package scheduler import ( "fmt" "log" "github.com/hashicorp/nomad/nomad/mock" "github.com/hashicorp/nomad/nomad/structs" ) const ( // maxServiceScheduleAttempts is used to limit the number of times // we will attempt to schedule if we continue to hit conflicts for services. maxServiceScheduleAttempts = 5 // maxBatchScheduleAttempts is used to limit the number of times // we will attempt to schedule if we continue to hit conflicts for batch. maxBatchScheduleAttempts = 2 // allocNotNeeded is the status used when a job no longer requires an allocation allocNotNeeded = "alloc not needed due to job update" // allocMigrating is the status used when we must migrate an allocation allocMigrating = "alloc is being migrated" // allocUpdating is the status used when a job requires an update allocUpdating = "alloc is being updated due to job update" // allocInPlace is the status used when speculating on an in-place update allocInPlace = "alloc updating in-place" ) // SetStatusError is used to set the status of the evaluation to the given error type SetStatusError struct { Err error EvalStatus string } func (s *SetStatusError) Error() string { return s.Err.Error() } // GenericScheduler is used for 'service' and 'batch' type jobs. This scheduler is // designed for long-lived services, and as such spends more time attemping // to make a high quality placement. This is the primary scheduler for // most workloads. It also supports a 'batch' mode to optimize for fast decision // making at the cost of quality. type GenericScheduler struct { logger *log.Logger state State planner Planner batch bool eval *structs.Evaluation job *structs.Job plan *structs.Plan ctx *EvalContext stack *GenericStack limitReached bool nextEval *structs.Evaluation } // NewServiceScheduler is a factory function to instantiate a new service scheduler func NewServiceScheduler(logger *log.Logger, state State, planner Planner) Scheduler { s := &GenericScheduler{ logger: logger, state: state, planner: planner, batch: false, } return s } // NewBatchScheduler is a factory function to instantiate a new batch scheduler func NewBatchScheduler(logger *log.Logger, state State, planner Planner) Scheduler { s := &GenericScheduler{ logger: logger, state: state, planner: planner, batch: true, } return s } // setStatus is used to update the status of the evaluation func (s *GenericScheduler) setStatus(status, desc string) error { s.logger.Printf("[DEBUG] sched: %#v: setting status to %s", s.eval, status) newEval := s.eval.Copy() newEval.Status = status newEval.StatusDescription = desc if s.nextEval != nil { newEval.NextEval = s.nextEval.ID } return s.planner.UpdateEval(newEval) } // Process is used to handle a single evaluation func (s *GenericScheduler) Process(eval *structs.Evaluation) error { // Verify the evaluation trigger reason is understood switch eval.TriggeredBy { case structs.EvalTriggerJobRegister, structs.EvalTriggerNodeUpdate, structs.EvalTriggerJobDeregister: default: desc := fmt.Sprintf("scheduler cannot handle '%s' evaluation reason", eval.TriggeredBy) return s.setStatus(structs.EvalStatusFailed, desc) } // Store the evaluation s.eval = eval // Retry up to the maxScheduleAttempts limit := maxServiceScheduleAttempts if s.batch { limit = maxBatchScheduleAttempts } if err := retryMax(limit, s.process); err != nil { if statusErr, ok := err.(*SetStatusError); ok { return s.setStatus(statusErr.EvalStatus, err.Error()) } return err } // Update the status to complete return s.setStatus(structs.EvalStatusComplete, "") } // process is wrapped in retryMax to iteratively run the handler until we have no // further work or we've made the maximum number of attempts. func (s *GenericScheduler) process() (bool, error) { // Lookup the Job by ID var err error s.job, err = s.state.JobByID(s.eval.JobID) if err != nil { return false, fmt.Errorf("failed to get job '%s': %v", s.eval.JobID, err) } // Create a plan s.plan = s.eval.MakePlan(s.job) // Create an evaluation context s.ctx = NewEvalContext(s.state, s.plan, s.logger) // Construct the placement stack s.stack = NewGenericStack(s.batch, s.ctx, nil) if s.job != nil { s.stack.SetJob(s.job) } // Compute the target job allocations if err := s.computeJobAllocs(); err != nil { s.logger.Printf("[ERR] sched: %#v: %v", s.eval, err) return false, err } // If the plan is a no-op, we can bail if s.plan.IsNoOp() { return true, nil } // If the limit of placements was reached we need to create an evaluation // to pickup from here after the stagger period. if s.limitReached && s.nextEval == nil { s.nextEval = s.eval.NextRollingEval(s.job.Update.Stagger) if err := s.planner.CreateEval(s.nextEval); err != nil { s.logger.Printf("[ERR] sched: %#v failed to make next eval for rolling update: %v", err) return false, err } s.logger.Printf("[DEBUG] sched: %#v: rolling update limit reached, next eval '%s' created", s.eval, s.nextEval.ID) } // Submit the plan result, newState, err := s.planner.SubmitPlan(s.plan) if err != nil { return false, err } // If we got a state refresh, try again since we have stale data if newState != nil { s.logger.Printf("[DEBUG] sched: %#v: refresh forced", s.eval) s.state = newState return false, nil } // Try again if the plan was not fully committed, potential conflict fullCommit, expected, actual := result.FullCommit(s.plan) if !fullCommit { s.logger.Printf("[DEBUG] sched: %#v: attempted %d placements, %d placed", s.eval, expected, actual) return false, nil } // Success! return true, nil } // computeJobAllocs is used to reconcile differences between the job, // existing allocations and node status to update the allocations. func (s *GenericScheduler) computeJobAllocs() error { // Materialize all the task groups, job could be missing if deregistered var groups map[string]*structs.TaskGroup if s.job != nil { groups = materializeTaskGroups(s.job) } // Lookup the allocations by JobID allocs, err := s.state.AllocsByJob(s.eval.JobID) if err != nil { return fmt.Errorf("failed to get allocs for job '%s': %v", s.eval.JobID, err) } // Determine the tainted nodes containing job allocs tainted, err := taintedNodes(s.state, allocs) if err != nil { return fmt.Errorf("failed to get tainted nodes for job '%s': %v", s.eval.JobID, err) } // Diff the required and existing allocations diff := diffAllocs(s.job, tainted, groups, allocs) s.logger.Printf("[DEBUG] sched: %#v: %#v", s.eval, diff) // Add all the allocs to stop for _, e := range diff.stop { s.plan.AppendUpdate(e.Alloc, structs.AllocDesiredStatusStop, allocNotNeeded) } // Attempt to do the upgrades in place diff.update = s.inplaceUpdate(diff.update) // Check if a rolling upgrade strategy is being used limit := len(diff.update) + len(diff.migrate) if s.job != nil && s.job.Update.Rolling() { limit = s.job.Update.MaxParallel } // Treat migrations as an eviction and a new placement. s.evictAndPlace(diff, diff.migrate, allocMigrating, &limit) // Treat non in-place updates as an eviction and new placement. s.evictAndPlace(diff, diff.update, allocUpdating, &limit) // Nothing remaining to do if placement is not required if len(diff.place) == 0 { return nil } // Compute the placements return s.computePlacements(diff.place) } // evictAndPlace is used to mark allocations for evicts and add them to the placement queue func (s *GenericScheduler) evictAndPlace(diff *diffResult, allocs []allocTuple, desc string, limit *int) { n := len(allocs) for i := 0; i < n && i < *limit; i++ { a := allocs[i] s.plan.AppendUpdate(a.Alloc, structs.AllocDesiredStatusStop, desc) diff.place = append(diff.place, a) } if n <= *limit { *limit -= n } else { *limit = 0 s.limitReached = true } } // inplaceUpdate attempts to update allocations in-place where possible. func (s *GenericScheduler) inplaceUpdate(updates []allocTuple) []allocTuple { n := len(updates) inplace := 0 for i := 0; i < n; i++ { // Get the udpate update := updates[i] // Check if the task drivers or config has changed, requires // a rolling upgrade since that cannot be done in-place. existing := update.Alloc.Job.LookupTaskGroup(update.TaskGroup.Name) if tasksUpdated(update.TaskGroup, existing) { continue } // Get the existing node node, err := s.state.NodeByID(update.Alloc.NodeID) if err != nil { s.logger.Printf("[ERR] sched: %#v failed to get node '%s': %v", update.Alloc.NodeID, err) continue } if node == nil { continue } // Set the existing node as the base set s.stack.SetNodes([]*structs.Node{node}) // Stage an eviction of the current allocation s.plan.AppendUpdate(update.Alloc, structs.AllocDesiredStatusStop, allocInPlace) // Attempt to match the task group option, size := s.stack.Select(update.TaskGroup) // Pop the allocation s.plan.PopUpdate(update.Alloc) // Skip if we could not do an in-place update if option == nil { continue } // Create a shallow copy newAlloc := new(structs.Allocation) *newAlloc = *update.Alloc // Update the allocation newAlloc.EvalID = s.eval.ID newAlloc.Job = s.job newAlloc.Resources = size newAlloc.Metrics = s.ctx.Metrics() newAlloc.DesiredStatus = structs.AllocDesiredStatusRun newAlloc.ClientStatus = structs.AllocClientStatusPending s.plan.AppendAlloc(newAlloc) // Remove this allocation from the slice updates[i] = updates[n-1] i-- n-- inplace++ } if len(updates) > 0 { s.logger.Printf("[DEBUG] sched: %#v: %d in-place updates of %d", s.eval, inplace, len(updates)) } return updates[:n] } // computePlacements computes placements for allocations func (s *GenericScheduler) computePlacements(place []allocTuple) error { // Get the base nodes nodes, err := readyNodesInDCs(s.state, s.job.Datacenters) if err != nil { return err } // Update the set of placement ndoes s.stack.SetNodes(nodes) // Track the failed task groups so that we can coalesce // the failures together to avoid creating many failed allocs. failedTG := make(map[*structs.TaskGroup]*structs.Allocation) for _, missing := range place { // Check if this task group has already failed if alloc, ok := failedTG[missing.TaskGroup]; ok { alloc.Metrics.CoalescedFailures += 1 continue } // Attempt to match the task group option, size := s.stack.Select(missing.TaskGroup) // Handle a placement failure var nodeID, status, desc, clientStatus string if option == nil { status = structs.AllocDesiredStatusFailed desc = "failed to find a node for placement" clientStatus = structs.AllocClientStatusFailed } else { nodeID = option.Node.ID status = structs.AllocDesiredStatusRun clientStatus = structs.AllocClientStatusPending } // Create an allocation for this alloc := &structs.Allocation{ ID: mock.GenerateUUID(), EvalID: s.eval.ID, Name: missing.Name, NodeID: nodeID, JobID: s.job.ID, Job: s.job, TaskGroup: missing.TaskGroup.Name, Resources: size, Metrics: s.ctx.Metrics(), DesiredStatus: status, DesiredDescription: desc, ClientStatus: clientStatus, } if nodeID != "" { s.plan.AppendAlloc(alloc) } else { s.plan.AppendFailed(alloc) failedTG[missing.TaskGroup] = alloc } } return nil }