open-nomad/client/allocrunner/alloc_runner.go

627 lines
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package allocrunner
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import (
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"context"
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"fmt"
"path/filepath"
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"sync"
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"time"
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log "github.com/hashicorp/go-hclog"
"github.com/hashicorp/nomad/client/allocdir"
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"github.com/hashicorp/nomad/client/allocrunner/interfaces"
"github.com/hashicorp/nomad/client/allocrunner/state"
"github.com/hashicorp/nomad/client/allocrunner/taskrunner"
"github.com/hashicorp/nomad/client/allocwatcher"
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"github.com/hashicorp/nomad/client/config"
"github.com/hashicorp/nomad/client/consul"
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cinterfaces "github.com/hashicorp/nomad/client/interfaces"
cstate "github.com/hashicorp/nomad/client/state"
cstructs "github.com/hashicorp/nomad/client/structs"
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"github.com/hashicorp/nomad/client/vaultclient"
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"github.com/hashicorp/nomad/helper"
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"github.com/hashicorp/nomad/nomad/structs"
"github.com/hashicorp/nomad/plugins/shared/loader"
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)
// allocRunner is used to run all the tasks in a given allocation
type allocRunner struct {
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// id is the ID of the allocation. Can be accessed without a lock
id string
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// Logger is the logger for the alloc runner.
logger log.Logger
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clientConfig *config.Config
// stateUpdater is used to emit updated alloc state
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stateUpdater cinterfaces.AllocStateHandler
// taskStateUpdateCh is ticked whenever task state as changed. Must
// have len==1 to allow nonblocking notification of state updates while
// the goroutine is already processing a previous update.
taskStateUpdatedCh chan struct{}
// taskStateUpdateHandlerCh is closed when the task state handling
// goroutine exits. It is unsafe to destroy the local allocation state
// before this goroutine exits.
taskStateUpdateHandlerCh chan struct{}
// consulClient is the client used by the consul service hook for
// registering services and checks
consulClient consul.ConsulServiceAPI
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// vaultClient is the used to manage Vault tokens
vaultClient vaultclient.VaultClient
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// waitCh is closed when the Run() loop has exited
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waitCh chan struct{}
// destroyed is true when the Run() loop has exited, postrun hooks have
// run, and alloc runner has been destroyed
destroyed bool
destroyedLock sync.Mutex
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// Alloc captures the allocation being run.
alloc *structs.Allocation
allocLock sync.RWMutex
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// state is the alloc runner's state
state *state.State
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stateLock sync.RWMutex
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stateDB cstate.StateDB
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// allocDir is used to build the allocations directory structure.
allocDir *allocdir.AllocDir
// runnerHooks are alloc runner lifecycle hooks that should be run on state
// transistions.
runnerHooks []interfaces.RunnerHook
// tasks are the set of task runners
tasks map[string]*taskrunner.TaskRunner
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// allocBroadcaster sends client allocation updates to all listeners
allocBroadcaster *cstructs.AllocBroadcaster
// prevAllocWatcher allows waiting for a previous allocation to exit
// and if necessary migrate its alloc dir.
prevAllocWatcher allocwatcher.PrevAllocWatcher
// pluginSingletonLoader is a plugin loader that will returns singleton
// instances of the plugins.
pluginSingletonLoader loader.PluginCatalog
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}
// NewAllocRunner returns a new allocation runner.
func NewAllocRunner(config *Config) (*allocRunner, error) {
alloc := config.Alloc
tg := alloc.Job.LookupTaskGroup(alloc.TaskGroup)
if tg == nil {
return nil, fmt.Errorf("failed to lookup task group %q", alloc.TaskGroup)
}
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ar := &allocRunner{
id: alloc.ID,
alloc: alloc,
clientConfig: config.ClientConfig,
consulClient: config.Consul,
vaultClient: config.Vault,
tasks: make(map[string]*taskrunner.TaskRunner, len(tg.Tasks)),
waitCh: make(chan struct{}),
state: &state.State{},
stateDB: config.StateDB,
stateUpdater: config.StateUpdater,
taskStateUpdatedCh: make(chan struct{}, 1),
taskStateUpdateHandlerCh: make(chan struct{}),
allocBroadcaster: cstructs.NewAllocBroadcaster(),
prevAllocWatcher: config.PrevAllocWatcher,
pluginSingletonLoader: config.PluginSingletonLoader,
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}
// Create the logger based on the allocation ID
ar.logger = config.Logger.Named("alloc_runner").With("alloc_id", alloc.ID)
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// Create alloc dir
ar.allocDir = allocdir.NewAllocDir(ar.logger, filepath.Join(config.ClientConfig.AllocDir, alloc.ID))
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// Initialize the runners hooks.
ar.initRunnerHooks()
// Create the TaskRunners
if err := ar.initTaskRunners(tg.Tasks); err != nil {
return nil, err
}
return ar, nil
}
// initTaskRunners creates task runners but does *not* run them.
func (ar *allocRunner) initTaskRunners(tasks []*structs.Task) error {
for _, task := range tasks {
config := &taskrunner.Config{
Alloc: ar.alloc,
ClientConfig: ar.clientConfig,
Task: task,
TaskDir: ar.allocDir.NewTaskDir(task.Name),
Logger: ar.logger,
StateDB: ar.stateDB,
StateUpdater: ar,
Consul: ar.consulClient,
VaultClient: ar.vaultClient,
PluginSingletonLoader: ar.pluginSingletonLoader,
}
// Create, but do not Run, the task runner
tr, err := taskrunner.NewTaskRunner(config)
if err != nil {
return fmt.Errorf("failed creating runner for task %q: %v", task.Name, err)
}
ar.tasks[task.Name] = tr
}
return nil
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}
func (ar *allocRunner) WaitCh() <-chan struct{} {
return ar.waitCh
}
// Run is the main goroutine that executes all the tasks.
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func (ar *allocRunner) Run() {
// Close the wait channel on return
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defer close(ar.waitCh)
// Start the task state update handler
go ar.handleTaskStateUpdates()
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// Run the prestart hooks
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if err := ar.prerun(); err != nil {
ar.logger.Error("prerun failed", "error", err)
goto POST
}
// Run the runners and block until they exit
<-ar.runImpl()
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POST:
// Run the postrun hooks
// XXX Equivalent to TR.Poststop hook
if err := ar.postrun(); err != nil {
ar.logger.Error("postrun failed", "error", err)
}
}
// runImpl is used to run the runners.
func (ar *allocRunner) runImpl() <-chan struct{} {
for _, task := range ar.tasks {
go task.Run()
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}
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// Return a combined WaitCh that is closed when all task runners have
// exited.
waitCh := make(chan struct{})
go func() {
defer close(waitCh)
for _, task := range ar.tasks {
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<-task.WaitCh()
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}
}()
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return waitCh
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}
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// Alloc returns the current allocation being run by this runner as sent by the
// server. This view of the allocation does not have updated task states.
func (ar *allocRunner) Alloc() *structs.Allocation {
ar.allocLock.RLock()
defer ar.allocLock.RUnlock()
return ar.alloc
}
func (ar *allocRunner) setAlloc(updated *structs.Allocation) {
ar.allocLock.Lock()
ar.alloc = updated
ar.allocLock.Unlock()
}
// GetAllocDir returns the alloc dir which is safe for concurrent use.
func (ar *allocRunner) GetAllocDir() *allocdir.AllocDir {
return ar.allocDir
}
// Restore state from database. Must be called after NewAllocRunner but before
// Run.
func (ar *allocRunner) Restore() error {
// Restore task runners
for _, tr := range ar.tasks {
if err := tr.Restore(); err != nil {
return err
}
}
return nil
}
// TaskStateUpdated is called by TaskRunner when a task's state has been
// updated. It does not process the update synchronously but instead notifies a
// goroutine the state has change. Since processing the state change may cause
// the task to be killed (thus change its state again) it cannot be done
// synchronously as it would cause a deadlock due to reentrancy.
//
// The goroutine is used to compute changes to the alloc's ClientStatus and to
// update the server with the new state.
func (ar *allocRunner) TaskStateUpdated() {
select {
case ar.taskStateUpdatedCh <- struct{}{}:
default:
// already pending updates
}
}
// handleTaskStateUpdates must be run in goroutine as it monitors
// taskStateUpdateCh for task state update notifications and processes task
// states.
//
// Processing task state updates must be done in a goroutine as it may have to
// kill tasks which causes further task state updates.
func (ar *allocRunner) handleTaskStateUpdates() {
defer close(ar.taskStateUpdateHandlerCh)
for done := false; !done; {
select {
case <-ar.taskStateUpdatedCh:
case <-ar.waitCh:
// Tasks have exited, run once more to ensure final
// states are collected.
done = true
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}
// Set with the appropriate event if task runners should be
// killed.
var killEvent *structs.TaskEvent
// If task runners should be killed, this is set to the task
// name whose fault it is.
killTask := ""
// True if task runners should be killed because a leader
// failed (informational).
leaderFailed := false
// Task state has been updated; gather the state of the other tasks
trNum := len(ar.tasks)
liveRunners := make([]*taskrunner.TaskRunner, 0, trNum)
states := make(map[string]*structs.TaskState, trNum)
for name, tr := range ar.tasks {
state := tr.TaskState()
states[name] = state
// Capture live task runners in case we need to kill them
if state.State != structs.TaskStateDead {
liveRunners = append(liveRunners, tr)
continue
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}
// Task is dead, determine if other tasks should be killed
if state.Failed {
// Only set failed event if no event has been
// set yet to give dead leaders priority.
if killEvent == nil {
killTask = name
killEvent = structs.NewTaskEvent(structs.TaskSiblingFailed).
SetFailedSibling(name)
}
} else if tr.IsLeader() {
killEvent = structs.NewTaskEvent(structs.TaskLeaderDead)
leaderFailed = true
killTask = name
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}
}
// If there's a kill event set and live runners, kill them
if killEvent != nil && len(liveRunners) > 0 {
// Log kill reason
if leaderFailed {
ar.logger.Debug("leader task dead, destroying all tasks", "leader_task", killTask)
} else {
ar.logger.Debug("task failure, destroying all tasks", "failed_task", killTask)
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}
ar.killTasks()
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}
// Get the client allocation
calloc := ar.clientAlloc(states)
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// Update the server
ar.stateUpdater.AllocStateUpdated(calloc)
// Broadcast client alloc to listeners
ar.allocBroadcaster.Send(calloc)
}
}
// killTasks kills all task runners, leader (if there is one) first. Errors are
// logged except taskrunner.ErrTaskNotRunning which is ignored.
func (ar *allocRunner) killTasks() {
// Kill leader first, synchronously
for name, tr := range ar.tasks {
if !tr.IsLeader() {
continue
}
err := tr.Kill(context.TODO(), structs.NewTaskEvent(structs.TaskKilled))
if err != nil {
ar.logger.Warn("error stopping leader task", "error", err, "task_name", name)
}
break
}
// Kill the rest concurrently
wg := sync.WaitGroup{}
for name, tr := range ar.tasks {
if tr.IsLeader() {
continue
}
wg.Add(1)
go func(name string, tr *taskrunner.TaskRunner) {
defer wg.Done()
err := tr.Kill(context.TODO(), structs.NewTaskEvent(structs.TaskKilled))
if err != nil && err != taskrunner.ErrTaskNotRunning {
ar.logger.Warn("error stopping task", "error", err, "task_name", name)
}
}(name, tr)
}
wg.Wait()
}
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// clientAlloc takes in the task states and returns an Allocation populated
// with Client specific fields
func (ar *allocRunner) clientAlloc(taskStates map[string]*structs.TaskState) *structs.Allocation {
ar.stateLock.Lock()
defer ar.stateLock.Unlock()
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client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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// store task states for AllocState to expose
ar.state.TaskStates = taskStates
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a := &structs.Allocation{
ID: ar.id,
TaskStates: taskStates,
}
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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if d := ar.state.DeploymentStatus; d != nil {
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a.DeploymentStatus = d.Copy()
}
// Compute the ClientStatus
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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if ar.state.ClientStatus != "" {
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// The client status is being forced
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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a.ClientStatus, a.ClientDescription = ar.state.ClientStatus, ar.state.ClientDescription
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} else {
a.ClientStatus, a.ClientDescription = getClientStatus(taskStates)
}
// If the allocation is terminal, make sure all required fields are properly
// set.
if a.ClientTerminalStatus() {
alloc := ar.Alloc()
// If we are part of a deployment and the task has failed, mark the
// alloc as unhealthy. This guards against the watcher not be started.
if a.ClientStatus == structs.AllocClientStatusFailed &&
alloc.DeploymentID != "" && !a.DeploymentStatus.IsUnhealthy() {
a.DeploymentStatus = &structs.AllocDeploymentStatus{
Healthy: helper.BoolToPtr(false),
}
}
// Make sure we have marked the finished at for every task. This is used
// to calculate the reschedule time for failed allocations.
now := time.Now()
for _, task := range alloc.Job.LookupTaskGroup(alloc.TaskGroup).Tasks {
ts, ok := a.TaskStates[task.Name]
if !ok {
ts = &structs.TaskState{}
a.TaskStates[task.Name] = ts
}
if ts.FinishedAt.IsZero() {
ts.FinishedAt = now
}
}
}
return a
}
// getClientStatus takes in the task states for a given allocation and computes
// the client status and description
func getClientStatus(taskStates map[string]*structs.TaskState) (status, description string) {
var pending, running, dead, failed bool
for _, state := range taskStates {
switch state.State {
case structs.TaskStateRunning:
running = true
case structs.TaskStatePending:
pending = true
case structs.TaskStateDead:
if state.Failed {
failed = true
} else {
dead = true
}
}
}
// Determine the alloc status
if failed {
return structs.AllocClientStatusFailed, "Failed tasks"
} else if running {
return structs.AllocClientStatusRunning, "Tasks are running"
} else if pending {
return structs.AllocClientStatusPending, "No tasks have started"
} else if dead {
return structs.AllocClientStatusComplete, "All tasks have completed"
}
return "", ""
}
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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// AllocState returns a copy of allocation state including a snapshot of task
// states.
func (ar *allocRunner) AllocState() *state.State {
ar.stateLock.RLock()
state := ar.state.Copy()
ar.stateLock.RUnlock()
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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// If TaskStateUpdated has not been called yet, ar.state.TaskStates
// won't be set as it is not the canonical source of TaskStates.
if len(state.TaskStates) == 0 {
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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ar.state.TaskStates = make(map[string]*structs.TaskState, len(ar.tasks))
for k, tr := range ar.tasks {
state.TaskStates[k] = tr.TaskState()
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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}
}
return state
client: expose task state to client The interesting decision in this commit was to expose AR's state and not a fully materialized Allocation struct. AR.clientAlloc builds an Alloc that contains the task state, so I considered simply memoizing and exposing that method. However, that would lead to AR having two awkwardly similar methods: - Alloc() - which returns the server-sent alloc - ClientAlloc() - which returns the fully materialized client alloc Since ClientAlloc() could be memoized it would be just as cheap to call as Alloc(), so why not replace Alloc() entirely? Replacing Alloc() entirely would require Update() to immediately materialize the task states on server-sent Allocs as there may have been local task state changes since the server received an Alloc update. This quickly becomes difficult to reason about: should Update hooks use the TaskStates? Are state changes caused by TR Update hooks immediately reflected in the Alloc? Should AR persist its copy of the Alloc? If so, are its TaskStates canonical or the TaskStates on TR? So! Forget that. Let's separate the static Allocation from the dynamic AR & TR state! - AR.Alloc() is for static Allocation access (often for the Job) - AR.AllocState() is for the dynamic AR & TR runtime state (deployment status, task states, etc). If code needs to know the status of a task: AllocState() If code needs to know the names of tasks: Alloc() It should be very easy for a developer to reason about which method they should call and what they can do with the return values.
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}
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// Update the running allocation with a new version received from the server.
//
// This method sends the updated alloc to Run for serially processing updates.
// If there is already a pending update it will be discarded and replaced by
// the latest update.
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func (ar *allocRunner) Update(update *structs.Allocation) {
// Detect Stop updates
stopping := !ar.Alloc().TerminalStatus() && update.TerminalStatus()
// Update ar.alloc
ar.setAlloc(update)
// Run update hooks if not stopping or dead
if !update.TerminalStatus() {
if err := ar.update(update); err != nil {
ar.logger.Error("error running update hooks", "error", err)
}
}
// Update task runners
for _, tr := range ar.tasks {
tr.Update(update)
}
// If alloc is being terminated, kill all tasks, leader first
if stopping {
ar.killTasks()
}
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}
func (ar *allocRunner) Listener() *cstructs.AllocListener {
return ar.allocBroadcaster.Listen()
}
// Destroy the alloc runner by synchronously stopping it if it is still running
// and cleaning up all of its resources.
//
// This method is safe for calling concurrently with Run() and will cause it to
// exit (thus closing WaitCh).
func (ar *allocRunner) Destroy() {
ar.destroyedLock.Lock()
if ar.destroyed {
// Only destroy once
ar.destroyedLock.Unlock()
return
}
defer ar.destroyedLock.Unlock()
// Stop any running tasks
ar.killTasks()
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// Wait for tasks to exit and postrun hooks to finish
<-ar.waitCh
// Run destroy hooks
if err := ar.destroy(); err != nil {
ar.logger.Warn("error running destroy hooks", "error", err)
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}
// Wait for task state update handler to exit before removing local
// state.
<-ar.taskStateUpdateHandlerCh
// Cleanup state db
if err := ar.stateDB.DeleteAllocationBucket(ar.id); err != nil {
ar.logger.Warn("failed to delete allocation state", "error", err)
}
// Mark alloc as destroyed
ar.destroyed = true
}
// IsDestroyed returns true if the alloc runner has been destroyed (stopped and
// garbage collected).
//
// This method is safe for calling concurrently with Run(). Callers must
// receive on WaitCh() to block until alloc runner has stopped and been
// destroyed.
func (ar *allocRunner) IsDestroyed() bool {
ar.destroyedLock.Lock()
defer ar.destroyedLock.Unlock()
return ar.destroyed
}
// IsWaiting returns true if the alloc runner is waiting for its previous
// allocation to terminate.
//
// This method is safe for calling concurrently with Run().
func (ar *allocRunner) IsWaiting() bool {
return ar.prevAllocWatcher.IsWaiting()
}
// IsMigrating returns true if the alloc runner is migrating data from its
// previous allocation.
//
// This method is safe for calling concurrently with Run().
func (ar *allocRunner) IsMigrating() bool {
return ar.prevAllocWatcher.IsMigrating()
}
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func (ar *allocRunner) StatsReporter() interfaces.AllocStatsReporter {
return ar
}
// LatestAllocStats returns the latest stats for an allocation. If taskFilter
// is set, only stats for that task -- if it exists -- are returned.
func (ar *allocRunner) LatestAllocStats(taskFilter string) (*cstructs.AllocResourceUsage, error) {
astat := &cstructs.AllocResourceUsage{
Tasks: make(map[string]*cstructs.TaskResourceUsage, len(ar.tasks)),
ResourceUsage: &cstructs.ResourceUsage{
MemoryStats: &cstructs.MemoryStats{},
CpuStats: &cstructs.CpuStats{},
},
}
for name, tr := range ar.tasks {
if taskFilter != "" && taskFilter != name {
// Getting stats for a particular task and its not this one!
continue
}
if usage := tr.LatestResourceUsage(); usage != nil {
astat.Tasks[name] = usage
astat.ResourceUsage.Add(usage.ResourceUsage)
if usage.Timestamp > astat.Timestamp {
astat.Timestamp = usage.Timestamp
}
}
}
return astat, nil
}