open-nomad/nomad/structs/structs.go
2015-08-06 17:04:35 -07:00

782 lines
21 KiB
Go

package structs
import (
"bytes"
"fmt"
"time"
"github.com/hashicorp/go-msgpack/codec"
)
var (
ErrNoLeader = fmt.Errorf("No cluster leader")
ErrNoRegionPath = fmt.Errorf("No path to region")
)
type MessageType uint8
const (
NodeRegisterRequestType MessageType = iota
NodeDeregisterRequestType
NodeUpdateStatusRequestType
JobRegisterRequestType
JobDeregisterRequestType
EvalUpdateRequestType
EvalDeleteRequestType
AllocUpdateRequestType
)
const (
// IgnoreUnknownTypeFlag is set along with a MessageType
// to indicate that the message type can be safely ignored
// if it is not recognized. This is for future proofing, so
// that new commands can be added in a way that won't cause
// old servers to crash when the FSM attempts to process them.
IgnoreUnknownTypeFlag MessageType = 128
)
// RPCInfo is used to describe common information about query
type RPCInfo interface {
RequestRegion() string
IsRead() bool
AllowStaleRead() bool
}
// QueryOptions is used to specify various flags for read queries
type QueryOptions struct {
// The target region for this query
Region string
// If set, wait until query exceeds given index. Must be provided
// with MaxQueryTime.
MinQueryIndex uint64
// Provided with MinQueryIndex to wait for change.
MaxQueryTime time.Duration
// If set, any follower can service the request. Results
// may be arbitrarily stale.
AllowStale bool
}
func (q QueryOptions) RequestRegion() string {
return q.Region
}
// QueryOption only applies to reads, so always true
func (q QueryOptions) IsRead() bool {
return true
}
func (q QueryOptions) AllowStaleRead() bool {
return q.AllowStale
}
type WriteRequest struct {
// The target region for this write
Region string
}
func (w WriteRequest) RequestRegion() string {
// The target region for this request
return w.Region
}
// WriteRequest only applies to writes, always false
func (w WriteRequest) IsRead() bool {
return false
}
func (w WriteRequest) AllowStaleRead() bool {
return false
}
// QueryMeta allows a query response to include potentially
// useful metadata about a query
type QueryMeta struct {
// This is the index associated with the read
Index uint64
// If AllowStale is used, this is time elapsed since
// last contact between the follower and leader. This
// can be used to gauge staleness.
LastContact time.Duration
// Used to indicate if there is a known leader node
KnownLeader bool
}
// WriteMeta allows a write response to includ e potentially
// useful metadata about the write
type WriteMeta struct {
// This is the index associated with the write
Index uint64
}
// NodeRegisterRequest is used for Client.Register endpoint
// to register a node as being a schedulable entity.
type NodeRegisterRequest struct {
Node *Node
WriteRequest
}
// NodeDeregisterRequest is used for Client.Deregister endpoint
// to deregister a node as being a schedulable entity.
type NodeDeregisterRequest struct {
NodeID string
WriteRequest
}
// UpdateStatusRequest is used for Client.UpdateStatus endpoint
// to update the status of a node.
type NodeUpdateStatusRequest struct {
NodeID string
Status string
WriteRequest
}
// NodeSpecificRequest is used when we just need to specify a target node
type NodeSpecificRequest struct {
NodeID string
WriteRequest
}
// JobRegisterRequest is used for Job.Register endpoint
// to register a job as being a schedulable entity.
type JobRegisterRequest struct {
Job *Job
WriteRequest
}
// JobDeregisterRequest is used for Job.Deregister endpoint
// to deregister a job as being a schedulable entity.
type JobDeregisterRequest struct {
JobID string
WriteRequest
}
// JobSpecificRequest is used when we just need to specify a target job
type JobSpecificRequest struct {
JobID string
WriteRequest
}
// EvalUpdateRequest is used for upserting evaluations.
type EvalUpdateRequest struct {
Evals []*Evaluation
WriteRequest
}
// EvalDeleteRequest is used for deleting an evaluation.
type EvalDeleteRequest struct {
EvalID string
WriteRequest
}
// EvalSpecificRequest is used when we just need to specify a target evaluation
type EvalSpecificRequest struct {
EvalID string
WriteRequest
}
// EvalDequeueRequest is used when we want to dequeue an evaluation
type EvalDequeueRequest struct {
Schedulers []string
Timeout time.Duration
WriteRequest
}
// PlanRequest is used to submit an allocation plan to the leader
type PlanRequest struct {
Plan *Plan
WriteRequest
}
// AllocUpdateRequest is used to submit changes to allocations, either
// to cause evictions or to assign new allocaitons. Both can be done
// within a single transaction
type AllocUpdateRequest struct {
// Evict is the list of allocation IDs to evict
Evict []string
// Alloc is the list of new allocations to assign
Alloc []*Allocation
}
// GenericResponse is used to respond to a request where no
// specific response information is needed.
type GenericResponse struct {
WriteMeta
}
// JobRegisterResponse is used to respond to a job registration
type JobRegisterResponse struct {
EvalID string
EvalCreateIndex uint64
JobModifyIndex uint64
QueryMeta
}
// JobDeregisterResponse is used to respond to a job deregistration
type JobDeregisterResponse struct {
EvalID string
EvalCreateIndex uint64
JobModifyIndex uint64
QueryMeta
}
// NodeUpdateResponse is used to respond to a node update
type NodeUpdateResponse struct {
EvalIDs []string
EvalCreateIndex uint64
NodeModifyIndex uint64
QueryMeta
}
// SingleNodeResponse is used to return a single node
type SingleNodeResponse struct {
Node *Node
QueryMeta
}
// SingleJobResponse is used to return a single job
type SingleJobResponse struct {
Job *Job
QueryMeta
}
// SingleEvalResponse is used to return a single evaluation
type SingleEvalResponse struct {
Eval *Evaluation
QueryMeta
}
// PlanResponse is used to return from a PlanRequest
type PlanResponse struct {
Result *PlanResult
WriteMeta
}
const (
NodeStatusInit = "initializing"
NodeStatusReady = "ready"
NodeStatusMaint = "maintenance"
NodeStatusDrain = "drain"
NodeStatusDown = "down"
)
// ShouldEvaluateNode checks if a given node status should trigger an
// evaluation. Some states don't require any further action.
func ShouldEvaluateNode(status string) bool {
switch status {
case NodeStatusInit, NodeStatusReady, NodeStatusMaint:
return false
case NodeStatusDrain, NodeStatusDown:
return true
default:
panic(fmt.Sprintf("unhandled node status %s", status))
}
}
// ValidNodeStatus is used to check if a node status is valid
func ValidNodeStatus(status string) bool {
switch status {
case NodeStatusInit, NodeStatusReady,
NodeStatusMaint, NodeStatusDrain, NodeStatusDown:
return true
default:
return false
}
}
// Node is a representation of a schedulable client node
type Node struct {
// ID is a unique identifier for the node. It can be constructed
// by doing a concatenation of the Name and Datacenter as a simple
// approach. Alternatively a UUID may be used.
ID string
// Datacenter for this node
Datacenter string
// Node name
Name string
// Attributes is an arbitrary set of key/value
// data that can be used for constraints. Examples
// include "os=linux", "arch=386", "driver.docker=1",
// "docker.runtime=1.8.3"
Attributes map[string]string
// Resources is the available resources on the client.
// For example 'cpu=2' 'memory=2048'
Resources *Resources
// Reserved is the set of resources that are reserved,
// and should be subtracted from the total resources for
// the purposes of scheduling. This may be provide certain
// high-watermark tolerances or because of external schedulers
// consuming resources.
Reserved *Resources
// Allocated is the set of resources that have been allocated
// as part of scheduling. They should also be excluded for the
// purposes of additional scheduling allocations.
Allocated *Resources
// Links are used to 'link' this client to external
// systems. For example 'consul=foo.dc1' 'aws=i-83212'
// 'ami=ami-123'
Links map[string]string
// Meta is used to associate arbitrary metadata with this
// client. This is opaque to Nomad.
Meta map[string]string
// NodeClass is an opaque identifier used to group nodes
// together for the purpose of determining scheduling pressure.
NodeClass string
// Status of this node
Status string
// Raft Indexes
CreateIndex uint64
ModifyIndex uint64
}
// Resources is used to define the resources available
// on a client
type Resources struct {
CPU float64
MemoryMB int
DiskMB int
IOPS int
Networks []*NetworkResource
}
// NetIndexByCIDR scans the list of networks for a matching
// CIDR, returning the index. This currently ONLY handles
// an exact match and not a subset CIDR.
func (r *Resources) NetIndexByCIDR(cidr string) int {
for idx, net := range r.Networks {
if net.CIDR == cidr {
return idx
}
}
return -1
}
// Superset checks if one set of resources is a superset
// of another.
func (r *Resources) Superset(other *Resources) bool {
if r.CPU < other.CPU {
return false
}
if r.MemoryMB < other.MemoryMB {
return false
}
if r.DiskMB < other.DiskMB {
return false
}
if r.IOPS < other.IOPS {
return false
}
for _, net := range r.Networks {
idx := other.NetIndexByCIDR(net.CIDR)
if idx >= 0 {
if net.MBits < other.Networks[idx].MBits {
return false
}
}
}
// Check that other does not have a network we are missing
for _, net := range other.Networks {
idx := r.NetIndexByCIDR(net.CIDR)
if idx == -1 {
return false
}
}
return true
}
// Add adds the resources of the delta to this, potentially
// returning an error if not possible.
func (r *Resources) Add(delta *Resources) error {
if delta == nil {
return nil
}
r.CPU += delta.CPU
r.MemoryMB += delta.MemoryMB
r.DiskMB += delta.DiskMB
r.IOPS += delta.IOPS
for _, net := range delta.Networks {
idx := r.NetIndexByCIDR(net.CIDR)
if idx == -1 {
return fmt.Errorf("missing network for CIDR %s", net.CIDR)
}
r.Networks[idx].Add(net)
}
return nil
}
// NetworkResource is used to represesent available network
// resources
type NetworkResource struct {
Public bool // Is this a public address?
CIDR string // CIDR block of addresses
ReservedPorts []int // Reserved ports
MBits int // Throughput
}
// Add adds the resources of the delta to this, potentially
// returning an error if not possible.
func (n *NetworkResource) Add(delta *NetworkResource) {
if len(delta.ReservedPorts) > 0 {
n.ReservedPorts = append(n.ReservedPorts, delta.ReservedPorts...)
}
n.MBits += delta.MBits
}
const (
// JobTypeSystem is reserved for internal system tasks and is
// always handled by the SystemScheduler.
JobTypeSystem = "system"
JobTypeService = "service"
JobTypeBatch = "batch"
)
const (
JobStatusPending = "pending" // Pending means the job is waiting on scheduling
JobStatusRunning = "running" // Running means the entire job is running
JobStatusComplete = "complete" // Complete means there was a clean termination
JobStatusDead = "dead" // Dead means there was abnormal termination
)
const (
// JobMinPriority is the minimum allowed priority
JobMinPriority = 1
// JobDefaultPriority is the default priority if not
// not specified.
JobDefaultPriority = 50
// JobMaxPriority is the maximum allowed priority
JobMaxPriority = 100
)
// Job is the scope of a scheduling request to Nomad. It is the largest
// scoped object, and is a named collection of task groups. Each task group
// is further composed of tasks. A task group (TG) is the unit of scheduling
// however.
type Job struct {
// ID is a unique identifier for the job. It can be the same as
// the job name, or alternatively a UUID may be used.
ID string
// Name is the logical name of the job used to refer to it. This is unique
// per region, but not unique globally.
Name string
// Type is used to control various behaviors about the job. Most jobs
// are service jobs, meaning they are expected to be long lived.
// Some jobs are batch oriented meaning they run and then terminate.
// This can be extended in the future to support custom schedulers.
Type string
// Priority is used to control scheduling importance and if this job
// can preempt other jobs.
Priority int
// AllAtOnce is used to control if incremental scheduling of task groups
// is allowed or if we must do a gang scheduling of the entire job. This
// can slow down larger jobs if resources are not available.
AllAtOnce bool
// Constraints can be specified at a job level and apply to
// all the task groups and tasks.
Constraints []*Constraint
// TaskGroups are the collections of task groups that this job needs
// to run. Each task group is an atomic unit of scheduling and placement.
TaskGroups []*TaskGroup
// Meta is used to associate arbitrary metadata with this
// job. This is opaque to Nomad.
Meta map[string]string
// Job status
Status string
// Raft Indexes
CreateIndex uint64
ModifyIndex uint64
}
// TaskGroup is an atomic unit of placement. Each task group belongs to
// a job and may contain any number of tasks. A task group support running
// in many replicas using the same configuration..
type TaskGroup struct {
// Name of the task group
Name string
// Count is the number of replicas of this task group that should
// be scheduled.
Count int
// Constraints can be specified at a task group level and apply to
// all the tasks contained.
Constraints []*Constraint
// Tasks are the collection of tasks that this task group needs to run
Tasks []*Task
// Meta is used to associate arbitrary metadata with this
// task group. This is opaque to Nomad.
Meta map[string]string
}
// Task is a single process typically that is executed as part of a task group.
type Task struct {
// Name of the task
Name string
// Driver is used to control which driver is used
Driver string
// Config is provided to the driver to initialize
Config map[string]string
// Constraints can be specified at a task level and apply only to
// the particular task.
Constraints []*Constraint
// Resources is the resources needed by this task
Resources *Resources
// Meta is used to associate arbitrary metadata with this
// task. This is opaque to Nomad.
Meta map[string]string
}
// Constraints are used to restrict placement options in the case of
// a hard constraint, and used to prefer a placement in the case of
// a soft constraint.
type Constraint struct {
Hard bool // Hard or soft constraint
LTarget string // Left-hand target
RTarget string // Right-hand target
Operand string // Constraint operand (<=, <, =, !=, >, >=), contains, near
Weight int // Soft constraints can vary the weight
}
const (
AllocStatusPending = "pending"
AllocStatusInit = "initializing"
AllocStatusRunning = "running"
AllocStatusComplete = "complete"
AllocStatusDead = "dead"
)
// Allocation is used to allocate the placement of a task group to a node.
type Allocation struct {
// ID of the allocation (UUID)
ID string
// NodeID is the node this is being placed on
NodeID string
// Job is the parent job of the task group being allocated.
// This is copied at allocation time to avoid issues if the job
// definition is updated.
JobID string
Job *Job
// TaskGroup is the task being allocated to the node
// This is copied at allocation time to avoid issues if the job
// definition is updated.
TaskGroupName string
TaskGroup *TaskGroup
// Resources is the set of resources allocated as part
// of this allocation of the task group.
Resources *Resources
// Metrics associated with this allocation
Metrics *AllocMetric
// Status of the allocation
Status string
// Raft Indexes
CreateIndex uint64
ModifyIndex uint64
}
// AllocMetric is used to track various metrics while attempting
// to make an allocation. These are used to debug a job, or to better
// understand the pressure within the system.
type AllocMetric struct {
// NodesEvaluated is the number of nodes that were evaluated
NodesEvaluated int
// NodesFiltered is the number of nodes filtered due to
// a hard constraint
NodesFiltered int
// ClassFiltered is the number of nodes filtered by class
ClassFiltered map[string]int
// ConstraintFiltered is the number of failures caused by constraint
ConstraintFiltered map[string]int
// NodesExhausted is the nubmer of nodes skipped due to being
// exhausted of at least one resource
NodesExhausted int
// ClassExhausted is the number of nodes exhausted by class
ClassExhausted map[string]int
// Preemptions is the number of preemptions considered.
// This indicates a relatively busy fleet if high.
Preemptions int
// Scores is the scores of the final few nodes remaining
// for placement. The top score is typically selected.
Scores map[string]int
// AllocationTime is a measure of how long the allocation
// attempt took. This can affect performance and SLAs.
AllocationTime time.Duration
}
const (
EvalStatusPending = "pending"
EvalStatusComplete = "complete"
EvalStatusCanceled = "canceled"
)
const (
EvalTriggerJobRegister = "job-register"
EvalTriggerJobDeregister = "job-deregister"
EvalTriggerNodeUpdate = "node-update"
)
// Evaluation is used anytime we need to apply business logic as a result
// of a change to our desired state (job specification) or the emergent state
// (registered nodes). When the inputs change, we need to "evaluate" them,
// potentially taking action (allocation of work) or doing nothing if the state
// of the world does not require it.
type Evaluation struct {
// ID is a randonly generated UUID used for this evaluation. This
// is assigned upon the creation of the evaluation.
ID string
// Priority is used to control scheduling importance and if this job
// can preempt other jobs.
Priority int
// Type is used to control which schedulers are available to handle
// this evaluation.
Type string
// TriggeredBy is used to give some insight into why this Eval
// was created. (Job change, node failure, alloc failure, etc).
TriggeredBy string
// JobID is the job this evaluation is scoped to. Evalutions cannot
// be run in parallel for a given JobID, so we serialize on this.
JobID string
// JobModifyIndex is the modify index of the job at the time
// the evaluation was created
JobModifyIndex uint64
// NodeID is the node that was affected triggering the evaluation.
NodeID string
// NodeModifyIndex is the modify index of the node at the time
// the evaluation was created
NodeModifyIndex uint64
// Status of the evaluation
Status string
// Raft Indexes
CreateIndex uint64
ModifyIndex uint64
}
// ShouldEnqueue checks if a given evaluation should be enqueued
func (e *Evaluation) ShouldEnqueue() bool {
switch e.Status {
case EvalStatusPending:
return true
case EvalStatusComplete, EvalStatusCanceled:
return false
default:
panic(fmt.Sprintf("unhandled evaluation (%s) status %s", e.ID, e.Status))
}
}
// Plan is used to submit a commit plan for task allocations. These
// are submitted to the leader which verifies that resources have
// not been overcommitted before admiting the plan.
type Plan struct {
// EvalID is the evaluation ID this plan is associated with
EvalID string
// Priority is the priority of the upstream job
Priority int
// AllAtOnce is used to control if incremental scheduling of task groups
// is allowed or if we must do a gang scheduling of the entire job.
// If this is false, a plan may be partially applied. Otherwise, the
// entire plan must be able to make progress.
AllAtOnce bool
// NodeEvict contains all the evictions for each node. For each node,
// this is a list of the allocation IDs to evict.
NodeEvict map[string][]string
// NodeAllocation contains all the allocations for each node.
// The evicts must be considered prior to the allocations.
NodeAllocation map[string][]*Allocation
}
// PlanResult is the result of a plan submitted to the leader.
type PlanResult struct {
// NodeEvict contains all the evictions that were committed.
NodeEvict map[string][]string
// NodeAllocation contains all the allocations that were committed.
NodeAllocation map[string][]*Allocation
// RefreshIndex is the index the worker should refresh state up to.
// This allows all evictions and allocations to be materialized.
// If any allocations were rejected due to stale data (node state,
// over committed) this can be used to force a worker refresh.
RefreshIndex uint64
// AllocIndex is the Raft index in which the evictions and
// allocations took place. This is used for the write index.
AllocIndex uint64
}
// msgpackHandle is a shared handle for encoding/decoding of structs
var msgpackHandle = &codec.MsgpackHandle{}
// Decode is used to decode a MsgPack encoded object
func Decode(buf []byte, out interface{}) error {
return codec.NewDecoder(bytes.NewReader(buf), msgpackHandle).Decode(out)
}
// Encode is used to encode a MsgPack object with type prefix
func Encode(t MessageType, msg interface{}) ([]byte, error) {
var buf bytes.Buffer
buf.WriteByte(uint8(t))
err := codec.NewEncoder(&buf, msgpackHandle).Encode(msg)
return buf.Bytes(), err
}