open-nomad/scheduler/reconcile_util.go

772 lines
24 KiB
Go

package scheduler
// The structs and helpers in this file are split out of reconciler.go for code
// manageability and should not be shared to the system schedulers! If you need
// something here for system/sysbatch jobs, double-check it's safe to use for
// all scheduler types before moving it into util.go
import (
"fmt"
"sort"
"strings"
"time"
"github.com/hashicorp/nomad/nomad/structs"
)
// placementResult is an allocation that must be placed. It potentially has a
// previous allocation attached to it that should be stopped only if the
// paired placement is complete. This gives an atomic place/stop behavior to
// prevent an impossible resource ask as part of a rolling update to wipe the
// job out.
type placementResult interface {
// TaskGroup returns the task group the placement is for
TaskGroup() *structs.TaskGroup
// Name returns the name of the desired allocation
Name() string
// Canary returns whether the placement should be a canary
Canary() bool
// PreviousAllocation returns the previous allocation
PreviousAllocation() *structs.Allocation
// IsRescheduling returns whether the placement was rescheduling a failed allocation
IsRescheduling() bool
// StopPreviousAlloc returns whether the previous allocation should be
// stopped and if so the status description.
StopPreviousAlloc() (bool, string)
// PreviousLost is true if the previous allocation was lost.
PreviousLost() bool
// DowngradeNonCanary indicates that placement should use the latest stable job
// with the MinJobVersion, rather than the current deployment version
DowngradeNonCanary() bool
MinJobVersion() uint64
}
// allocStopResult contains the information required to stop a single allocation
type allocStopResult struct {
alloc *structs.Allocation
clientStatus string
statusDescription string
followupEvalID string
}
// allocPlaceResult contains the information required to place a single
// allocation
type allocPlaceResult struct {
name string
canary bool
taskGroup *structs.TaskGroup
previousAlloc *structs.Allocation
reschedule bool
lost bool
downgradeNonCanary bool
minJobVersion uint64
}
func (a allocPlaceResult) TaskGroup() *structs.TaskGroup { return a.taskGroup }
func (a allocPlaceResult) Name() string { return a.name }
func (a allocPlaceResult) Canary() bool { return a.canary }
func (a allocPlaceResult) PreviousAllocation() *structs.Allocation { return a.previousAlloc }
func (a allocPlaceResult) IsRescheduling() bool { return a.reschedule }
func (a allocPlaceResult) StopPreviousAlloc() (bool, string) { return false, "" }
func (a allocPlaceResult) DowngradeNonCanary() bool { return a.downgradeNonCanary }
func (a allocPlaceResult) MinJobVersion() uint64 { return a.minJobVersion }
func (a allocPlaceResult) PreviousLost() bool { return a.lost }
// allocDestructiveResult contains the information required to do a destructive
// update. Destructive changes should be applied atomically, as in the old alloc
// is only stopped if the new one can be placed.
type allocDestructiveResult struct {
placeName string
placeTaskGroup *structs.TaskGroup
stopAlloc *structs.Allocation
stopStatusDescription string
}
func (a allocDestructiveResult) TaskGroup() *structs.TaskGroup { return a.placeTaskGroup }
func (a allocDestructiveResult) Name() string { return a.placeName }
func (a allocDestructiveResult) Canary() bool { return false }
func (a allocDestructiveResult) PreviousAllocation() *structs.Allocation { return a.stopAlloc }
func (a allocDestructiveResult) IsRescheduling() bool { return false }
func (a allocDestructiveResult) StopPreviousAlloc() (bool, string) {
return true, a.stopStatusDescription
}
func (a allocDestructiveResult) DowngradeNonCanary() bool { return false }
func (a allocDestructiveResult) MinJobVersion() uint64 { return 0 }
func (a allocDestructiveResult) PreviousLost() bool { return false }
// allocMatrix is a mapping of task groups to their allocation set.
type allocMatrix map[string]allocSet
// newAllocMatrix takes a job and the existing allocations for the job and
// creates an allocMatrix
func newAllocMatrix(job *structs.Job, allocs []*structs.Allocation) allocMatrix {
m := allocMatrix(make(map[string]allocSet))
for _, a := range allocs {
s, ok := m[a.TaskGroup]
if !ok {
s = make(map[string]*structs.Allocation)
m[a.TaskGroup] = s
}
s[a.ID] = a
}
if job != nil {
for _, tg := range job.TaskGroups {
if _, ok := m[tg.Name]; !ok {
m[tg.Name] = make(map[string]*structs.Allocation)
}
}
}
return m
}
// allocSet is a set of allocations with a series of helper functions defined
// that help reconcile state.
type allocSet map[string]*structs.Allocation
// GoString provides a human readable view of the set
func (a allocSet) GoString() string {
if len(a) == 0 {
return "[]"
}
start := fmt.Sprintf("len(%d) [\n", len(a))
var s []string
for k, v := range a {
s = append(s, fmt.Sprintf("%q: %v", k, v.Name))
}
return start + strings.Join(s, "\n") + "]"
}
// nameSet returns the set of allocation names
func (a allocSet) nameSet() map[string]struct{} {
names := make(map[string]struct{}, len(a))
for _, alloc := range a {
names[alloc.Name] = struct{}{}
}
return names
}
// nameOrder returns the set of allocation names in sorted order
func (a allocSet) nameOrder() []*structs.Allocation {
allocs := make([]*structs.Allocation, 0, len(a))
for _, alloc := range a {
allocs = append(allocs, alloc)
}
sort.Slice(allocs, func(i, j int) bool {
return allocs[i].Index() < allocs[j].Index()
})
return allocs
}
// difference returns a new allocSet that has all the existing item except those
// contained within the other allocation sets
func (a allocSet) difference(others ...allocSet) allocSet {
diff := make(map[string]*structs.Allocation)
OUTER:
for k, v := range a {
for _, other := range others {
if _, ok := other[k]; ok {
continue OUTER
}
}
diff[k] = v
}
return diff
}
// union returns a new allocSet that has the union of the two allocSets.
// Conflicts prefer the last passed allocSet containing the value
func (a allocSet) union(others ...allocSet) allocSet {
union := make(map[string]*structs.Allocation, len(a))
order := []allocSet{a}
order = append(order, others...)
for _, set := range order {
for k, v := range set {
union[k] = v
}
}
return union
}
// fromKeys returns an alloc set matching the passed keys
func (a allocSet) fromKeys(keys ...[]string) allocSet {
from := make(map[string]*structs.Allocation)
for _, set := range keys {
for _, k := range set {
if alloc, ok := a[k]; ok {
from[k] = alloc
}
}
}
return from
}
// filterByTainted takes a set of tainted nodes and filters the allocation set
// into the following groups:
// 1. Those that exist on untainted nodes
// 2. Those exist on nodes that are draining
// 3. Those that exist on lost nodes or have expired
// 4. Those that are on nodes that are disconnected, but have not had their ClientState set to unknown
// 5. Those that are on a node that has reconnected.
// 6. Those that are in a state that results in a noop.
func (a allocSet) filterByTainted(taintedNodes map[string]*structs.Node, serverSupportsDisconnectedClients bool, now time.Time) (untainted, migrate, lost, disconnecting, reconnecting, ignore allocSet) {
untainted = make(map[string]*structs.Allocation)
migrate = make(map[string]*structs.Allocation)
lost = make(map[string]*structs.Allocation)
disconnecting = make(map[string]*structs.Allocation)
reconnecting = make(map[string]*structs.Allocation)
ignore = make(map[string]*structs.Allocation)
for _, alloc := range a {
// make sure we don't apply any reconnect logic to task groups
// without max_client_disconnect
supportsDisconnectedClients := alloc.SupportsDisconnectedClients(serverSupportsDisconnectedClients)
reconnect := false
expired := false
// Only compute reconnect for unknown, running, and failed since they
// need to go through the reconnect logic.
if supportsDisconnectedClients &&
(alloc.ClientStatus == structs.AllocClientStatusUnknown ||
alloc.ClientStatus == structs.AllocClientStatusRunning ||
alloc.ClientStatus == structs.AllocClientStatusFailed) {
reconnect = alloc.NeedsToReconnect()
if reconnect {
expired = alloc.Expired(now)
}
}
// Failed allocs that need to be reconnected must be added to
// reconnecting so that they can be handled as a failed reconnect.
if supportsDisconnectedClients &&
reconnect &&
alloc.DesiredStatus == structs.AllocDesiredStatusRun &&
alloc.ClientStatus == structs.AllocClientStatusFailed {
reconnecting[alloc.ID] = alloc
continue
}
taintedNode, nodeIsTainted := taintedNodes[alloc.NodeID]
if taintedNode != nil {
// Group disconnecting/reconnecting
switch taintedNode.Status {
case structs.NodeStatusDisconnected:
if supportsDisconnectedClients {
// Filter running allocs on a node that is disconnected to be marked as unknown.
if alloc.ClientStatus == structs.AllocClientStatusRunning {
disconnecting[alloc.ID] = alloc
continue
}
// Filter pending allocs on a node that is disconnected to be marked as lost.
if alloc.ClientStatus == structs.AllocClientStatusPending {
lost[alloc.ID] = alloc
continue
}
} else {
lost[alloc.ID] = alloc
continue
}
case structs.NodeStatusReady:
// Filter reconnecting allocs on a node that is now connected.
if reconnect {
if expired {
lost[alloc.ID] = alloc
continue
}
reconnecting[alloc.ID] = alloc
continue
}
default:
}
}
// Terminal allocs, if not reconnect, are always untainted as they
// should never be migrated.
if alloc.TerminalStatus() && !reconnect {
untainted[alloc.ID] = alloc
continue
}
// Non-terminal allocs that should migrate should always migrate
if alloc.DesiredTransition.ShouldMigrate() {
migrate[alloc.ID] = alloc
continue
}
// Expired unknown allocs are lost
if supportsDisconnectedClients && alloc.Expired(now) {
lost[alloc.ID] = alloc
continue
}
// Ignore unknown allocs that we want to reconnect eventually.
if supportsDisconnectedClients &&
alloc.ClientStatus == structs.AllocClientStatusUnknown &&
alloc.DesiredStatus == structs.AllocDesiredStatusRun {
ignore[alloc.ID] = alloc
continue
}
// Ignore failed allocs that need to be reconnected and that have been
// marked to stop by the server.
if supportsDisconnectedClients &&
reconnect &&
alloc.ClientStatus == structs.AllocClientStatusFailed &&
alloc.DesiredStatus == structs.AllocDesiredStatusStop {
ignore[alloc.ID] = alloc
continue
}
if !nodeIsTainted {
// Filter allocs on a node that is now re-connected to be resumed.
if reconnect {
if expired {
lost[alloc.ID] = alloc
continue
}
reconnecting[alloc.ID] = alloc
continue
}
// Otherwise, Node is untainted so alloc is untainted
untainted[alloc.ID] = alloc
continue
}
// Allocs on GC'd (nil) or lost nodes are Lost
if taintedNode == nil || taintedNode.TerminalStatus() {
lost[alloc.ID] = alloc
continue
}
// All other allocs are untainted
untainted[alloc.ID] = alloc
}
return
}
// filterByRescheduleable filters the allocation set to return the set of allocations that are either
// untainted or a set of allocations that must be rescheduled now. Allocations that can be rescheduled
// at a future time are also returned so that we can create follow up evaluations for them. Allocs are
// skipped or considered untainted according to logic defined in shouldFilter method.
func (a allocSet) filterByRescheduleable(isBatch, isDisconnecting bool, now time.Time, evalID string, deployment *structs.Deployment) (untainted, rescheduleNow allocSet, rescheduleLater []*delayedRescheduleInfo) {
untainted = make(map[string]*structs.Allocation)
rescheduleNow = make(map[string]*structs.Allocation)
// When filtering disconnected sets, the untainted set is never populated.
// It has no purpose in that context.
for _, alloc := range a {
// Ignore disconnecting allocs that are already unknown. This can happen
// in the case of canaries that are interrupted by a disconnect.
if isDisconnecting && alloc.ClientStatus == structs.AllocClientStatusUnknown {
continue
}
var eligibleNow, eligibleLater bool
var rescheduleTime time.Time
// Ignore failing allocs that have already been rescheduled.
// Only failed or disconnecting allocs should be rescheduled.
// Protects against a bug allowing rescheduling running allocs.
if alloc.NextAllocation != "" && alloc.TerminalStatus() {
continue
}
isUntainted, ignore := shouldFilter(alloc, isBatch)
if isUntainted && !isDisconnecting {
untainted[alloc.ID] = alloc
}
if isUntainted || ignore {
continue
}
// Only failed allocs with desired state run get to this point
// If the failed alloc is not eligible for rescheduling now we
// add it to the untainted set. Disconnecting delay evals are
// handled by allocReconciler.createTimeoutLaterEvals
eligibleNow, eligibleLater, rescheduleTime = updateByReschedulable(alloc, now, evalID, deployment, isDisconnecting)
if !isDisconnecting && !eligibleNow {
untainted[alloc.ID] = alloc
if eligibleLater {
rescheduleLater = append(rescheduleLater, &delayedRescheduleInfo{alloc.ID, alloc, rescheduleTime})
}
} else {
rescheduleNow[alloc.ID] = alloc
}
}
return
}
// shouldFilter returns whether the alloc should be ignored or considered untainted.
//
// Ignored allocs are filtered out.
// Untainted allocs count against the desired total.
// Filtering logic for batch jobs:
// If complete, and ran successfully - untainted
// If desired state is stop - ignore
//
// Filtering logic for service jobs:
// If desired state is stop/evict - ignore
// If client status is complete/lost - ignore
func shouldFilter(alloc *structs.Allocation, isBatch bool) (untainted, ignore bool) {
// Allocs from batch jobs should be filtered when the desired status
// is terminal and the client did not finish or when the client
// status is failed so that they will be replaced. If they are
// complete but not failed, they shouldn't be replaced.
if isBatch {
switch alloc.DesiredStatus {
case structs.AllocDesiredStatusStop:
if alloc.RanSuccessfully() {
return true, false
}
return false, true
case structs.AllocDesiredStatusEvict:
return false, true
default:
}
switch alloc.ClientStatus {
case structs.AllocClientStatusFailed:
default:
return true, false
}
return false, false
}
// Handle service jobs
switch alloc.DesiredStatus {
case structs.AllocDesiredStatusStop, structs.AllocDesiredStatusEvict:
return false, true
default:
}
switch alloc.ClientStatus {
case structs.AllocClientStatusComplete, structs.AllocClientStatusLost:
return false, true
default:
}
return false, false
}
// updateByReschedulable is a helper method that encapsulates logic for whether a failed allocation
// should be rescheduled now, later or left in the untainted set
func updateByReschedulable(alloc *structs.Allocation, now time.Time, evalID string, d *structs.Deployment, isDisconnecting bool) (rescheduleNow, rescheduleLater bool, rescheduleTime time.Time) {
// If the allocation is part of an ongoing active deployment, we only allow it to reschedule
// if it has been marked eligible
if d != nil && alloc.DeploymentID == d.ID && d.Active() && !alloc.DesiredTransition.ShouldReschedule() {
return
}
// Check if the allocation is marked as it should be force rescheduled
if alloc.DesiredTransition.ShouldForceReschedule() {
rescheduleNow = true
}
// Reschedule if the eval ID matches the alloc's followup evalID or if its close to its reschedule time
var eligible bool
if isDisconnecting {
rescheduleTime, eligible = alloc.NextRescheduleTimeByFailTime(now)
} else {
rescheduleTime, eligible = alloc.NextRescheduleTime()
}
if eligible && (alloc.FollowupEvalID == evalID || rescheduleTime.Sub(now) <= rescheduleWindowSize) {
rescheduleNow = true
return
}
if eligible && alloc.FollowupEvalID == "" {
rescheduleLater = true
}
return
}
// filterByTerminal filters out terminal allocs
func filterByTerminal(untainted allocSet) (nonTerminal allocSet) {
nonTerminal = make(map[string]*structs.Allocation)
for id, alloc := range untainted {
if !alloc.TerminalStatus() {
nonTerminal[id] = alloc
}
}
return
}
// filterByDeployment filters allocations into two sets, those that match the
// given deployment ID and those that don't
func (a allocSet) filterByDeployment(id string) (match, nonmatch allocSet) {
match = make(map[string]*structs.Allocation)
nonmatch = make(map[string]*structs.Allocation)
for _, alloc := range a {
if alloc.DeploymentID == id {
match[alloc.ID] = alloc
} else {
nonmatch[alloc.ID] = alloc
}
}
return
}
// filterByFailedReconnect filters allocation into a set that have failed on the
// client but do not have a terminal status at the server so that they can be
// marked as stop at the server.
func (a allocSet) filterByFailedReconnect() allocSet {
failed := make(allocSet)
for _, alloc := range a {
if !alloc.ServerTerminalStatus() && alloc.ClientStatus == structs.AllocClientStatusFailed {
failed[alloc.ID] = alloc
}
}
return failed
}
// delayByStopAfterClientDisconnect returns a delay for any lost allocation that's got a
// stop_after_client_disconnect configured
func (a allocSet) delayByStopAfterClientDisconnect() (later []*delayedRescheduleInfo) {
now := time.Now().UTC()
for _, a := range a {
if !a.ShouldClientStop() {
continue
}
t := a.WaitClientStop()
if t.After(now) {
later = append(later, &delayedRescheduleInfo{
allocID: a.ID,
alloc: a,
rescheduleTime: t,
})
}
}
return later
}
// delayByMaxClientDisconnect returns a delay for any unknown allocation
// that's got a max_client_reconnect configured
func (a allocSet) delayByMaxClientDisconnect(now time.Time) (later []*delayedRescheduleInfo, err error) {
for _, alloc := range a {
timeout := alloc.DisconnectTimeout(now)
if !timeout.After(now) {
continue
}
later = append(later, &delayedRescheduleInfo{
allocID: alloc.ID,
alloc: alloc,
rescheduleTime: timeout,
})
}
return
}
// filterByClientStatus returns allocs from the set with the specified client status.
func (a allocSet) filterByClientStatus(clientStatus string) allocSet {
allocs := make(allocSet)
for _, alloc := range a {
if alloc.ClientStatus == clientStatus {
allocs[alloc.ID] = alloc
}
}
return allocs
}
// allocNameIndex is used to select allocation names for placement or removal
// given an existing set of placed allocations.
type allocNameIndex struct {
job, taskGroup string
count int
b structs.Bitmap
}
// newAllocNameIndex returns an allocNameIndex for use in selecting names of
// allocations to create or stop. It takes the job and task group name, desired
// count and any existing allocations as input.
func newAllocNameIndex(job, taskGroup string, count int, in allocSet) *allocNameIndex {
return &allocNameIndex{
count: count,
b: bitmapFrom(in, uint(count)),
job: job,
taskGroup: taskGroup,
}
}
// bitmapFrom creates a bitmap from the given allocation set and a minimum size
// maybe given. The size of the bitmap is as the larger of the passed minimum
// and the maximum alloc index of the passed input (byte aligned).
func bitmapFrom(input allocSet, minSize uint) structs.Bitmap {
var max uint
for _, a := range input {
if num := a.Index(); num > max {
max = num
}
}
if l := uint(len(input)); minSize < l {
minSize = l
}
if max < minSize {
max = minSize
} else if max%8 == 0 {
// This may be possible if the job was scaled down. We want to make sure
// that the max index is not byte-aligned otherwise we will overflow
// the bitmap.
max++
}
if max == 0 {
max = 8
}
// byteAlign the count
if remainder := max % 8; remainder != 0 {
max = max + 8 - remainder
}
bitmap, err := structs.NewBitmap(max)
if err != nil {
panic(err)
}
for _, a := range input {
bitmap.Set(a.Index())
}
return bitmap
}
// Highest removes and returns the highest n used names. The returned set
// can be less than n if there aren't n names set in the index
func (a *allocNameIndex) Highest(n uint) map[string]struct{} {
h := make(map[string]struct{}, n)
for i := a.b.Size(); i > uint(0) && uint(len(h)) < n; i-- {
// Use this to avoid wrapping around b/c of the unsigned int
idx := i - 1
if a.b.Check(idx) {
a.b.Unset(idx)
h[structs.AllocName(a.job, a.taskGroup, idx)] = struct{}{}
}
}
return h
}
// Set sets the indexes from the passed alloc set as used
func (a *allocNameIndex) Set(set allocSet) {
for _, alloc := range set {
a.b.Set(alloc.Index())
}
}
// Unset unsets all indexes of the passed alloc set as being used
func (a *allocNameIndex) Unset(as allocSet) {
for _, alloc := range as {
a.b.Unset(alloc.Index())
}
}
// UnsetIndex unsets the index as having its name used
func (a *allocNameIndex) UnsetIndex(idx uint) {
a.b.Unset(idx)
}
// NextCanaries returns the next n names for use as canaries and sets them as
// used. The existing canaries and destructive updates are also passed in.
func (a *allocNameIndex) NextCanaries(n uint, existing, destructive allocSet) []string {
next := make([]string, 0, n)
// Create a name index
existingNames := existing.nameSet()
// First select indexes from the allocations that are undergoing destructive
// updates. This way we avoid duplicate names as they will get replaced.
dmap := bitmapFrom(destructive, uint(a.count))
remainder := n
for _, idx := range dmap.IndexesInRange(true, uint(0), uint(a.count)-1) {
name := structs.AllocName(a.job, a.taskGroup, uint(idx))
if _, used := existingNames[name]; !used {
next = append(next, name)
a.b.Set(uint(idx))
// If we have enough, return
remainder = n - uint(len(next))
if remainder == 0 {
return next
}
}
}
// Get the set of unset names that can be used
for _, idx := range a.b.IndexesInRange(false, uint(0), uint(a.count)-1) {
name := structs.AllocName(a.job, a.taskGroup, uint(idx))
if _, used := existingNames[name]; !used {
next = append(next, name)
a.b.Set(uint(idx))
// If we have enough, return
remainder = n - uint(len(next))
if remainder == 0 {
return next
}
}
}
// We have exhausted the preferred and free set. Pick starting from n to
// n+remainder, to avoid overlapping where possible. An example is the
// desired count is 3 and we want 5 canaries. The first 3 canaries can use
// index [0, 1, 2] but after that we prefer picking indexes [4, 5] so that
// we do not overlap. Once the canaries are promoted, these would be the
// allocations that would be shut down as well.
for i := uint(a.count); i < uint(a.count)+remainder; i++ {
name := structs.AllocName(a.job, a.taskGroup, i)
next = append(next, name)
}
return next
}
// Next returns the next n names for use as new placements and sets them as
// used.
func (a *allocNameIndex) Next(n uint) []string {
next := make([]string, 0, n)
// Get the set of unset names that can be used
remainder := n
for _, idx := range a.b.IndexesInRange(false, uint(0), uint(a.count)-1) {
next = append(next, structs.AllocName(a.job, a.taskGroup, uint(idx)))
a.b.Set(uint(idx))
// If we have enough, return
remainder = n - uint(len(next))
if remainder == 0 {
return next
}
}
// We have exhausted the free set, now just pick overlapping indexes
var i uint
for i = 0; i < remainder; i++ {
next = append(next, structs.AllocName(a.job, a.taskGroup, i))
a.b.Set(i)
}
return next
}