3371214431
This PR implements a new "System Batch" scheduler type. Jobs can make use of this new scheduler by setting their type to 'sysbatch'. Like the name implies, sysbatch can be thought of as a hybrid between system and batch jobs - it is for running short lived jobs intended to run on every compatible node in the cluster. As with batch jobs, sysbatch jobs can also be periodic and/or parameterized dispatch jobs. A sysbatch job is considered complete when it has been run on all compatible nodes until reaching a terminal state (success or failed on retries). Feasibility and preemption are governed the same as with system jobs. In this PR, the update stanza is not yet supported. The update stanza is sill limited in functionality for the underlying system scheduler, and is not useful yet for sysbatch jobs. Further work in #4740 will improve support for the update stanza and deployments. Closes #2527
469 lines
14 KiB
Go
469 lines
14 KiB
Go
package scheduler
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import (
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"fmt"
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log "github.com/hashicorp/go-hclog"
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"github.com/hashicorp/go-memdb"
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"github.com/hashicorp/nomad/helper/uuid"
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"github.com/hashicorp/nomad/nomad/structs"
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)
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const (
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// maxSystemScheduleAttempts is used to limit the number of times
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// we will attempt to schedule if we continue to hit conflicts for system
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// jobs.
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maxSystemScheduleAttempts = 5
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// maxSysBatchScheduleAttempts is used to limit the number of times we will
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// attempt to schedule if we continue to hit conflicts for sysbatch jobs.
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maxSysBatchScheduleAttempts = 2
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)
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// SystemScheduler is used for 'system' and 'sysbatch' jobs. This scheduler is
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// designed for jobs that should be run on every client. The 'system' mode
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// will ensure those jobs continuously run regardless of successful task exits,
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// whereas 'sysbatch' considers the task complete on success.
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type SystemScheduler struct {
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logger log.Logger
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state State
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planner Planner
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sysbatch bool
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eval *structs.Evaluation
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job *structs.Job
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plan *structs.Plan
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planResult *structs.PlanResult
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ctx *EvalContext
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stack *SystemStack
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nodes []*structs.Node
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nodesByDC map[string]int
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limitReached bool
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nextEval *structs.Evaluation
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failedTGAllocs map[string]*structs.AllocMetric
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queuedAllocs map[string]int
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}
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// NewSystemScheduler is a factory function to instantiate a new system
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// scheduler.
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func NewSystemScheduler(logger log.Logger, state State, planner Planner) Scheduler {
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return &SystemScheduler{
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logger: logger.Named("system_sched"),
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state: state,
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planner: planner,
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sysbatch: false,
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}
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}
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func NewSysBatchScheduler(logger log.Logger, state State, planner Planner) Scheduler {
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return &SystemScheduler{
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logger: logger.Named("sysbatch_sched"),
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state: state,
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planner: planner,
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sysbatch: true,
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}
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}
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// Process is used to handle a single evaluation.
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func (s *SystemScheduler) Process(eval *structs.Evaluation) error {
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// Store the evaluation
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s.eval = eval
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// Update our logger with the eval's information
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s.logger = s.logger.With("eval_id", eval.ID, "job_id", eval.JobID, "namespace", eval.Namespace)
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// Verify the evaluation trigger reason is understood
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if !s.canHandle(eval.TriggeredBy) {
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desc := fmt.Sprintf("scheduler cannot handle '%s' evaluation reason", eval.TriggeredBy)
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, structs.EvalStatusFailed, desc,
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s.queuedAllocs, "")
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}
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limit := maxSystemScheduleAttempts
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if s.sysbatch {
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limit = maxSysBatchScheduleAttempts
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}
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// Retry up to the maxSystemScheduleAttempts and reset if progress is made.
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progress := func() bool { return progressMade(s.planResult) }
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if err := retryMax(limit, s.process, progress); err != nil {
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if statusErr, ok := err.(*SetStatusError); ok {
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, statusErr.EvalStatus, err.Error(),
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s.queuedAllocs, "")
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}
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return err
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}
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// Update the status to complete
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil, s.failedTGAllocs, structs.EvalStatusComplete, "",
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s.queuedAllocs, "")
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}
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// process is wrapped in retryMax to iteratively run the handler until we have no
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// further work or we've made the maximum number of attempts.
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func (s *SystemScheduler) process() (bool, error) {
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// Lookup the Job by ID
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var err error
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ws := memdb.NewWatchSet()
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s.job, err = s.state.JobByID(ws, s.eval.Namespace, s.eval.JobID)
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if err != nil {
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return false, fmt.Errorf("failed to get job '%s': %v", s.eval.JobID, err)
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}
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numTaskGroups := 0
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if !s.job.Stopped() {
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numTaskGroups = len(s.job.TaskGroups)
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}
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s.queuedAllocs = make(map[string]int, numTaskGroups)
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// Get the ready nodes in the required datacenters
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if !s.job.Stopped() {
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s.nodes, s.nodesByDC, err = readyNodesInDCs(s.state, s.job.Datacenters)
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if err != nil {
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return false, fmt.Errorf("failed to get ready nodes: %v", err)
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}
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}
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// Create a plan
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s.plan = s.eval.MakePlan(s.job)
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// Reset the failed allocations
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s.failedTGAllocs = nil
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// Create an evaluation context
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s.ctx = NewEvalContext(s.state, s.plan, s.logger)
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// Construct the placement stack
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s.stack = NewSystemStack(s.sysbatch, s.ctx)
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if !s.job.Stopped() {
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s.stack.SetJob(s.job)
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}
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// Compute the target job allocations
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if err := s.computeJobAllocs(); err != nil {
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s.logger.Error("failed to compute job allocations", "error", err)
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return false, err
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}
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// If the plan is a no-op, we can bail. If AnnotatePlan is set submit the plan
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// anyways to get the annotations.
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if s.plan.IsNoOp() && !s.eval.AnnotatePlan {
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return true, nil
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}
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// If the limit of placements was reached we need to create an evaluation
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// to pickup from here after the stagger period.
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if s.limitReached && s.nextEval == nil {
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s.nextEval = s.eval.NextRollingEval(s.job.Update.Stagger)
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if err := s.planner.CreateEval(s.nextEval); err != nil {
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s.logger.Error("failed to make next eval for rolling update", "error", err)
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return false, err
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}
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s.logger.Debug("rolling update limit reached, next eval created", "next_eval_id", s.nextEval.ID)
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}
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// Submit the plan
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result, newState, err := s.planner.SubmitPlan(s.plan)
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s.planResult = result
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if err != nil {
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return false, err
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}
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// Decrement the number of allocations pending per task group based on the
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// number of allocations successfully placed
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adjustQueuedAllocations(s.logger, result, s.queuedAllocs)
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// If we got a state refresh, try again since we have stale data
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if newState != nil {
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s.logger.Debug("refresh forced")
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s.state = newState
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return false, nil
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}
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// Try again if the plan was not fully committed, potential conflict
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fullCommit, expected, actual := result.FullCommit(s.plan)
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if !fullCommit {
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s.logger.Debug("plan didn't fully commit", "attempted", expected, "placed", actual)
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return false, nil
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}
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// Success!
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return true, nil
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}
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// computeJobAllocs is used to reconcile differences between the job,
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// existing allocations and node status to update the allocations.
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func (s *SystemScheduler) computeJobAllocs() error {
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// Lookup the allocations by JobID
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ws := memdb.NewWatchSet()
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allocs, err := s.state.AllocsByJob(ws, s.eval.Namespace, s.eval.JobID, true)
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if err != nil {
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return fmt.Errorf("failed to get allocs for job '%s': %v", s.eval.JobID, err)
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}
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// Determine the tainted nodes containing job allocs
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tainted, err := taintedNodes(s.state, allocs)
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if err != nil {
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return fmt.Errorf("failed to get tainted nodes for job '%s': %v", s.eval.JobID, err)
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}
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// Update the allocations which are in pending/running state on tainted
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// nodes to lost.
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updateNonTerminalAllocsToLost(s.plan, tainted, allocs)
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// Split out terminal allocations
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live, term := structs.SplitTerminalAllocs(allocs)
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// Diff the required and existing allocations
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diff := diffSystemAllocs(s.job, s.nodes, tainted, live, term)
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s.logger.Debug("reconciled current state with desired state",
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"place", len(diff.place), "update", len(diff.update),
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"migrate", len(diff.migrate), "stop", len(diff.stop),
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"ignore", len(diff.ignore), "lost", len(diff.lost))
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// Add all the allocs to stop
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for _, e := range diff.stop {
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s.plan.AppendStoppedAlloc(e.Alloc, allocNotNeeded, "", "")
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}
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// Add all the allocs to migrate
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for _, e := range diff.migrate {
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s.plan.AppendStoppedAlloc(e.Alloc, allocNodeTainted, "", "")
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}
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// Lost allocations should be transitioned to desired status stop and client
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// status lost.
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for _, e := range diff.lost {
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s.plan.AppendStoppedAlloc(e.Alloc, allocLost, structs.AllocClientStatusLost, "")
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}
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// Attempt to do the upgrades in place
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destructiveUpdates, inplaceUpdates := inplaceUpdate(s.ctx, s.eval, s.job, s.stack, diff.update)
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diff.update = destructiveUpdates
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if s.eval.AnnotatePlan {
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s.plan.Annotations = &structs.PlanAnnotations{
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DesiredTGUpdates: desiredUpdates(diff, inplaceUpdates, destructiveUpdates),
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}
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}
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// Check if a rolling upgrade strategy is being used
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limit := len(diff.update)
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if !s.job.Stopped() && s.job.Update.Rolling() {
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limit = s.job.Update.MaxParallel
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}
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// Treat non in-place updates as an eviction and new placement.
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s.limitReached = evictAndPlace(s.ctx, diff, diff.update, allocUpdating, &limit)
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// Nothing remaining to do if placement is not required
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if len(diff.place) == 0 {
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if !s.job.Stopped() {
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for _, tg := range s.job.TaskGroups {
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s.queuedAllocs[tg.Name] = 0
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}
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}
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return nil
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}
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// Record the number of allocations that needs to be placed per Task Group
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for _, allocTuple := range diff.place {
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s.queuedAllocs[allocTuple.TaskGroup.Name] += 1
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}
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// Compute the placements
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return s.computePlacements(diff.place)
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}
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// computePlacements computes placements for allocations
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func (s *SystemScheduler) computePlacements(place []allocTuple) error {
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nodeByID := make(map[string]*structs.Node, len(s.nodes))
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for _, node := range s.nodes {
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nodeByID[node.ID] = node
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}
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nodes := make([]*structs.Node, 1)
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for _, missing := range place {
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node, ok := nodeByID[missing.Alloc.NodeID]
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if !ok {
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s.logger.Debug("could not find node %q", missing.Alloc.NodeID)
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continue
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}
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// Update the set of placement nodes
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nodes[0] = node
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s.stack.SetNodes(nodes)
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// Attempt to match the task group
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option := s.stack.Select(missing.TaskGroup, &SelectOptions{AllocName: missing.Name})
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if option == nil {
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// If the task can't be placed on this node, update reporting data
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// and continue to short circuit the loop
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// If this node was filtered because of constraint mismatches and we
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// couldn't create an allocation then decrementing queued for that
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// task group
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if s.ctx.metrics.NodesFiltered > 0 {
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s.queuedAllocs[missing.TaskGroup.Name] -= 1
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// If we are annotating the plan, then decrement the desired
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// placements based on whether the node meets the constraints
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if s.eval.AnnotatePlan && s.plan.Annotations != nil &&
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s.plan.Annotations.DesiredTGUpdates != nil {
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desired := s.plan.Annotations.DesiredTGUpdates[missing.TaskGroup.Name]
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desired.Place -= 1
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}
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// Filtered nodes are not reported to users, just omitted from the job status
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continue
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}
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// Check if this task group has already failed, reported to the user as a count
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if metric, ok := s.failedTGAllocs[missing.TaskGroup.Name]; ok {
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metric.CoalescedFailures += 1
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metric.ExhaustResources(missing.TaskGroup)
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continue
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}
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// Store the available nodes by datacenter
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s.ctx.Metrics().NodesAvailable = s.nodesByDC
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// Compute top K scoring node metadata
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s.ctx.Metrics().PopulateScoreMetaData()
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// Lazy initialize the failed map
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if s.failedTGAllocs == nil {
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s.failedTGAllocs = make(map[string]*structs.AllocMetric)
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}
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// Update metrics with the resources requested by the task group.
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s.ctx.Metrics().ExhaustResources(missing.TaskGroup)
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// Actual failure to start this task on this candidate node, report it individually
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s.failedTGAllocs[missing.TaskGroup.Name] = s.ctx.Metrics()
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s.addBlocked(node)
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continue
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}
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// Store the available nodes by datacenter
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s.ctx.Metrics().NodesAvailable = s.nodesByDC
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// Compute top K scoring node metadata
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s.ctx.Metrics().PopulateScoreMetaData()
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// Set fields based on if we found an allocation option
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resources := &structs.AllocatedResources{
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Tasks: option.TaskResources,
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TaskLifecycles: option.TaskLifecycles,
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Shared: structs.AllocatedSharedResources{
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DiskMB: int64(missing.TaskGroup.EphemeralDisk.SizeMB),
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},
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}
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if option.AllocResources != nil {
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resources.Shared.Networks = option.AllocResources.Networks
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resources.Shared.Ports = option.AllocResources.Ports
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}
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// Create an allocation for this
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alloc := &structs.Allocation{
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ID: uuid.Generate(),
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Namespace: s.job.Namespace,
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EvalID: s.eval.ID,
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Name: missing.Name,
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JobID: s.job.ID,
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TaskGroup: missing.TaskGroup.Name,
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Metrics: s.ctx.Metrics(),
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NodeID: option.Node.ID,
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NodeName: option.Node.Name,
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TaskResources: resources.OldTaskResources(),
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AllocatedResources: resources,
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DesiredStatus: structs.AllocDesiredStatusRun,
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ClientStatus: structs.AllocClientStatusPending,
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// SharedResources is considered deprecated, will be removed in 0.11.
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// It is only set for compat reasons
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SharedResources: &structs.Resources{
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DiskMB: missing.TaskGroup.EphemeralDisk.SizeMB,
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Networks: resources.Shared.Networks,
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},
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}
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// If the new allocation is replacing an older allocation then we record the
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// older allocation id so that they are chained
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if missing.Alloc != nil {
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alloc.PreviousAllocation = missing.Alloc.ID
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}
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// If this placement involves preemption, set DesiredState to evict for those allocations
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if option.PreemptedAllocs != nil {
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var preemptedAllocIDs []string
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for _, stop := range option.PreemptedAllocs {
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s.plan.AppendPreemptedAlloc(stop, alloc.ID)
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preemptedAllocIDs = append(preemptedAllocIDs, stop.ID)
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if s.eval.AnnotatePlan && s.plan.Annotations != nil {
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s.plan.Annotations.PreemptedAllocs = append(s.plan.Annotations.PreemptedAllocs, stop.Stub(nil))
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if s.plan.Annotations.DesiredTGUpdates != nil {
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desired := s.plan.Annotations.DesiredTGUpdates[missing.TaskGroup.Name]
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desired.Preemptions += 1
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}
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}
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}
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alloc.PreemptedAllocations = preemptedAllocIDs
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}
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s.plan.AppendAlloc(alloc, nil)
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}
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return nil
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}
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// addBlocked creates a new blocked eval for this job on this node
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// and submit to the planner (worker.go), which keeps the eval for execution later
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func (s *SystemScheduler) addBlocked(node *structs.Node) error {
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e := s.ctx.Eligibility()
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escaped := e.HasEscaped()
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// Only store the eligible classes if the eval hasn't escaped.
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var classEligibility map[string]bool
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if !escaped {
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classEligibility = e.GetClasses()
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}
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blocked := s.eval.CreateBlockedEval(classEligibility, escaped, e.QuotaLimitReached(), s.failedTGAllocs)
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blocked.StatusDescription = blockedEvalFailedPlacements
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blocked.NodeID = node.ID
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return s.planner.CreateEval(blocked)
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}
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func (s *SystemScheduler) canHandle(trigger string) bool {
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switch trigger {
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case structs.EvalTriggerJobRegister:
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case structs.EvalTriggerNodeUpdate:
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case structs.EvalTriggerFailedFollowUp:
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case structs.EvalTriggerJobDeregister:
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case structs.EvalTriggerRollingUpdate:
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case structs.EvalTriggerPreemption:
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case structs.EvalTriggerDeploymentWatcher:
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case structs.EvalTriggerNodeDrain:
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case structs.EvalTriggerAllocStop:
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case structs.EvalTriggerQueuedAllocs:
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case structs.EvalTriggerScaling:
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default:
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switch s.sysbatch {
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case true:
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return trigger == structs.EvalTriggerPeriodicJob
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case false:
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return false
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}
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}
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return true
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}
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