(handHistoryInfo)
commCardState.update(commCardHistory)
} else LOG.warn("there is no handhistory info[comm card]. 
{}", in._4)
case "PlayerActionHistory" =>
val handHistoryInfo = handState.value()
val players = playerState.value()

if (handHistoryInfo != null) {
...
} else LOG.warn("there is no handhistory info[player 
action]. {}", in._4)
case "PotHistory" =>
val players = playerState.value()
val handHistoryInfo = handState.value()
val commCardHistory: CommCardHistory = commCardState.value()
if (handHistoryInfo != null && handHistoryInfo.playType == 
PlayType.Cash && players != null && players.size > 1) {
...
} else LOG.warn("there is no handhistory info[pot]. {}", 
in._4)
case "GameEndHistory" =>
val players = playerState.value()
val handHistoryInfo = handState.value()
...
if (LOG.isTraceEnabled()) LOG.trace("end {}", 
record.getHandHistoryId)
playerState.clear()
handState.clear()
case _ =>
}
}

—— log —— 
2016-08-11 11:44:53.258 [ToKeyedStream -> (Map -> Sink: Pot to HBase, 

Re: ValueState is missing

2016-08-11 Thread Ufuk Celebi
What do you mean with lost exactly?

You call value() and it returns a value (!= null/defaultValue) and you
call it again and it returns null/defaultValue for the same key with
no update in between?

On Thu, Aug 11, 2016 at 11:59 AM, Kostas Kloudas
 wrote:
> Hello,
>
> Could you share the code of the job you are running?
> With only this information I am afraid we cannot help much.
>
> Thanks,
> Kostas
>
>> On Aug 11, 2016, at 11:55 AM, Dong-iL, Kim  wrote:
>>
>> Hi.
>> I’m using flink 1.0.3 on aws EMR.
>> sporadically value of ValueState is lost.
>> what is starting point for solving this problem.
>> Thank you.
>


Re: ValueState is missing

2016-08-11 Thread Kostas Kloudas
Hello,

Could you share the code of the job you are running?
With only this information I am afraid we cannot help much.

Thanks,
Kostas

> On Aug 11, 2016, at 11:55 AM, Dong-iL, Kim  wrote:
> 
> Hi.
> I’m using flink 1.0.3 on aws EMR.
> sporadically value of ValueState is lost.
> what is starting point for solving this problem.
> Thank you.



ValueState is missing

2016-08-11 Thread Dong-iL, Kim
Hi.
I’m using flink 1.0.3 on aws EMR.
sporadically value of ValueState is lost.
what is starting point for solving this problem.
Thank you.