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shoot_utils.go
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/
shoot_utils.go
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// Copyright (c) 2018 SAP SE or an SAP affiliate company. All rights reserved. This file is licensed under the Apache Software License, v. 2 except as noted otherwise in the LICENSE file
//
// Licensed 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 shoot
import (
"fmt"
gardenv1beta1 "github.com/gardener/gardener/pkg/apis/garden/v1beta1"
"github.com/gardener/gardener/pkg/apis/garden/v1beta1/helper"
"github.com/gardener/gardener/pkg/operation/common"
"github.com/gardener/gardener/pkg/utils/kubernetes"
)
// Status is the status of a shoot used in the common.ShootStatus label.
type Status string
const (
// StatusHealthy indicates that a shoot is considered healthy.
StatusHealthy Status = "healthy"
// StatusProgressing indicates that a shoot was once healthy, currently experienced an issue
// but is still within a predefined grace period.
StatusProgressing Status = "progressing"
// StatusUnhealthy indicates that a shoot is considered unhealthy.
StatusUnhealthy Status = "unhealthy"
)
var (
shootStatusValues = map[Status]int{
StatusHealthy: 3,
StatusProgressing: 2,
StatusUnhealthy: 1,
}
)
func statusToBool(status Status) bool {
return status == StatusHealthy
}
func statusValue(s Status) int {
value, ok := shootStatusValues[s]
if !ok {
panic(fmt.Sprintf("invalid shoot status %q", s))
}
return value
}
// OrWorse returns the worse Status of the given two states.
func (s Status) OrWorse(other Status) Status {
if statusValue(other) < statusValue(s) {
return other
}
return s
}
func formatError(message string, err error) *gardenv1beta1.LastError {
return &gardenv1beta1.LastError{
Description: fmt.Sprintf("%s (%s)", message, err.Error()),
}
}
// StatusLabelTransform transforms the shoot labels depending on the given Status.
func StatusLabelTransform(status Status) func(*gardenv1beta1.Shoot) (*gardenv1beta1.Shoot, error) {
return func(shoot *gardenv1beta1.Shoot) (*gardenv1beta1.Shoot, error) {
// TODO (AC): Deprecate common.ShootUnhealthy once tools adapted
healthy := statusToBool(status)
if !healthy {
kubernetes.SetMetaDataLabel(&shoot.ObjectMeta, common.ShootUnhealthy, "true")
} else {
delete(shoot.Labels, common.ShootUnhealthy)
}
kubernetes.SetMetaDataLabel(&shoot.ObjectMeta, common.ShootStatus, string(status))
return shoot, nil
}
}
func mustIgnoreShoot(annotations map[string]string, respectSyncPeriodOverwrite *bool) bool {
_, ignore := annotations[common.ShootIgnore]
return respectSyncPeriodOverwrite != nil && *respectSyncPeriodOverwrite && ignore
}
func shootIsFailed(shoot *gardenv1beta1.Shoot) bool {
lastOperation := shoot.Status.LastOperation
return lastOperation != nil && lastOperation.State == gardenv1beta1.ShootLastOperationStateFailed && shoot.Generation == shoot.Status.ObservedGeneration
}
// ConditionStatusToStatus converts the given ConditionStatus to a shoot label Status.
func ConditionStatusToStatus(status gardenv1beta1.ConditionStatus) Status {
switch status {
case gardenv1beta1.ConditionTrue:
return StatusHealthy
case gardenv1beta1.ConditionProgressing:
return StatusProgressing
}
return StatusUnhealthy
}
// ComputeConditionStatus computes a shoot Label Status from the given Conditions.
// By default, the Status is StatusHealthy. The condition status is converted to
// a Status by using ConditionStatusToStatus. Always the worst status of the combined
// states wins.
func ComputeConditionStatus(conditions ...*gardenv1beta1.Condition) Status {
status := StatusHealthy
for _, condition := range conditions {
status = status.OrWorse(ConditionStatusToStatus(condition.Status))
}
return status
}
// BoolToStatus converts the given boolean to a Status.
// For true values, it returns StatusHealthy.
// Otherwise, it returns StatusUnhealthy.
func BoolToStatus(cond bool) Status {
if cond {
return StatusHealthy
}
return StatusUnhealthy
}
// ComputeStatus computes the label Status of a shoot depending on the given lastOperation, lastError and conditions.
func ComputeStatus(lastOperation *gardenv1beta1.LastOperation, lastError *gardenv1beta1.LastError, conditions ...*gardenv1beta1.Condition) Status {
// Shoot has been created and not yet reconciled.
if lastOperation == nil {
return StatusHealthy
}
// If shoot is created or deleted then the last error indicates the healthiness.
if lastOperation.Type == gardenv1beta1.ShootLastOperationTypeCreate || lastOperation.Type == gardenv1beta1.ShootLastOperationTypeDelete {
return BoolToStatus(lastError == nil)
}
status := ComputeConditionStatus(conditions...)
// If an operation is currently processing then the last error state is reported.
if lastOperation.State == gardenv1beta1.ShootLastOperationStateProcessing {
return status.OrWorse(BoolToStatus(lastError == nil))
}
// If the last operation has succeeded then the shoot is healthy.
return status.OrWorse(BoolToStatus(lastOperation.State == gardenv1beta1.ShootLastOperationStateSucceeded))
}
func seedIsShoot(seed *gardenv1beta1.Seed) bool {
hasOwnerReference, _ := seedHasShootOwnerReference(seed.ObjectMeta)
return hasOwnerReference
}
func shootIsSeed(shoot *gardenv1beta1.Shoot) bool {
shootedSeed, err := helper.ReadShootedSeed(shoot)
return err == nil && shootedSeed != nil
}