package scheduler import ( "fmt" log "github.com/hashicorp/go-hclog" "github.com/hashicorp/go-memdb" "github.com/hashicorp/nomad/helper/uuid" "github.com/hashicorp/nomad/nomad/structs" ) const ( // maxSystemScheduleAttempts is used to limit the number of times // we will attempt to schedule if we continue to hit conflicts for system // jobs. maxSystemScheduleAttempts = 5 // maxSysBatchScheduleAttempts is used to limit the number of times we will // attempt to schedule if we continue to hit conflicts for sysbatch jobs. maxSysBatchScheduleAttempts = 2 ) // SystemScheduler is used for 'system' and 'sysbatch' jobs. This scheduler is // designed for jobs that should be run on every client. The 'system' mode // will ensure those jobs continuously run regardless of successful task exits, // whereas 'sysbatch' considers the task complete on success. type SystemScheduler struct { logger log.Logger state State planner Planner sysbatch bool eval *structs.Evaluation job *structs.Job plan *structs.Plan planResult *structs.PlanResult ctx *EvalContext stack *SystemStack nodes []*structs.Node notReadyNodes map[string]struct{} nodesByDC map[string]int limitReached bool nextEval *structs.Evaluation failedTGAllocs map[string]*structs.AllocMetric queuedAllocs map[string]int } // NewSystemScheduler is a factory function to instantiate a new system // scheduler. func NewSystemScheduler(logger log.Logger, state State, planner Planner) Scheduler { return &SystemScheduler{ logger: logger.Named("system_sched"), state: state, planner: planner, sysbatch: false, } } func NewSysBatchScheduler(logger log.Logger, state State, planner Planner) Scheduler { return &SystemScheduler{ logger: logger.Named("sysbatch_sched"), state: state, planner: planner, sysbatch: true, } } // Process is used to handle a single evaluation. func (s *SystemScheduler) Process(eval *structs.Evaluation) error { // Store the evaluation s.eval = eval // Update our logger with the eval's information s.logger = s.logger.With("eval_id", eval.ID, "job_id", eval.JobID, "namespace", eval.Namespace) // Verify the evaluation trigger reason is understood if !s.canHandle(eval.TriggeredBy) { desc := fmt.Sprintf("scheduler cannot handle '%s' evaluation reason", eval.TriggeredBy) return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, structs.EvalStatusFailed, desc, s.queuedAllocs, "") } limit := maxSystemScheduleAttempts if s.sysbatch { limit = maxSysBatchScheduleAttempts } // Retry up to the maxSystemScheduleAttempts and reset if progress is made. progress := func() bool { return progressMade(s.planResult) } if err := retryMax(limit, s.process, progress); err != nil { if statusErr, ok := err.(*SetStatusError); ok { return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, statusErr.EvalStatus, err.Error(), s.queuedAllocs, "") } return err } // Update the status to complete return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, structs.EvalStatusComplete, "", s.queuedAllocs, "") } // 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 *SystemScheduler) process() (bool, error) { // Lookup the Job by ID var err error ws := memdb.NewWatchSet() s.job, err = s.state.JobByID(ws, s.eval.Namespace, s.eval.JobID) if err != nil { return false, fmt.Errorf("failed to get job '%s': %v", s.eval.JobID, err) } numTaskGroups := 0 if !s.job.Stopped() { numTaskGroups = len(s.job.TaskGroups) } s.queuedAllocs = make(map[string]int, numTaskGroups) // Get the ready nodes in the required datacenters if !s.job.Stopped() { s.nodes, s.notReadyNodes, s.nodesByDC, err = readyNodesInDCs(s.state, s.job.Datacenters) if err != nil { return false, fmt.Errorf("failed to get ready nodes: %v", err) } } // Create a plan s.plan = s.eval.MakePlan(s.job) // Reset the failed allocations s.failedTGAllocs = nil // Create an evaluation context s.ctx = NewEvalContext(s.state, s.plan, s.logger) // Construct the placement stack s.stack = NewSystemStack(s.sysbatch, s.ctx) if !s.job.Stopped() { s.stack.SetJob(s.job) } // Compute the target job allocations if err := s.computeJobAllocs(); err != nil { s.logger.Error("failed to compute job allocations", "error", err) return false, err } // If the plan is a no-op, we can bail. If AnnotatePlan is set submit the plan // anyways to get the annotations. if s.plan.IsNoOp() && !s.eval.AnnotatePlan { 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.Error("failed to make next eval for rolling update", "error", err) return false, err } s.logger.Debug("rolling update limit reached, next eval created", "next_eval_id", s.nextEval.ID) } // Submit the plan result, newState, err := s.planner.SubmitPlan(s.plan) s.planResult = result if err != nil { return false, err } // Decrement the number of allocations pending per task group based on the // number of allocations successfully placed adjustQueuedAllocations(s.logger, result, s.queuedAllocs) // If we got a state refresh, try again since we have stale data if newState != nil { s.logger.Debug("refresh forced") 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.Debug("plan didn't fully commit", "attempted", expected, "placed", 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 *SystemScheduler) computeJobAllocs() error { // Lookup the allocations by JobID ws := memdb.NewWatchSet() allocs, err := s.state.AllocsByJob(ws, s.eval.Namespace, s.eval.JobID, true) 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) } // Update the allocations which are in pending/running state on tainted // nodes to lost. updateNonTerminalAllocsToLost(s.plan, tainted, allocs) // Split out terminal allocations live, term := structs.SplitTerminalAllocs(allocs) // Diff the required and existing allocations diff := diffSystemAllocs(s.job, s.nodes, s.notReadyNodes, tainted, live, term) s.logger.Debug("reconciled current state with desired state", "place", len(diff.place), "update", len(diff.update), "migrate", len(diff.migrate), "stop", len(diff.stop), "ignore", len(diff.ignore), "lost", len(diff.lost)) // Add all the allocs to stop for _, e := range diff.stop { s.plan.AppendStoppedAlloc(e.Alloc, allocNotNeeded, "", "") } // Add all the allocs to migrate for _, e := range diff.migrate { s.plan.AppendStoppedAlloc(e.Alloc, allocNodeTainted, "", "") } // Lost allocations should be transitioned to desired status stop and client // status lost. for _, e := range diff.lost { s.plan.AppendStoppedAlloc(e.Alloc, allocLost, structs.AllocClientStatusLost, "") } // Attempt to do the upgrades in place destructiveUpdates, inplaceUpdates := inplaceUpdate(s.ctx, s.eval, s.job, s.stack, diff.update) diff.update = destructiveUpdates if s.eval.AnnotatePlan { s.plan.Annotations = &structs.PlanAnnotations{ DesiredTGUpdates: desiredUpdates(diff, inplaceUpdates, destructiveUpdates), } } // Check if a rolling upgrade strategy is being used limit := len(diff.update) if !s.job.Stopped() && s.job.Update.Rolling() { limit = s.job.Update.MaxParallel } // Treat non in-place updates as an eviction and new placement. s.limitReached = evictAndPlace(s.ctx, diff, diff.update, allocUpdating, &limit) // Nothing remaining to do if placement is not required if len(diff.place) == 0 { if !s.job.Stopped() { for _, tg := range s.job.TaskGroups { s.queuedAllocs[tg.Name] = 0 } } return nil } // Record the number of allocations that needs to be placed per Task Group for _, allocTuple := range diff.place { s.queuedAllocs[allocTuple.TaskGroup.Name] += 1 } // Compute the placements return s.computePlacements(diff.place) } func mergeNodeFiltered(acc, curr *structs.AllocMetric) *structs.AllocMetric { if acc == nil { return curr.Copy() } acc.NodesEvaluated += curr.NodesEvaluated acc.NodesFiltered += curr.NodesFiltered for k, v := range curr.ClassFiltered { acc.ClassFiltered[k] += v } for k, v := range curr.ConstraintFiltered { acc.ConstraintFiltered[k] += v } acc.AllocationTime += curr.AllocationTime return acc } // computePlacements computes placements for allocations func (s *SystemScheduler) computePlacements(place []allocTuple) error { nodeByID := make(map[string]*structs.Node, len(s.nodes)) for _, node := range s.nodes { nodeByID[node.ID] = node } // track node filtering, to only report an error if all nodes have been filtered var filteredMetrics map[string]*structs.AllocMetric nodes := make([]*structs.Node, 1) for _, missing := range place { tgName := missing.TaskGroup.Name node, ok := nodeByID[missing.Alloc.NodeID] if !ok { s.logger.Debug("could not find node %q", missing.Alloc.NodeID) continue } // Update the set of placement nodes nodes[0] = node s.stack.SetNodes(nodes) // Attempt to match the task group option := s.stack.Select(missing.TaskGroup, &SelectOptions{AllocName: missing.Name}) if option == nil { // If the task can't be placed on this node, update reporting data // and continue to short circuit the loop // If this node was filtered because of constraint // mismatches and we couldn't create an allocation then // decrement queuedAllocs for that task group. if s.ctx.metrics.NodesFiltered > 0 { queued := s.queuedAllocs[tgName] - 1 s.queuedAllocs[tgName] = queued if filteredMetrics == nil { filteredMetrics = map[string]*structs.AllocMetric{} } filteredMetrics[tgName] = mergeNodeFiltered(filteredMetrics[tgName], s.ctx.Metrics()) if queued <= 0 { if s.failedTGAllocs == nil { s.failedTGAllocs = make(map[string]*structs.AllocMetric) } s.failedTGAllocs[tgName] = filteredMetrics[tgName] } // If we are annotating the plan, then decrement the desired // placements based on whether the node meets the constraints if s.eval.AnnotatePlan && s.plan.Annotations != nil && s.plan.Annotations.DesiredTGUpdates != nil { desired := s.plan.Annotations.DesiredTGUpdates[tgName] desired.Place -= 1 } // Filtered nodes are not reported to users, just omitted from the job status continue } // Check if this task group has already failed, reported to the user as a count if metric, ok := s.failedTGAllocs[tgName]; ok { metric.CoalescedFailures += 1 metric.ExhaustResources(missing.TaskGroup) continue } // Store the available nodes by datacenter s.ctx.Metrics().NodesAvailable = s.nodesByDC // Compute top K scoring node metadata s.ctx.Metrics().PopulateScoreMetaData() // Lazy initialize the failed map if s.failedTGAllocs == nil { s.failedTGAllocs = make(map[string]*structs.AllocMetric) } // Update metrics with the resources requested by the task group. s.ctx.Metrics().ExhaustResources(missing.TaskGroup) // Actual failure to start this task on this candidate node, report it individually s.failedTGAllocs[tgName] = s.ctx.Metrics() s.addBlocked(node) continue } // Store the available nodes by datacenter s.ctx.Metrics().NodesAvailable = s.nodesByDC // Compute top K scoring node metadata s.ctx.Metrics().PopulateScoreMetaData() // Set fields based on if we found an allocation option resources := &structs.AllocatedResources{ Tasks: option.TaskResources, TaskLifecycles: option.TaskLifecycles, Shared: structs.AllocatedSharedResources{ DiskMB: int64(missing.TaskGroup.EphemeralDisk.SizeMB), }, } if option.AllocResources != nil { resources.Shared.Networks = option.AllocResources.Networks resources.Shared.Ports = option.AllocResources.Ports } // Create an allocation for this alloc := &structs.Allocation{ ID: uuid.Generate(), Namespace: s.job.Namespace, EvalID: s.eval.ID, Name: missing.Name, JobID: s.job.ID, TaskGroup: tgName, Metrics: s.ctx.Metrics(), NodeID: option.Node.ID, NodeName: option.Node.Name, TaskResources: resources.OldTaskResources(), AllocatedResources: resources, DesiredStatus: structs.AllocDesiredStatusRun, ClientStatus: structs.AllocClientStatusPending, // SharedResources is considered deprecated, will be removed in 0.11. // It is only set for compat reasons SharedResources: &structs.Resources{ DiskMB: missing.TaskGroup.EphemeralDisk.SizeMB, Networks: resources.Shared.Networks, }, } // If the new allocation is replacing an older allocation then we record the // older allocation id so that they are chained if missing.Alloc != nil { alloc.PreviousAllocation = missing.Alloc.ID } // If this placement involves preemption, set DesiredState to evict for those allocations if option.PreemptedAllocs != nil { var preemptedAllocIDs []string for _, stop := range option.PreemptedAllocs { s.plan.AppendPreemptedAlloc(stop, alloc.ID) preemptedAllocIDs = append(preemptedAllocIDs, stop.ID) if s.eval.AnnotatePlan && s.plan.Annotations != nil { s.plan.Annotations.PreemptedAllocs = append(s.plan.Annotations.PreemptedAllocs, stop.Stub(nil)) if s.plan.Annotations.DesiredTGUpdates != nil { desired := s.plan.Annotations.DesiredTGUpdates[tgName] desired.Preemptions += 1 } } } alloc.PreemptedAllocations = preemptedAllocIDs } s.plan.AppendAlloc(alloc, nil) } return nil } // addBlocked creates a new blocked eval for this job on this node // and submit to the planner (worker.go), which keeps the eval for execution later func (s *SystemScheduler) addBlocked(node *structs.Node) error { e := s.ctx.Eligibility() escaped := e.HasEscaped() // Only store the eligible classes if the eval hasn't escaped. var classEligibility map[string]bool if !escaped { classEligibility = e.GetClasses() } blocked := s.eval.CreateBlockedEval(classEligibility, escaped, e.QuotaLimitReached(), s.failedTGAllocs) blocked.StatusDescription = blockedEvalFailedPlacements blocked.NodeID = node.ID return s.planner.CreateEval(blocked) } func (s *SystemScheduler) canHandle(trigger string) bool { switch trigger { case structs.EvalTriggerJobRegister: case structs.EvalTriggerNodeUpdate: case structs.EvalTriggerFailedFollowUp: case structs.EvalTriggerJobDeregister: case structs.EvalTriggerRollingUpdate: case structs.EvalTriggerPreemption: case structs.EvalTriggerDeploymentWatcher: case structs.EvalTriggerNodeDrain: case structs.EvalTriggerAllocStop: case structs.EvalTriggerQueuedAllocs: case structs.EvalTriggerScaling: default: switch s.sysbatch { case true: return trigger == structs.EvalTriggerPeriodicJob case false: return false } } return true }