#if MYSQL_6_10 // Copyright ?2013, 2018, Oracle and/or its affiliates. All rights reserved. // // MySQL Connector/NET is licensed under the terms of the GPLv2 // <http://www.gnu.org/licenses/old-licenses/gpl-2.0.html>, like most // MySQL Connectors. There are special exceptions to the terms and // conditions of the GPLv2 as it is applied to this software, see the // FLOSS License Exception // <http://www.mysql.com/about/legal/licensing/foss-exception.html>. // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published // by the Free Software Foundation; version 2 of the License. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY // or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License // for more details. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA using System; using System.Collections.Generic; using System.Text; namespace Externals.MySql.Data.MySqlClient.Replication { /// <summary> /// Class that implements Round Robing Load Balancing technique. /// </summary> internal class ReplicationRoundRobinServerGroup : ReplicationServerGroup { private int nextServer; public ReplicationRoundRobinServerGroup(string name, int retryTime) : base(name, retryTime) { nextServer = -1; } /// <summary> /// Gets an available server based on Round Robin load balancing. /// </summary> /// <param name="isMaster">Flag indicating if the server to return must be a master.</param> /// <returns>A <see cref="ReplicationServer"/> object representing the next available server.</returns> internal protected override ReplicationServer GetServer(bool isMaster) { for (int i = 0; i < Servers.Count; i++) { nextServer++; if (nextServer == Servers.Count) nextServer = 0; ReplicationServer s = Servers[nextServer]; if (!s.IsAvailable) continue; if (isMaster && !s.IsMaster) continue; return s; } return null; } } } #endif