275 lines
8.1 KiB
Go
275 lines
8.1 KiB
Go
package scheduler
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import (
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"fmt"
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"log"
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"github.com/hashicorp/nomad/nomad/structs"
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)
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const (
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// maxSystemScheduleAttempts is used to limit the number of times
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// we will attempt to schedule if we continue to hit conflicts for system
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// jobs.
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maxSystemScheduleAttempts = 5
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// allocNodeTainted is the status used when stopping an alloc because it's
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// node is tainted.
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allocNodeTainted = "system alloc not needed as node is tainted"
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)
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// SystemScheduler is used for 'system' jobs. This scheduler is
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// designed for services that should be run on every client.
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type SystemScheduler struct {
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logger *log.Logger
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state State
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planner Planner
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eval *structs.Evaluation
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job *structs.Job
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plan *structs.Plan
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planResult *structs.PlanResult
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ctx *EvalContext
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stack *SystemStack
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nodes []*structs.Node
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nodesByDC map[string]int
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limitReached bool
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nextEval *structs.Evaluation
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}
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// NewSystemScheduler is a factory function to instantiate a new system
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// scheduler.
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func NewSystemScheduler(logger *log.Logger, state State, planner Planner) Scheduler {
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return &SystemScheduler{
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logger: logger,
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state: state,
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planner: planner,
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}
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}
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// Process is used to handle a single evaluation.
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func (s *SystemScheduler) Process(eval *structs.Evaluation) error {
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// Store the evaluation
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s.eval = eval
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// Verify the evaluation trigger reason is understood
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switch eval.TriggeredBy {
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case structs.EvalTriggerJobRegister, structs.EvalTriggerNodeUpdate,
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structs.EvalTriggerJobDeregister, structs.EvalTriggerRollingUpdate:
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default:
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desc := fmt.Sprintf("scheduler cannot handle '%s' evaluation reason",
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eval.TriggeredBy)
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, structs.EvalStatusFailed, desc)
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}
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// Retry up to the maxSystemScheduleAttempts and reset if progress is made.
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progress := func() bool { return progressMade(s.planResult) }
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if err := retryMax(maxSystemScheduleAttempts, s.process, progress); err != nil {
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if statusErr, ok := err.(*SetStatusError); ok {
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, statusErr.EvalStatus, err.Error())
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}
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return err
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}
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// Update the status to complete
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return setStatus(s.logger, s.planner, s.eval, s.nextEval, structs.EvalStatusComplete, "")
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}
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// process is wrapped in retryMax to iteratively run the handler until we have no
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// further work or we've made the maximum number of attempts.
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func (s *SystemScheduler) process() (bool, error) {
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// Lookup the Job by ID
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var err error
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s.job, err = s.state.JobByID(s.eval.JobID)
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if err != nil {
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return false, fmt.Errorf("failed to get job '%s': %v",
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s.eval.JobID, err)
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}
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// Get the ready nodes in the required datacenters
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if s.job != nil {
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s.nodes, s.nodesByDC, err = readyNodesInDCs(s.state, s.job.Datacenters)
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if err != nil {
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return false, fmt.Errorf("failed to get ready nodes: %v", err)
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}
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}
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// Create a plan
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s.plan = s.eval.MakePlan(s.job)
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// Create an evaluation context
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s.ctx = NewEvalContext(s.state, s.plan, s.logger)
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// Construct the placement stack
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s.stack = NewSystemStack(s.ctx)
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if s.job != nil {
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s.stack.SetJob(s.job)
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}
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// Compute the target job allocations
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if err := s.computeJobAllocs(); err != nil {
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s.logger.Printf("[ERR] sched: %#v: %v", s.eval, err)
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return false, err
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}
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// If the plan is a no-op, we can bail
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if s.plan.IsNoOp() {
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return true, nil
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}
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// If the limit of placements was reached we need to create an evaluation
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// to pickup from here after the stagger period.
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if s.limitReached && s.nextEval == nil {
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s.nextEval = s.eval.NextRollingEval(s.job.Update.Stagger)
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if err := s.planner.CreateEval(s.nextEval); err != nil {
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s.logger.Printf("[ERR] sched: %#v failed to make next eval for rolling update: %v", s.eval, err)
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return false, err
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}
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s.logger.Printf("[DEBUG] sched: %#v: rolling update limit reached, next eval '%s' created", s.eval, s.nextEval.ID)
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}
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// Submit the plan
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result, newState, err := s.planner.SubmitPlan(s.plan)
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s.planResult = result
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if err != nil {
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return false, err
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}
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// If we got a state refresh, try again since we have stale data
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if newState != nil {
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s.logger.Printf("[DEBUG] sched: %#v: refresh forced", s.eval)
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s.state = newState
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return false, nil
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}
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// Try again if the plan was not fully committed, potential conflict
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fullCommit, expected, actual := result.FullCommit(s.plan)
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if !fullCommit {
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s.logger.Printf("[DEBUG] sched: %#v: attempted %d placements, %d placed",
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s.eval, expected, actual)
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return false, nil
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}
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// Success!
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return true, nil
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}
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// computeJobAllocs is used to reconcile differences between the job,
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// existing allocations and node status to update the allocations.
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func (s *SystemScheduler) computeJobAllocs() error {
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// Lookup the allocations by JobID
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allocs, err := s.state.AllocsByJob(s.eval.JobID)
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if err != nil {
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return fmt.Errorf("failed to get allocs for job '%s': %v",
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s.eval.JobID, err)
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}
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// Filter out the allocations in a terminal state
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allocs = structs.FilterTerminalAllocs(allocs)
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// Determine the tainted nodes containing job allocs
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tainted, err := taintedNodes(s.state, allocs)
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if err != nil {
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return fmt.Errorf("failed to get tainted nodes for job '%s': %v",
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s.eval.JobID, err)
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}
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// Diff the required and existing allocations
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diff := diffSystemAllocs(s.job, s.nodes, tainted, allocs)
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s.logger.Printf("[DEBUG] sched: %#v: %#v", s.eval, diff)
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// Add all the allocs to stop
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for _, e := range diff.stop {
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s.plan.AppendUpdate(e.Alloc, structs.AllocDesiredStatusStop, allocNotNeeded)
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}
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// Attempt to do the upgrades in place
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diff.update = inplaceUpdate(s.ctx, s.eval, s.job, s.stack, diff.update)
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// Check if a rolling upgrade strategy is being used
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limit := len(diff.update)
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if s.job != nil && s.job.Update.Rolling() {
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limit = s.job.Update.MaxParallel
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}
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// Treat non in-place updates as an eviction and new placement.
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s.limitReached = evictAndPlace(s.ctx, diff, diff.update, allocUpdating, &limit)
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// Nothing remaining to do if placement is not required
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if len(diff.place) == 0 {
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return nil
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}
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// Compute the placements
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return s.computePlacements(diff.place)
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}
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// computePlacements computes placements for allocations
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func (s *SystemScheduler) computePlacements(place []allocTuple) error {
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nodeByID := make(map[string]*structs.Node, len(s.nodes))
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for _, node := range s.nodes {
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nodeByID[node.ID] = node
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}
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// Track the failed task groups so that we can coalesce
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// the failures together to avoid creating many failed allocs.
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failedTG := make(map[*structs.TaskGroup]*structs.Allocation)
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nodes := make([]*structs.Node, 1)
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for _, missing := range place {
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node, ok := nodeByID[missing.Alloc.NodeID]
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if !ok {
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return fmt.Errorf("could not find node %q", missing.Alloc.NodeID)
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}
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// Update the set of placement nodes
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nodes[0] = node
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s.stack.SetNodes(nodes)
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// Attempt to match the task group
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option, _ := s.stack.Select(missing.TaskGroup)
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if option == nil {
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// Check if this task group has already failed
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if alloc, ok := failedTG[missing.TaskGroup]; ok {
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alloc.Metrics.CoalescedFailures += 1
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continue
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}
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}
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// Create an allocation for this
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alloc := &structs.Allocation{
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ID: structs.GenerateUUID(),
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EvalID: s.eval.ID,
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Name: missing.Name,
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JobID: s.job.ID,
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TaskGroup: missing.TaskGroup.Name,
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Metrics: s.ctx.Metrics(),
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}
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// Store the available nodes by datacenter
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s.ctx.Metrics().NodesAvailable = s.nodesByDC
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// Set fields based on if we found an allocation option
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if option != nil {
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// Generate service IDs tasks in this allocation
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// COMPAT - This is no longer required and would be removed in v0.4
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alloc.PopulateServiceIDs(missing.TaskGroup)
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alloc.NodeID = option.Node.ID
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alloc.TaskResources = option.TaskResources
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alloc.DesiredStatus = structs.AllocDesiredStatusRun
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alloc.ClientStatus = structs.AllocClientStatusPending
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s.plan.AppendAlloc(alloc)
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} else {
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alloc.DesiredStatus = structs.AllocDesiredStatusFailed
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alloc.DesiredDescription = "failed to find a node for placement"
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alloc.ClientStatus = structs.AllocClientStatusFailed
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s.plan.AppendFailed(alloc)
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failedTG[missing.TaskGroup] = alloc
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}
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}
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return nil
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}
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