555 lines
17 KiB
Go
555 lines
17 KiB
Go
package scheduler
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import (
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"fmt"
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"sort"
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"strings"
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"time"
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"github.com/hashicorp/nomad/nomad/structs"
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)
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// placementResult is an allocation that must be placed. It potentially has a
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// previous allocation attached to it that should be stopped only if the
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// paired placement is complete. This gives an atomic place/stop behavior to
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// prevent an impossible resource ask as part of a rolling update to wipe the
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// job out.
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type placementResult interface {
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// TaskGroup returns the task group the placement is for
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TaskGroup() *structs.TaskGroup
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// Name returns the name of the desired allocation
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Name() string
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// Canary returns whether the placement should be a canary
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Canary() bool
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// PreviousAllocation returns the previous allocation
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PreviousAllocation() *structs.Allocation
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// IsRescheduling returns whether the placement was rescheduling a failed allocation
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IsRescheduling() bool
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// StopPreviousAlloc returns whether the previous allocation should be
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// stopped and if so the status description.
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StopPreviousAlloc() (bool, string)
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}
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// allocStopResult contains the information required to stop a single allocation
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type allocStopResult struct {
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alloc *structs.Allocation
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clientStatus string
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statusDescription string
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}
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// allocPlaceResult contains the information required to place a single
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// allocation
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type allocPlaceResult struct {
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name string
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canary bool
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taskGroup *structs.TaskGroup
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previousAlloc *structs.Allocation
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reschedule bool
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}
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func (a allocPlaceResult) TaskGroup() *structs.TaskGroup { return a.taskGroup }
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func (a allocPlaceResult) Name() string { return a.name }
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func (a allocPlaceResult) Canary() bool { return a.canary }
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func (a allocPlaceResult) PreviousAllocation() *structs.Allocation { return a.previousAlloc }
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func (a allocPlaceResult) IsRescheduling() bool { return a.reschedule }
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func (a allocPlaceResult) StopPreviousAlloc() (bool, string) { return false, "" }
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// allocDestructiveResult contains the information required to do a destructive
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// update. Destructive changes should be applied atomically, as in the old alloc
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// is only stopped if the new one can be placed.
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type allocDestructiveResult struct {
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placeName string
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placeTaskGroup *structs.TaskGroup
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stopAlloc *structs.Allocation
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stopStatusDescription string
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}
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func (a allocDestructiveResult) TaskGroup() *structs.TaskGroup { return a.placeTaskGroup }
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func (a allocDestructiveResult) Name() string { return a.placeName }
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func (a allocDestructiveResult) Canary() bool { return false }
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func (a allocDestructiveResult) PreviousAllocation() *structs.Allocation { return a.stopAlloc }
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func (a allocDestructiveResult) IsRescheduling() bool { return false }
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func (a allocDestructiveResult) StopPreviousAlloc() (bool, string) {
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return true, a.stopStatusDescription
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}
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// allocMatrix is a mapping of task groups to their allocation set.
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type allocMatrix map[string]allocSet
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// newAllocMatrix takes a job and the existing allocations for the job and
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// creates an allocMatrix
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func newAllocMatrix(job *structs.Job, allocs []*structs.Allocation) allocMatrix {
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m := allocMatrix(make(map[string]allocSet))
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for _, a := range allocs {
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s, ok := m[a.TaskGroup]
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if !ok {
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s = make(map[string]*structs.Allocation)
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m[a.TaskGroup] = s
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}
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s[a.ID] = a
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}
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if job != nil {
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for _, tg := range job.TaskGroups {
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if _, ok := m[tg.Name]; !ok {
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m[tg.Name] = make(map[string]*structs.Allocation)
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}
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}
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}
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return m
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}
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// allocSet is a set of allocations with a series of helper functions defined
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// that help reconcile state.
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type allocSet map[string]*structs.Allocation
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// GoString provides a human readable view of the set
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func (a allocSet) GoString() string {
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if len(a) == 0 {
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return "[]"
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}
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start := fmt.Sprintf("len(%d) [\n", len(a))
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var s []string
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for k, v := range a {
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s = append(s, fmt.Sprintf("%q: %v", k, v.Name))
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}
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return start + strings.Join(s, "\n") + "]"
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}
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// nameSet returns the set of allocation names
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func (a allocSet) nameSet() map[string]struct{} {
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names := make(map[string]struct{}, len(a))
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for _, alloc := range a {
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names[alloc.Name] = struct{}{}
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}
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return names
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}
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// nameOrder returns the set of allocation names in sorted order
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func (a allocSet) nameOrder() []*structs.Allocation {
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allocs := make([]*structs.Allocation, 0, len(a))
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for _, alloc := range a {
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allocs = append(allocs, alloc)
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}
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sort.Slice(allocs, func(i, j int) bool {
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return allocs[i].Index() < allocs[j].Index()
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})
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return allocs
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}
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// difference returns a new allocSet that has all the existing item except those
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// contained within the other allocation sets
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func (a allocSet) difference(others ...allocSet) allocSet {
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diff := make(map[string]*structs.Allocation)
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OUTER:
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for k, v := range a {
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for _, other := range others {
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if _, ok := other[k]; ok {
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continue OUTER
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}
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}
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diff[k] = v
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}
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return diff
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}
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// union returns a new allocSet that has the union of the two allocSets.
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// Conflicts prefer the last passed allocSet containing the value
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func (a allocSet) union(others ...allocSet) allocSet {
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union := make(map[string]*structs.Allocation, len(a))
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order := []allocSet{a}
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order = append(order, others...)
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for _, set := range order {
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for k, v := range set {
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union[k] = v
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}
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}
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return union
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}
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// fromKeys returns an alloc set matching the passed keys
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func (a allocSet) fromKeys(keys ...[]string) allocSet {
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from := make(map[string]*structs.Allocation)
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for _, set := range keys {
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for _, k := range set {
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if alloc, ok := a[k]; ok {
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from[k] = alloc
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}
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}
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}
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return from
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}
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// filterByTainted takes a set of tainted nodes and filters the allocation set
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// into three groups:
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// 1. Those that exist on untainted nodes
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// 2. Those exist on nodes that are draining
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// 3. Those that exist on lost nodes
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func (a allocSet) filterByTainted(nodes map[string]*structs.Node) (untainted, migrate, lost allocSet) {
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untainted = make(map[string]*structs.Allocation)
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migrate = make(map[string]*structs.Allocation)
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lost = make(map[string]*structs.Allocation)
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for _, alloc := range a {
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// Terminal allocs are always untainted as they should never be migrated
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if alloc.TerminalStatus() {
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untainted[alloc.ID] = alloc
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continue
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}
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// Non-terminal allocs that should migrate should always migrate
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if alloc.DesiredTransition.ShouldMigrate() {
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migrate[alloc.ID] = alloc
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continue
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}
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n, ok := nodes[alloc.NodeID]
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if !ok {
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// Node is untainted so alloc is untainted
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untainted[alloc.ID] = alloc
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continue
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}
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// Allocs on GC'd (nil) or lost nodes are Lost
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if n == nil || n.TerminalStatus() {
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lost[alloc.ID] = alloc
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continue
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}
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// All other allocs are untainted
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untainted[alloc.ID] = alloc
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}
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return
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}
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// filterByRescheduleable filters the allocation set to return the set of allocations that are either
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// untainted or a set of allocations that must be rescheduled now. Allocations that can be rescheduled
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// at a future time are also returned so that we can create follow up evaluations for them. Allocs are
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// skipped or considered untainted according to logic defined in shouldFilter method.
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func (a allocSet) filterByRescheduleable(isBatch bool, now time.Time, evalID string, deployment *structs.Deployment) (untainted, rescheduleNow allocSet, rescheduleLater []*delayedRescheduleInfo) {
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untainted = make(map[string]*structs.Allocation)
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rescheduleNow = make(map[string]*structs.Allocation)
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for _, alloc := range a {
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var eligibleNow, eligibleLater bool
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var rescheduleTime time.Time
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// Ignore allocs that have already been rescheduled
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if alloc.NextAllocation != "" {
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continue
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}
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isUntainted, ignore := shouldFilter(alloc, isBatch)
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if isUntainted {
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untainted[alloc.ID] = alloc
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}
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if isUntainted || ignore {
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continue
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}
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// Only failed allocs with desired state run get to this point
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// If the failed alloc is not eligible for rescheduling now we add it to the untainted set
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eligibleNow, eligibleLater, rescheduleTime = updateByReschedulable(alloc, now, evalID, deployment)
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if !eligibleNow {
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untainted[alloc.ID] = alloc
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if eligibleLater {
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rescheduleLater = append(rescheduleLater, &delayedRescheduleInfo{alloc.ID, alloc, rescheduleTime})
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}
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} else {
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rescheduleNow[alloc.ID] = alloc
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}
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}
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return
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}
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// shouldFilter returns whether the alloc should be ignored or considered untainted
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// Ignored allocs are filtered out.
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// Untainted allocs count against the desired total.
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// Filtering logic for batch jobs:
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// If complete, and ran successfully - untainted
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// If desired state is stop - ignore
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//
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// Filtering logic for service jobs:
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// If desired state is stop/evict - ignore
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// If client status is complete/lost - ignore
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func shouldFilter(alloc *structs.Allocation, isBatch bool) (untainted, ignore bool) {
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// Allocs from batch jobs should be filtered when the desired status
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// is terminal and the client did not finish or when the client
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// status is failed so that they will be replaced. If they are
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// complete but not failed, they shouldn't be replaced.
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if isBatch {
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switch alloc.DesiredStatus {
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case structs.AllocDesiredStatusStop, structs.AllocDesiredStatusEvict:
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if alloc.RanSuccessfully() {
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return true, false
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}
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return false, true
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default:
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}
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switch alloc.ClientStatus {
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case structs.AllocClientStatusFailed:
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default:
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return true, false
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}
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return false, false
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}
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// Handle service jobs
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switch alloc.DesiredStatus {
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case structs.AllocDesiredStatusStop, structs.AllocDesiredStatusEvict:
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return false, true
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default:
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}
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switch alloc.ClientStatus {
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case structs.AllocClientStatusComplete, structs.AllocClientStatusLost:
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return false, true
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default:
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}
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return false, false
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}
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// updateByReschedulable is a helper method that encapsulates logic for whether a failed allocation
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// should be rescheduled now, later or left in the untainted set
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func updateByReschedulable(alloc *structs.Allocation, now time.Time, evalID string, d *structs.Deployment) (rescheduleNow, rescheduleLater bool, rescheduleTime time.Time) {
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// If the allocation is part of an ongoing active deployment, we only allow it to reschedule
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// if it has been marked eligible
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if d != nil && alloc.DeploymentID == d.ID && d.Active() && !alloc.DesiredTransition.ShouldReschedule() {
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return
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}
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// Check if the allocation is marked as it should be force rescheduled
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if alloc.DesiredTransition.ShouldForceReschedule() {
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rescheduleNow = true
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}
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// Reschedule if the eval ID matches the alloc's followup evalID or if its close to its reschedule time
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rescheduleTime, eligible := alloc.NextRescheduleTime()
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if eligible && (alloc.FollowupEvalID == evalID || rescheduleTime.Sub(now) <= rescheduleWindowSize) {
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rescheduleNow = true
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return
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}
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if eligible && alloc.FollowupEvalID == "" {
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rescheduleLater = true
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}
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return
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}
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// filterByTerminal filters out terminal allocs
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func filterByTerminal(untainted allocSet) (nonTerminal allocSet) {
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nonTerminal = make(map[string]*structs.Allocation)
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for id, alloc := range untainted {
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if !alloc.TerminalStatus() {
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nonTerminal[id] = alloc
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}
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}
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return
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}
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// filterByDeployment filters allocations into two sets, those that match the
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// given deployment ID and those that don't
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func (a allocSet) filterByDeployment(id string) (match, nonmatch allocSet) {
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match = make(map[string]*structs.Allocation)
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nonmatch = make(map[string]*structs.Allocation)
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for _, alloc := range a {
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if alloc.DeploymentID == id {
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match[alloc.ID] = alloc
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} else {
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nonmatch[alloc.ID] = alloc
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}
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}
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return
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}
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// allocNameIndex is used to select allocation names for placement or removal
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// given an existing set of placed allocations.
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type allocNameIndex struct {
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job, taskGroup string
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count int
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b structs.Bitmap
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}
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// newAllocNameIndex returns an allocNameIndex for use in selecting names of
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// allocations to create or stop. It takes the job and task group name, desired
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// count and any existing allocations as input.
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func newAllocNameIndex(job, taskGroup string, count int, in allocSet) *allocNameIndex {
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return &allocNameIndex{
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count: count,
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b: bitmapFrom(in, uint(count)),
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job: job,
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taskGroup: taskGroup,
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}
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}
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// bitmapFrom creates a bitmap from the given allocation set and a minimum size
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// maybe given. The size of the bitmap is as the larger of the passed minimum
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// and the maximum alloc index of the passed input (byte aligned).
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func bitmapFrom(input allocSet, minSize uint) structs.Bitmap {
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var max uint
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for _, a := range input {
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if num := a.Index(); num > max {
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max = num
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}
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}
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if l := uint(len(input)); minSize < l {
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minSize = l
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}
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if max < minSize {
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max = minSize
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} else if max%8 == 0 {
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// This may be possible if the job was scaled down. We want to make sure
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// that the max index is not byte-aligned otherwise we will overflow
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// the bitmap.
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max++
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}
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if max == 0 {
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max = 8
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}
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// byteAlign the count
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if remainder := max % 8; remainder != 0 {
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max = max + 8 - remainder
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}
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bitmap, err := structs.NewBitmap(max)
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if err != nil {
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panic(err)
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}
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for _, a := range input {
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bitmap.Set(a.Index())
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}
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return bitmap
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}
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// RemoveHighest removes and returns the highest n used names. The returned set
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// can be less than n if there aren't n names set in the index
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func (a *allocNameIndex) Highest(n uint) map[string]struct{} {
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h := make(map[string]struct{}, n)
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for i := a.b.Size(); i > uint(0) && uint(len(h)) < n; i-- {
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// Use this to avoid wrapping around b/c of the unsigned int
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idx := i - 1
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if a.b.Check(idx) {
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a.b.Unset(idx)
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h[structs.AllocName(a.job, a.taskGroup, idx)] = struct{}{}
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}
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}
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return h
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}
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// Set sets the indexes from the passed alloc set as used
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func (a *allocNameIndex) Set(set allocSet) {
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for _, alloc := range set {
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a.b.Set(alloc.Index())
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}
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}
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// Unset unsets all indexes of the passed alloc set as being used
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func (a *allocNameIndex) Unset(as allocSet) {
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for _, alloc := range as {
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a.b.Unset(alloc.Index())
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}
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}
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// UnsetIndex unsets the index as having its name used
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func (a *allocNameIndex) UnsetIndex(idx uint) {
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a.b.Unset(idx)
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}
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// NextCanaries returns the next n names for use as canaries and sets them as
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// used. The existing canaries and destructive updates are also passed in.
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func (a *allocNameIndex) NextCanaries(n uint, existing, destructive allocSet) []string {
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next := make([]string, 0, n)
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// Create a name index
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existingNames := existing.nameSet()
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// First select indexes from the allocations that are undergoing destructive
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// updates. This way we avoid duplicate names as they will get replaced.
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dmap := bitmapFrom(destructive, uint(a.count))
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remainder := n
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for _, idx := range dmap.IndexesInRange(true, uint(0), uint(a.count)-1) {
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name := structs.AllocName(a.job, a.taskGroup, uint(idx))
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if _, used := existingNames[name]; !used {
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next = append(next, name)
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a.b.Set(uint(idx))
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// If we have enough, return
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remainder = n - uint(len(next))
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if remainder == 0 {
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return next
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}
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}
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}
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// Get the set of unset names that can be used
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for _, idx := range a.b.IndexesInRange(false, uint(0), uint(a.count)-1) {
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name := structs.AllocName(a.job, a.taskGroup, uint(idx))
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if _, used := existingNames[name]; !used {
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next = append(next, name)
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a.b.Set(uint(idx))
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// If we have enough, return
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remainder = n - uint(len(next))
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if remainder == 0 {
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return next
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}
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}
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}
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// We have exhausted the preferred and free set. Pick starting from n to
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// n+remainder, to avoid overlapping where possible. An example is the
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// desired count is 3 and we want 5 canaries. The first 3 canaries can use
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// index [0, 1, 2] but after that we prefer picking indexes [4, 5] so that
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// we do not overlap. Once the canaries are promoted, these would be the
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// allocations that would be shut down as well.
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for i := uint(a.count); i < uint(a.count)+remainder; i++ {
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name := structs.AllocName(a.job, a.taskGroup, i)
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next = append(next, name)
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}
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return next
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}
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// 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
|
|
}
|