292 lines
8.4 KiB
Go
292 lines
8.4 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/mock"
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"github.com/hashicorp/nomad/nomad/structs"
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)
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const (
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// maxServiceScheduleAttempts is used to limit the number of times
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// we will attempt to schedule if we continue to hit conflicts for services.
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maxServiceScheduleAttempts = 5
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// maxBatchScheduleAttempts is used to limit the number of times
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// we will attempt to schedule if we continue to hit conflicts for batch.
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maxBatchScheduleAttempts = 2
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// allocNotNeeded is the status used when a job no longer requires an allocation
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allocNotNeeded = "alloc not needed due to job update"
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// allocMigrating is the status used when we must migrate an allocation
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allocMigrating = "alloc is being migrated"
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// allocUpdating is the status used when a job requires an update
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allocUpdating = "alloc is being updated due to job update"
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)
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// SetStatusError is used to set the status of the evaluation to the given error
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type SetStatusError struct {
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Err error
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EvalStatus string
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}
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func (s *SetStatusError) Error() string {
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return s.Err.Error()
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}
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// GenericScheduler is used for 'service' and 'batch' type jobs. This scheduler is
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// designed for long-lived services, and as such spends more time attemping
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// to make a high quality placement. This is the primary scheduler for
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// most workloads. It also supports a 'batch' mode to optimize for fast decision
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// making at the cost of quality.
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type GenericScheduler struct {
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logger *log.Logger
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state State
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planner Planner
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batch bool
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eval *structs.Evaluation
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plan *structs.Plan
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ctx *EvalContext
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stack *GenericStack
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}
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// NewServiceScheduler is a factory function to instantiate a new service scheduler
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func NewServiceScheduler(logger *log.Logger, state State, planner Planner) Scheduler {
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s := &GenericScheduler{
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logger: logger,
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state: state,
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planner: planner,
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batch: false,
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}
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return s
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}
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// NewBatchScheduler is a factory function to instantiate a new batch scheduler
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func NewBatchScheduler(logger *log.Logger, state State, planner Planner) Scheduler {
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s := &GenericScheduler{
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logger: logger,
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state: state,
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planner: planner,
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batch: true,
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}
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return s
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}
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// setStatus is used to update the status of the evaluation
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func (s *GenericScheduler) setStatus(status, desc string) error {
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s.logger.Printf("[DEBUG] sched: %#v: setting status to %s (%s)", s.eval, status, desc)
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newEval := s.eval.Copy()
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newEval.Status = status
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newEval.StatusDescription = desc
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return s.planner.UpdateEval(newEval)
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}
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// Process is used to handle a single evaluation
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func (s *GenericScheduler) Process(eval *structs.Evaluation) error {
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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:
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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 s.setStatus(structs.EvalStatusFailed, desc)
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}
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// Store the evaluation
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s.eval = eval
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// Retry up to the maxScheduleAttempts
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limit := maxServiceScheduleAttempts
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if s.batch {
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limit = maxBatchScheduleAttempts
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}
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if err := retryMax(limit, s.process); err != nil {
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if statusErr, ok := err.(*SetStatusError); ok {
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return s.setStatus(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 s.setStatus(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 *GenericScheduler) process() (bool, error) {
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// Lookup the Job by ID
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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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// Create a plan
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s.plan = s.eval.MakePlan(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 = NewGenericStack(s.batch, s.ctx, nil)
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// Compute the target job allocations
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if err := s.computeJobAllocs(job); 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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// Submit the plan
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result, newState, err := s.planner.SubmitPlan(s.plan)
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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 *GenericScheduler) computeJobAllocs(job *structs.Job) error {
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// Materialize all the task groups, job could be missing if deregistered
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var groups map[string]*structs.TaskGroup
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if job != nil {
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groups = materializeTaskGroups(job)
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}
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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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// 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 := diffAllocs(job, tainted, groups, 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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// For simplicity, we treat all migrates as an evict + place.
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// XXX: This could probably be done more intelligently?
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for _, e := range diff.migrate {
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s.plan.AppendUpdate(e.Alloc, structs.AllocDesiredStatusStop, allocMigrating)
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}
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diff.place = append(diff.place, diff.migrate...)
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// For simplicity, we treat all updates as an evict + place.
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// XXX: This should be done with rolling in-place updates instead.
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for _, e := range diff.update {
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s.plan.AppendUpdate(e.Alloc, structs.AllocDesiredStatusStop, allocUpdating)
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}
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diff.place = append(diff.place, diff.update...)
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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(job, diff.place)
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}
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func (s *GenericScheduler) computePlacements(job *structs.Job, place []allocTuple) error {
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// Create an evaluation context
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ctx := NewEvalContext(s.state, s.plan, s.logger)
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// Get the base nodes
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nodes, err := readyNodesInDCs(s.state, job.Datacenters)
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if err != nil {
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return err
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}
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// Update the set of placement ndoes
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s.stack.SetNodes(nodes)
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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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for _, missing := range place {
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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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// Attempt to match the task group
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option, size := s.stack.Select(missing.TaskGroup)
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// Handle a placement failure
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var nodeID, status, desc, clientStatus string
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if option == nil {
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status = structs.AllocDesiredStatusFailed
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desc = "failed to find a node for placement"
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clientStatus = structs.AllocClientStatusFailed
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} else {
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nodeID = option.Node.ID
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status = structs.AllocDesiredStatusRun
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clientStatus = structs.AllocClientStatusPending
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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: mock.GenerateUUID(),
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EvalID: s.eval.ID,
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Name: missing.Name,
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NodeID: nodeID,
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JobID: job.ID,
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Job: job,
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TaskGroup: missing.TaskGroup.Name,
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Resources: size,
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Metrics: s.ctx.Metrics(),
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DesiredStatus: status,
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DesiredDescription: desc,
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ClientStatus: clientStatus,
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}
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if nodeID != "" {
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s.plan.AppendAlloc(alloc)
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} else {
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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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