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shoot_status.go
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/
shoot_status.go
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// Copyright 2023 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 gardener
import (
"fmt"
gardencorev1beta1 "github.com/gardener/gardener/pkg/apis/core/v1beta1"
)
// ShootStatus is the status of a shoot used in the common.ShootStatus label.
type ShootStatus string
const (
// ShootStatusHealthy indicates that a shoot is considered healthy.
ShootStatusHealthy ShootStatus = "healthy"
// ShootStatusProgressing indicates that a shoot was once healthy, currently experienced an issue
// but is still within a predefined grace period.
ShootStatusProgressing ShootStatus = "progressing"
// ShootStatusUnhealthy indicates that a shoot is considered unhealthy.
ShootStatusUnhealthy ShootStatus = "unhealthy"
// ShootStatusUnknown indicates that the shoot health status is not known.
ShootStatusUnknown ShootStatus = "unknown"
)
var (
shootStatusValues = map[ShootStatus]int{
ShootStatusHealthy: 3,
ShootStatusProgressing: 2,
ShootStatusUnknown: 1,
ShootStatusUnhealthy: 0,
}
)
// ShootStatusValue returns the value of the given ShootStatus.
func ShootStatusValue(s ShootStatus) int {
value, ok := shootStatusValues[s]
if !ok {
panic(fmt.Sprintf("invalid shoot status %q", s))
}
return value
}
// OrWorse returns the worse ShootStatus of the given two states.
func (s ShootStatus) OrWorse(other ShootStatus) ShootStatus {
if ShootStatusValue(other) < ShootStatusValue(s) {
return other
}
return s
}
// ConditionStatusToShootStatus converts the given ConditionStatus to a shoot label ShootStatus.
func ConditionStatusToShootStatus(status gardencorev1beta1.ConditionStatus) ShootStatus {
switch status {
case gardencorev1beta1.ConditionTrue:
return ShootStatusHealthy
case gardencorev1beta1.ConditionProgressing:
return ShootStatusProgressing
case gardencorev1beta1.ConditionUnknown:
return ShootStatusUnknown
}
return ShootStatusUnhealthy
}
// ComputeConditionStatus computes the ShootStatus from the given Conditions. By default, the ShootStatus is
// ShootStatusHealthy. The condition status is converted to a ShootStatus by using ConditionStatusToShootStatus. Always
// the worst status of the combined states wins.
func ComputeConditionStatus(conditions ...gardencorev1beta1.Condition) ShootStatus {
status := ShootStatusHealthy
for _, condition := range conditions {
status = status.OrWorse(ConditionStatusToShootStatus(condition.Status))
}
return status
}
// BoolToShootStatus converts the given boolean to a ShootStatus. For true values, it returns ShootStatusHealthy.
// Otherwise, it returns ShootStatusUnhealthy.
func BoolToShootStatus(cond bool) ShootStatus {
if cond {
return ShootStatusHealthy
}
return ShootStatusUnhealthy
}
// ComputeShootStatus computes the ShootStatus of a shoot depending on the given lastOperation, lastError and conditions.
func ComputeShootStatus(lastOperation *gardencorev1beta1.LastOperation, lastErrors []gardencorev1beta1.LastError, conditions ...gardencorev1beta1.Condition) ShootStatus {
// Shoot has been created and not yet reconciled.
if lastOperation == nil {
return ShootStatusHealthy
}
// 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 BoolToShootStatus(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(BoolToShootStatus(len(lastErrors) == 0))
}
// If the last operation has succeeded then the shoot is healthy.
return status.OrWorse(BoolToShootStatus(lastOperation.State == gardencorev1beta1.LastOperationStateSucceeded))
}