497 lines
13 KiB
Go
497 lines
13 KiB
Go
package scheduler
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import (
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"fmt"
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"math"
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"github.com/hashicorp/nomad/nomad/structs"
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)
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const (
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// binPackingMaxFitScore is the maximum possible bin packing fitness score.
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// This is used to normalize bin packing score to a value between 0 and 1
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binPackingMaxFitScore = 18.0
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)
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// Rank is used to provide a score and various ranking metadata
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// along with a node when iterating. This state can be modified as
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// various rank methods are applied.
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type RankedNode struct {
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Node *structs.Node
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FinalScore float64
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Scores []float64
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TaskResources map[string]*structs.Resources
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// Allocs is used to cache the proposed allocations on the
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// node. This can be shared between iterators that require it.
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Proposed []*structs.Allocation
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}
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func (r *RankedNode) GoString() string {
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return fmt.Sprintf("<Node: %s Score: %0.3f>", r.Node.ID, r.FinalScore)
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}
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func (r *RankedNode) ProposedAllocs(ctx Context) ([]*structs.Allocation, error) {
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if r.Proposed != nil {
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return r.Proposed, nil
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}
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p, err := ctx.ProposedAllocs(r.Node.ID)
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if err != nil {
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return nil, err
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}
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r.Proposed = p
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return p, nil
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}
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func (r *RankedNode) SetTaskResources(task *structs.Task,
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resource *structs.Resources) {
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if r.TaskResources == nil {
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r.TaskResources = make(map[string]*structs.Resources)
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}
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r.TaskResources[task.Name] = resource
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}
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// RankFeasibleIterator is used to iteratively yield nodes along
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// with ranking metadata. The iterators may manage some state for
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// performance optimizations.
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type RankIterator interface {
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// Next yields a ranked option or nil if exhausted
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Next() *RankedNode
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// Reset is invoked when an allocation has been placed
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// to reset any stale state.
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Reset()
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}
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// FeasibleRankIterator is used to consume from a FeasibleIterator
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// and return an unranked node with base ranking.
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type FeasibleRankIterator struct {
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ctx Context
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source FeasibleIterator
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}
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// NewFeasibleRankIterator is used to return a new FeasibleRankIterator
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// from a FeasibleIterator source.
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func NewFeasibleRankIterator(ctx Context, source FeasibleIterator) *FeasibleRankIterator {
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iter := &FeasibleRankIterator{
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ctx: ctx,
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source: source,
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}
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return iter
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}
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func (iter *FeasibleRankIterator) Next() *RankedNode {
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option := iter.source.Next()
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if option == nil {
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return nil
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}
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ranked := &RankedNode{
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Node: option,
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}
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return ranked
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}
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func (iter *FeasibleRankIterator) Reset() {
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iter.source.Reset()
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}
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// StaticRankIterator is a RankIterator that returns a static set of results.
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// This is largely only useful for testing.
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type StaticRankIterator struct {
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ctx Context
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nodes []*RankedNode
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offset int
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seen int
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}
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// NewStaticRankIterator returns a new static rank iterator over the given nodes
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func NewStaticRankIterator(ctx Context, nodes []*RankedNode) *StaticRankIterator {
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iter := &StaticRankIterator{
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ctx: ctx,
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nodes: nodes,
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}
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return iter
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}
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func (iter *StaticRankIterator) Next() *RankedNode {
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// Check if exhausted
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n := len(iter.nodes)
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if iter.offset == n || iter.seen == n {
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if iter.seen != n {
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iter.offset = 0
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} else {
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return nil
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}
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}
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// Return the next offset
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offset := iter.offset
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iter.offset += 1
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iter.seen += 1
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return iter.nodes[offset]
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}
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func (iter *StaticRankIterator) Reset() {
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iter.seen = 0
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}
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// BinPackIterator is a RankIterator that scores potential options
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// based on a bin-packing algorithm.
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type BinPackIterator struct {
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ctx Context
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source RankIterator
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evict bool
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priority int
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taskGroup *structs.TaskGroup
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}
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// NewBinPackIterator returns a BinPackIterator which tries to fit tasks
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// potentially evicting other tasks based on a given priority.
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func NewBinPackIterator(ctx Context, source RankIterator, evict bool, priority int) *BinPackIterator {
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iter := &BinPackIterator{
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ctx: ctx,
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source: source,
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evict: evict,
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priority: priority,
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}
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return iter
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}
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func (iter *BinPackIterator) SetPriority(p int) {
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iter.priority = p
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}
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func (iter *BinPackIterator) SetTaskGroup(taskGroup *structs.TaskGroup) {
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iter.taskGroup = taskGroup
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}
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func (iter *BinPackIterator) Next() *RankedNode {
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OUTER:
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for {
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// Get the next potential option
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option := iter.source.Next()
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if option == nil {
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return nil
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}
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// Get the proposed allocations
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proposed, err := option.ProposedAllocs(iter.ctx)
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if err != nil {
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iter.ctx.Logger().Printf(
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"[ERR] sched.binpack: failed to get proposed allocations: %v",
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err)
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continue
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}
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// Index the existing network usage
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netIdx := structs.NewNetworkIndex()
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netIdx.SetNode(option.Node)
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netIdx.AddAllocs(proposed)
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// Assign the resources for each task
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total := &structs.Resources{
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DiskMB: iter.taskGroup.EphemeralDisk.SizeMB,
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}
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for _, task := range iter.taskGroup.Tasks {
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taskResources := task.Resources.Copy()
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// Check if we need a network resource
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if len(taskResources.Networks) > 0 {
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ask := taskResources.Networks[0]
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offer, err := netIdx.AssignNetwork(ask)
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if offer == nil {
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iter.ctx.Metrics().ExhaustedNode(option.Node,
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fmt.Sprintf("network: %s", err))
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netIdx.Release()
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continue OUTER
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}
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// Reserve this to prevent another task from colliding
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netIdx.AddReserved(offer)
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// Update the network ask to the offer
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taskResources.Networks = []*structs.NetworkResource{offer}
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}
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// Store the task resource
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option.SetTaskResources(task, taskResources)
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// Accumulate the total resource requirement
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total.Add(taskResources)
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}
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// Add the resources we are trying to fit
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proposed = append(proposed, &structs.Allocation{Resources: total})
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// Check if these allocations fit, if they do not, simply skip this node
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fit, dim, util, _ := structs.AllocsFit(option.Node, proposed, netIdx)
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netIdx.Release()
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if !fit {
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iter.ctx.Metrics().ExhaustedNode(option.Node, dim)
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continue
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}
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// XXX: For now we completely ignore evictions. We should use that flag
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// to determine if its possible to evict other lower priority allocations
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// to make room. This explodes the search space, so it must be done
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// carefully.
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// Score the fit normally otherwise
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fitness := structs.ScoreFit(option.Node, util)
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normalizedFit := fitness / binPackingMaxFitScore
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option.Scores = append(option.Scores, normalizedFit)
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iter.ctx.Metrics().ScoreNode(option.Node, "binpack", normalizedFit)
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return option
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}
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}
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func (iter *BinPackIterator) Reset() {
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iter.source.Reset()
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}
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// JobAntiAffinityIterator is used to apply an anti-affinity to allocating
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// along side other allocations from this job. This is used to help distribute
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// load across the cluster.
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type JobAntiAffinityIterator struct {
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ctx Context
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source RankIterator
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jobID string
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taskGroup string
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desiredCount int
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}
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// NewJobAntiAffinityIterator is used to create a JobAntiAffinityIterator that
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// applies the given penalty for co-placement with allocs from this job.
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func NewJobAntiAffinityIterator(ctx Context, source RankIterator, jobID string) *JobAntiAffinityIterator {
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iter := &JobAntiAffinityIterator{
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ctx: ctx,
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source: source,
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jobID: jobID,
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}
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return iter
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}
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func (iter *JobAntiAffinityIterator) SetJob(job *structs.Job) {
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iter.jobID = job.ID
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}
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func (iter *JobAntiAffinityIterator) SetTaskGroup(tg *structs.TaskGroup) {
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iter.taskGroup = tg.Name
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iter.desiredCount = tg.Count
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}
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func (iter *JobAntiAffinityIterator) Next() *RankedNode {
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for {
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option := iter.source.Next()
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if option == nil {
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return nil
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}
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// Get the proposed allocations
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proposed, err := option.ProposedAllocs(iter.ctx)
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if err != nil {
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iter.ctx.Logger().Printf(
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"[ERR] sched.job-anti-aff: failed to get proposed allocations: %v",
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err)
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continue
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}
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// Determine the number of collisions
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collisions := 0
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for _, alloc := range proposed {
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if alloc.JobID == iter.jobID && alloc.TaskGroup == iter.taskGroup {
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collisions += 1
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}
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}
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// Calculate the penalty based on number of collisions
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// TODO(preetha): Figure out if batch jobs need a different scoring penalty where collisions matter less
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if collisions > 0 {
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scorePenalty := -1 * float64(collisions+1) / float64(iter.desiredCount)
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option.Scores = append(option.Scores, scorePenalty)
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iter.ctx.Metrics().ScoreNode(option.Node, "job-anti-affinity", scorePenalty)
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}
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return option
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}
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}
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func (iter *JobAntiAffinityIterator) Reset() {
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iter.source.Reset()
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}
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// NodeReschedulingPenaltyIterator is used to apply a penalty to
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// a node that had a previous failed allocation for the same job.
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// This is used when attempting to reschedule a failed alloc
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type NodeReschedulingPenaltyIterator struct {
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ctx Context
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source RankIterator
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penaltyNodes map[string]struct{}
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}
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// NewNodeReschedulingPenaltyIterator is used to create a NodeReschedulingPenaltyIterator that
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// applies the given scoring penalty for placement onto nodes in penaltyNodes
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func NewNodeReschedulingPenaltyIterator(ctx Context, source RankIterator) *NodeReschedulingPenaltyIterator {
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iter := &NodeReschedulingPenaltyIterator{
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ctx: ctx,
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source: source,
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}
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return iter
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}
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func (iter *NodeReschedulingPenaltyIterator) SetPenaltyNodes(penaltyNodes map[string]struct{}) {
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iter.penaltyNodes = penaltyNodes
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}
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func (iter *NodeReschedulingPenaltyIterator) Next() *RankedNode {
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for {
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option := iter.source.Next()
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if option == nil {
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return nil
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}
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_, ok := iter.penaltyNodes[option.Node.ID]
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if ok {
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option.Scores = append(option.Scores, -1)
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iter.ctx.Metrics().ScoreNode(option.Node, "node-reschedule-penalty", -1)
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}
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return option
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}
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}
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func (iter *NodeReschedulingPenaltyIterator) Reset() {
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iter.penaltyNodes = make(map[string]struct{})
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iter.source.Reset()
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}
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// NodeAffinityIterator is used to resolve any affinity rules in the job or task group,
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// and apply a weighted score to nodes if they match.
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type NodeAffinityIterator struct {
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ctx Context
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source RankIterator
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jobAffinities []*structs.Affinity
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affinities []*structs.Affinity
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}
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// NewNodeAffinityIterator is used to create a NodeAffinityIterator that
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// applies a weighted score according to whether nodes match any
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// affinities in the job or task group.
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func NewNodeAffinityIterator(ctx Context, source RankIterator) *NodeAffinityIterator {
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return &NodeAffinityIterator{
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ctx: ctx,
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source: source,
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}
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}
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func (iter *NodeAffinityIterator) SetJob(job *structs.Job) {
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iter.jobAffinities = job.Affinities
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}
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func (iter *NodeAffinityIterator) SetTaskGroup(tg *structs.TaskGroup) {
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// Merge job affinities
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if iter.jobAffinities != nil {
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iter.affinities = append(iter.affinities, iter.jobAffinities...)
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}
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// Merge task group affinities and task affinities
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if tg.Affinities != nil {
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iter.affinities = append(iter.affinities, tg.Affinities...)
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}
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for _, task := range tg.Tasks {
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if task.Affinities != nil {
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iter.affinities = append(iter.affinities, task.Affinities...)
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}
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}
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}
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func (iter *NodeAffinityIterator) Reset() {
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iter.source.Reset()
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// This method is called between each task group, so only reset the merged list
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iter.affinities = nil
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}
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func (iter *NodeAffinityIterator) hasAffinities() bool {
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return len(iter.affinities) > 0
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}
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func (iter *NodeAffinityIterator) Next() *RankedNode {
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option := iter.source.Next()
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if option == nil {
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return nil
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}
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if !iter.hasAffinities() {
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return option
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}
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// TODO(preetha): we should calculate normalized weights once and reuse it here
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sumWeight := 0.0
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for _, affinity := range iter.affinities {
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sumWeight += math.Abs(affinity.Weight)
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}
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totalAffinityScore := 0.0
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for _, affinity := range iter.affinities {
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if matchesAffinity(iter.ctx, affinity, option.Node) {
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totalAffinityScore += affinity.Weight
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}
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}
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normScore := totalAffinityScore / sumWeight
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if totalAffinityScore != 0.0 {
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option.Scores = append(option.Scores, normScore)
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iter.ctx.Metrics().ScoreNode(option.Node, "node-affinity", normScore)
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}
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return option
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}
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func matchesAffinity(ctx Context, affinity *structs.Affinity, option *structs.Node) bool {
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//TODO(preetha): Add a step here that filters based on computed node class for potential speedup
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// Resolve the targets
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lVal, ok := resolveTarget(affinity.LTarget, option)
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if !ok {
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return false
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}
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rVal, ok := resolveTarget(affinity.RTarget, option)
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if !ok {
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return false
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}
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// Check if satisfied
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return checkAffinity(ctx, affinity.Operand, lVal, rVal)
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}
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// ScoreNormalizationIterator is used to combine scores from various prior
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// iterators and combine them into one final score. The current implementation
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// averages the scores together.
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type ScoreNormalizationIterator struct {
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ctx Context
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source RankIterator
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}
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// NewScoreNormalizationIterator is used to create a ScoreNormalizationIterator that
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// averages scores from various iterators into a final score.
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func NewScoreNormalizationIterator(ctx Context, source RankIterator) *ScoreNormalizationIterator {
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return &ScoreNormalizationIterator{
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ctx: ctx,
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source: source}
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}
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func (iter *ScoreNormalizationIterator) Reset() {
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iter.source.Reset()
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}
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func (iter *ScoreNormalizationIterator) Next() *RankedNode {
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option := iter.source.Next()
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if option == nil || len(option.Scores) == 0 {
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return option
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}
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numScorers := len(option.Scores)
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sum := 0.0
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for _, score := range option.Scores {
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sum += score
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}
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option.FinalScore = sum / float64(numScorers)
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//TODO(preetha): Turn map in allocmetrics into a heap of topK scores
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iter.ctx.Metrics().ScoreNode(option.Node, "normalized-score", option.FinalScore)
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return option
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}
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