/
states.go
142 lines (132 loc) · 3.29 KB
/
states.go
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/*
Licensed to the Apache Software Foundation (ASF) under one
or more contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
package events
var (
states *AllStates
)
type AllStates struct {
Application *ApplicationStates
Task *TaskStates
Scheduler *SchedulerStates
Node *NodeStates
}
type SchedulerStates struct {
New string
Registered string
Registering string
Recovering string
Running string
Draining string
Stopped string
}
type ApplicationStates struct {
New string
Recovering string
Submitted string
Accepted string
Reserving string
Running string
Rejected string
Completed string
Killing string
Killed string
Failing string
Failed string
Resuming string
}
type NodeStates struct {
New string
Recovering string
Accepted string
Healthy string
Rejected string
Draining string
}
type TaskStates struct {
New string
Pending string
Scheduling string
Allocated string
Rejected string
Bound string
Killing string
Killed string
Failed string
Completed string
Any []string // Any refers to all possible states
Terminated []string // Rejected, Killed, Failed, Completed
}
func States() *AllStates {
if states == nil {
states = &AllStates{
Application: &ApplicationStates{
New: "New",
Recovering: "Recovering",
Submitted: "Submitted",
Accepted: "Accepted",
Reserving: "Reserving",
Running: "Running",
Rejected: "Rejected",
Completed: "Completed",
Killing: "Killing",
Killed: "Killed",
Failed: "Failed",
Failing: "Failing",
Resuming: "Resuming",
},
Task: &TaskStates{
New: "New",
Pending: "Pending",
Scheduling: "Scheduling",
Allocated: "TaskAllocated",
Rejected: "Rejected",
Bound: "Bound",
Killing: "Killing",
Killed: "Killed",
Failed: "Failed",
Completed: "Completed",
Any: []string{
"New", "Pending", "Scheduling",
"TaskAllocated", "Rejected",
"Bound", "Killing", "Killed",
"Failed", "Completed",
},
Terminated: []string{
"Rejected", "Killed", "Failed",
"Completed",
},
},
Scheduler: &SchedulerStates{
New: "New",
Registered: "Registered",
Registering: "Registering",
Recovering: "Recovering",
Running: "Running",
Draining: "Draining",
Stopped: "Stopped",
},
Node: &NodeStates{
New: "New",
Recovering: "Recovering",
Accepted: "Accepted",
Healthy: "Healthy",
Rejected: "Rejected",
Draining: "Draining",
},
}
}
return states
}