package scheduler import ( "fmt" "sort" "strings" "time" "github.com/hashicorp/nomad/nomad/structs" ) // placementResult is an allocation that must be placed. It potentially has a // previous allocation attached to it that should be stopped only if the // paired placement is complete. This gives an atomic place/stop behavior to // prevent an impossible resource ask as part of a rolling update to wipe the // job out. type placementResult interface { // TaskGroup returns the task group the placement is for TaskGroup() *structs.TaskGroup // Name returns the name of the desired allocation Name() string // Canary returns whether the placement should be a canary Canary() bool // PreviousAllocation returns the previous allocation PreviousAllocation() *structs.Allocation // IsRescheduling returns whether the placement was rescheduling a failed allocation IsRescheduling() bool // StopPreviousAlloc returns whether the previous allocation should be // stopped and if so the status description. StopPreviousAlloc() (bool, string) } // allocStopResult contains the information required to stop a single allocation type allocStopResult struct { alloc *structs.Allocation clientStatus string statusDescription string } // allocPlaceResult contains the information required to place a single // allocation type allocPlaceResult struct { name string canary bool taskGroup *structs.TaskGroup previousAlloc *structs.Allocation reschedule bool } func (a allocPlaceResult) TaskGroup() *structs.TaskGroup { return a.taskGroup } func (a allocPlaceResult) Name() string { return a.name } func (a allocPlaceResult) Canary() bool { return a.canary } func (a allocPlaceResult) PreviousAllocation() *structs.Allocation { return a.previousAlloc } func (a allocPlaceResult) IsRescheduling() bool { return a.reschedule } func (a allocPlaceResult) StopPreviousAlloc() (bool, string) { return false, "" } // allocDestructiveResult contains the information required to do a destructive // update. Destructive changes should be applied atomically, as in the old alloc // is only stopped if the new one can be placed. type allocDestructiveResult struct { placeName string placeTaskGroup *structs.TaskGroup stopAlloc *structs.Allocation stopStatusDescription string } func (a allocDestructiveResult) TaskGroup() *structs.TaskGroup { return a.placeTaskGroup } func (a allocDestructiveResult) Name() string { return a.placeName } func (a allocDestructiveResult) Canary() bool { return false } func (a allocDestructiveResult) PreviousAllocation() *structs.Allocation { return a.stopAlloc } func (a allocDestructiveResult) IsRescheduling() bool { return false } func (a allocDestructiveResult) StopPreviousAlloc() (bool, string) { return true, a.stopStatusDescription } // allocMatrix is a mapping of task groups to their allocation set. type allocMatrix map[string]allocSet // newAllocMatrix takes a job and the existing allocations for the job and // creates an allocMatrix func newAllocMatrix(job *structs.Job, allocs []*structs.Allocation) allocMatrix { m := allocMatrix(make(map[string]allocSet)) for _, a := range allocs { s, ok := m[a.TaskGroup] if !ok { s = make(map[string]*structs.Allocation) m[a.TaskGroup] = s } s[a.ID] = a } if job != nil { for _, tg := range job.TaskGroups { if _, ok := m[tg.Name]; !ok { m[tg.Name] = make(map[string]*structs.Allocation) } } } return m } // allocSet is a set of allocations with a series of helper functions defined // that help reconcile state. type allocSet map[string]*structs.Allocation // GoString provides a human readable view of the set func (a allocSet) GoString() string { if len(a) == 0 { return "[]" } start := fmt.Sprintf("len(%d) [\n", len(a)) var s []string for k, v := range a { s = append(s, fmt.Sprintf("%q: %v", k, v.Name)) } return start + strings.Join(s, "\n") + "]" } // nameSet returns the set of allocation names func (a allocSet) nameSet() map[string]struct{} { names := make(map[string]struct{}, len(a)) for _, alloc := range a { names[alloc.Name] = struct{}{} } return names } // nameOrder returns the set of allocation names in sorted order func (a allocSet) nameOrder() []*structs.Allocation { allocs := make([]*structs.Allocation, 0, len(a)) for _, alloc := range a { allocs = append(allocs, alloc) } sort.Slice(allocs, func(i, j int) bool { return allocs[i].Index() < allocs[j].Index() }) return allocs } // difference returns a new allocSet that has all the existing item except those // contained within the other allocation sets func (a allocSet) difference(others ...allocSet) allocSet { diff := make(map[string]*structs.Allocation) OUTER: for k, v := range a { for _, other := range others { if _, ok := other[k]; ok { continue OUTER } } diff[k] = v } return diff } // union returns a new allocSet that has the union of the two allocSets. // Conflicts prefer the last passed allocSet containing the value func (a allocSet) union(others ...allocSet) allocSet { union := make(map[string]*structs.Allocation, len(a)) order := []allocSet{a} order = append(order, others...) for _, set := range order { for k, v := range set { union[k] = v } } return union } // fromKeys returns an alloc set matching the passed keys func (a allocSet) fromKeys(keys ...[]string) allocSet { from := make(map[string]*structs.Allocation) for _, set := range keys { for _, k := range set { if alloc, ok := a[k]; ok { from[k] = alloc } } } return from } // filterByTainted takes a set of tainted nodes and filters the allocation set // into three groups: // 1. Those that exist on untainted nodes // 2. Those exist on nodes that are draining // 3. Those that exist on lost nodes func (a allocSet) filterByTainted(nodes map[string]*structs.Node) (untainted, migrate, lost allocSet) { untainted = make(map[string]*structs.Allocation) migrate = make(map[string]*structs.Allocation) lost = make(map[string]*structs.Allocation) for _, alloc := range a { // Terminal allocs are always untainted as they should never be migrated if alloc.TerminalStatus() { untainted[alloc.ID] = alloc continue } // Non-terminal allocs that should migrate should always migrate if alloc.DesiredTransition.ShouldMigrate() { migrate[alloc.ID] = alloc continue } n, ok := nodes[alloc.NodeID] if !ok { // Node is untainted so alloc is untainted untainted[alloc.ID] = alloc continue } // Allocs on GC'd (nil) or lost nodes are Lost if n == nil || n.TerminalStatus() { lost[alloc.ID] = alloc continue } // All other allocs are untainted untainted[alloc.ID] = alloc } return } // filterByRescheduleable filters the allocation set to return the set of allocations that are either // terminal or running, and a set of allocations that must be rescheduled now. Allocations that can be rescheduled // at a future time are also returned so that we can create follow up evaluations for them func (a allocSet) filterByRescheduleable(isBatch bool) (untainted, rescheduleNow allocSet, rescheduleLater []*delayedRescheduleInfo) { untainted = make(map[string]*structs.Allocation) rescheduleNow = make(map[string]*structs.Allocation) now := time.Now() for _, alloc := range a { var isUntainted, eligibleNow, eligibleLater bool var rescheduleTime time.Time if isBatch { // Allocs from batch jobs should be filtered when the desired status // is terminal and the client did not finish or when the client // status is failed so that they will be replaced. If they are // complete but not failed, they shouldn't be replaced. switch alloc.DesiredStatus { case structs.AllocDesiredStatusStop, structs.AllocDesiredStatusEvict: if alloc.RanSuccessfully() { untainted[alloc.ID] = alloc } continue default: } if alloc.NextAllocation == "" { // Ignore allocs that have already been rescheduled isUntainted, eligibleNow, eligibleLater, rescheduleTime = updateByReschedulable(alloc, now, true) } } else { // Ignore allocs that have already been rescheduled if alloc.NextAllocation == "" { isUntainted, eligibleNow, eligibleLater, rescheduleTime = updateByReschedulable(alloc, now, false) } } if isUntainted { untainted[alloc.ID] = alloc } if eligibleNow { rescheduleNow[alloc.ID] = alloc } else if eligibleLater { rescheduleLater = append(rescheduleLater, &delayedRescheduleInfo{alloc.ID, rescheduleTime}) } } return } // updateByReschedulable is a helper method that encapsulates logic for whether a failed allocation // should be rescheduled now, later or left in the untainted set func updateByReschedulable(alloc *structs.Allocation, now time.Time, batch bool) (untainted, rescheduleNow, rescheduleLater bool, rescheduleTime time.Time) { shouldAllow := true if !batch { // For service type jobs we ignore allocs whose desired state is stop/evict // everything else is either rescheduleable or untainted shouldAllow = alloc.DesiredStatus != structs.AllocDesiredStatusStop && alloc.DesiredStatus != structs.AllocDesiredStatusEvict } rescheduleTime, eligible := alloc.NextRescheduleTime() // We consider a time difference of less than 5 seconds to be eligible // because we collapse allocations that failed within 5 seconds into a single evaluation if eligible && now.After(rescheduleTime) { rescheduleNow = true } else if shouldAllow { untainted = true if eligible && alloc.FollowupEvalID == "" { rescheduleLater = true } } return } // filterByTerminal filters out terminal allocs func filterByTerminal(untainted allocSet) (nonTerminal allocSet) { nonTerminal = make(map[string]*structs.Allocation) for id, alloc := range untainted { if !alloc.TerminalStatus() { nonTerminal[id] = alloc } } return } // filterByDeployment filters allocations into two sets, those that match the // given deployment ID and those that don't func (a allocSet) filterByDeployment(id string) (match, nonmatch allocSet) { match = make(map[string]*structs.Allocation) nonmatch = make(map[string]*structs.Allocation) for _, alloc := range a { if alloc.DeploymentID == id { match[alloc.ID] = alloc } else { nonmatch[alloc.ID] = alloc } } return } // allocNameIndex is used to select allocation names for placement or removal // given an existing set of placed allocations. type allocNameIndex struct { job, taskGroup string count int b structs.Bitmap } // newAllocNameIndex returns an allocNameIndex for use in selecting names of // allocations to create or stop. It takes the job and task group name, desired // count and any existing allocations as input. func newAllocNameIndex(job, taskGroup string, count int, in allocSet) *allocNameIndex { return &allocNameIndex{ count: count, b: bitmapFrom(in, uint(count)), job: job, taskGroup: taskGroup, } } // bitmapFrom creates a bitmap from the given allocation set and a minimum size // maybe given. The size of the bitmap is as the larger of the passed minimum // and the maximum alloc index of the passed input (byte aligned). func bitmapFrom(input allocSet, minSize uint) structs.Bitmap { var max uint for _, a := range input { if num := a.Index(); num > max { max = num } } if l := uint(len(input)); minSize < l { minSize = l } if max < minSize { max = minSize } else if max%8 == 0 { // This may be possible if the job was scaled down. We want to make sure // that the max index is not byte-aligned otherwise we will overflow // the bitmap. max++ } if max == 0 { max = 8 } // byteAlign the count if remainder := max % 8; remainder != 0 { max = max + 8 - remainder } bitmap, err := structs.NewBitmap(max) if err != nil { panic(err) } for _, a := range input { bitmap.Set(a.Index()) } return bitmap } // RemoveHighest removes and returns the highest n used names. The returned set // can be less than n if there aren't n names set in the index func (a *allocNameIndex) Highest(n uint) map[string]struct{} { h := make(map[string]struct{}, n) for i := a.b.Size(); i > uint(0) && uint(len(h)) < n; i-- { // Use this to avoid wrapping around b/c of the unsigned int idx := i - 1 if a.b.Check(idx) { a.b.Unset(idx) h[structs.AllocName(a.job, a.taskGroup, idx)] = struct{}{} } } return h } // Set sets the indexes from the passed alloc set as used func (a *allocNameIndex) Set(set allocSet) { for _, alloc := range set { a.b.Set(alloc.Index()) } } // Unset unsets all indexes of the passed alloc set as being used func (a *allocNameIndex) Unset(as allocSet) { for _, alloc := range as { a.b.Unset(alloc.Index()) } } // UnsetIndex unsets the index as having its name used func (a *allocNameIndex) UnsetIndex(idx uint) { a.b.Unset(idx) } // NextCanaries returns the next n names for use as canaries and sets them as // used. The existing canaries and destructive updates are also passed in. func (a *allocNameIndex) NextCanaries(n uint, existing, destructive allocSet) []string { next := make([]string, 0, n) // Create a name index existingNames := existing.nameSet() // First select indexes from the allocations that are undergoing destructive // updates. This way we avoid duplicate names as they will get replaced. dmap := bitmapFrom(destructive, uint(a.count)) var remainder uint for _, idx := range dmap.IndexesInRange(true, uint(0), uint(a.count)-1) { name := structs.AllocName(a.job, a.taskGroup, uint(idx)) if _, used := existingNames[name]; !used { next = append(next, name) a.b.Set(uint(idx)) // If we have enough, return remainder := n - uint(len(next)) if remainder == 0 { return next } } } // Get the set of unset names that can be used for _, idx := range a.b.IndexesInRange(false, uint(0), uint(a.count)-1) { name := structs.AllocName(a.job, a.taskGroup, uint(idx)) if _, used := existingNames[name]; !used { next = append(next, name) a.b.Set(uint(idx)) // If we have enough, return remainder = n - uint(len(next)) if remainder == 0 { return next } } } // We have exhausted the preferred and free set, now just pick overlapping // indexes var i uint for i = 0; i < remainder; i++ { name := structs.AllocName(a.job, a.taskGroup, i) if _, used := existingNames[name]; !used { next = append(next, name) a.b.Set(i) // If we have enough, return remainder = n - uint(len(next)) if remainder == 0 { return next } } } return next } // Next returns the next n names for use as new placements and sets them as // used. func (a *allocNameIndex) Next(n uint) []string { next := make([]string, 0, n) // Get the set of unset names that can be used remainder := n for _, idx := range a.b.IndexesInRange(false, uint(0), uint(a.count)-1) { next = append(next, structs.AllocName(a.job, a.taskGroup, uint(idx))) a.b.Set(uint(idx)) // If we have enough, return remainder = n - uint(len(next)) if remainder == 0 { return next } } // We have exhausted the free set, now just pick overlapping indexes var i uint for i = 0; i < remainder; i++ { next = append(next, structs.AllocName(a.job, a.taskGroup, i)) a.b.Set(i) } return next }