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status.go
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status.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"
gardencorev1beta1 "github.com/gardener/gardener/pkg/apis/core/v1beta1"
)
// 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,
}
)
// StatusValue returns the value of the given Status.
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
}
// ConditionStatusToStatus converts the given ConditionStatus to a shoot label Status.
func ConditionStatusToStatus(status gardencorev1beta1.ConditionStatus) Status {
switch status {
case gardencorev1beta1.ConditionTrue:
return StatusHealthy
case gardencorev1beta1.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 ...gardencorev1beta1.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 *gardencorev1beta1.LastOperation, lastErrors []gardencorev1beta1.LastError, conditions ...gardencorev1beta1.Condition) Status {
// Shoot has been created and not yet reconciled.
if lastOperation == nil {
return StatusHealthy
}
// If the Shoot is either in create (except successful create) or delete state then the last error indicates the healthiness.
if (lastOperation.Type == gardencorev1beta1.LastOperationTypeCreate && lastOperation.State != gardencorev1beta1.LastOperationStateSucceeded) ||
lastOperation.Type == gardencorev1beta1.LastOperationTypeDelete {
return BoolToStatus(len(lastErrors) == 0)
}
status := ComputeConditionStatus(conditions...)
// If an operation is currently processing then the last error state is reported.
if lastOperation.State == gardencorev1beta1.LastOperationStateProcessing {
return status.OrWorse(BoolToStatus(len(lastErrors) == 0))
}
// If the last operation has succeeded then the shoot is healthy.
return status.OrWorse(BoolToStatus(lastOperation.State == gardencorev1beta1.LastOperationStateSucceeded))
}