/
ready_cache.go
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/
ready_cache.go
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// Copyright 2019 Google LLC All Rights Reserved.
//
// 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 gameserverallocations
import (
"sort"
"agones.dev/agones/pkg/apis/agones"
agonesv1 "agones.dev/agones/pkg/apis/agones/v1"
allocationv1 "agones.dev/agones/pkg/apis/allocation/v1"
getterv1 "agones.dev/agones/pkg/client/clientset/versioned/typed/agones/v1"
informerv1 "agones.dev/agones/pkg/client/informers/externalversions/agones/v1"
listerv1 "agones.dev/agones/pkg/client/listers/agones/v1"
"agones.dev/agones/pkg/gameservers"
"agones.dev/agones/pkg/util/logfields"
"agones.dev/agones/pkg/util/runtime"
"agones.dev/agones/pkg/util/workerqueue"
"github.com/heptiolabs/healthcheck"
"github.com/pkg/errors"
"github.com/sirupsen/logrus"
"k8s.io/apimachinery/pkg/labels"
"k8s.io/client-go/tools/cache"
)
// ReadyGameServerCache handles the gameserver sync operations for cache
type ReadyGameServerCache struct {
baseLogger *logrus.Entry
readyGameServers gameServerCacheEntry
gameServerGetter getterv1.GameServersGetter
gameServerLister listerv1.GameServerLister
gameServerSynced cache.InformerSynced
workerqueue *workerqueue.WorkerQueue
counter *gameservers.PerNodeCounter
}
// NewReadyGameServerCache creates a new instance of ReadyGameServerCache
func NewReadyGameServerCache(informer informerv1.GameServerInformer, gameServerGetter getterv1.GameServersGetter, counter *gameservers.PerNodeCounter, health healthcheck.Handler) *ReadyGameServerCache {
c := &ReadyGameServerCache{
gameServerSynced: informer.Informer().HasSynced,
gameServerGetter: gameServerGetter,
gameServerLister: informer.Lister(),
counter: counter,
}
informer.Informer().AddEventHandler(cache.ResourceEventHandlerFuncs{
UpdateFunc: func(oldObj, newObj interface{}) {
// only interested in if the old / new state was/is Ready
oldGs := oldObj.(*agonesv1.GameServer)
newGs := newObj.(*agonesv1.GameServer)
key, ok := c.getKey(newGs)
if !ok {
return
}
if newGs.IsBeingDeleted() {
c.readyGameServers.Delete(key)
} else if oldGs.Status.State == agonesv1.GameServerStateReady || newGs.Status.State == agonesv1.GameServerStateReady {
if newGs.Status.State == agonesv1.GameServerStateReady {
c.readyGameServers.Store(key, newGs)
} else {
c.readyGameServers.Delete(key)
}
}
},
DeleteFunc: func(obj interface{}) {
gs, ok := obj.(*agonesv1.GameServer)
if !ok {
return
}
var key string
if key, ok = c.getKey(gs); ok {
c.readyGameServers.Delete(key)
}
},
})
c.baseLogger = runtime.NewLoggerWithType(c)
c.workerqueue = workerqueue.NewWorkerQueue(c.SyncGameServers, c.baseLogger, logfields.GameServerKey, agones.GroupName+".GameServerUpdateController")
health.AddLivenessCheck("gameserverallocation-gameserver-workerqueue", healthcheck.Check(c.workerqueue.Healthy))
return c
}
func (c *ReadyGameServerCache) loggerForGameServerKey(key string) *logrus.Entry {
return logfields.AugmentLogEntry(c.baseLogger, logfields.GameServerKey, key)
}
// RemoveFromReadyGameServer removes a gameserver from the list of ready game server list
func (c *ReadyGameServerCache) RemoveFromReadyGameServer(gs *agonesv1.GameServer) error {
key, _ := cache.MetaNamespaceKeyFunc(gs)
if ok := c.readyGameServers.Delete(key); !ok {
return ErrConflictInGameServerSelection
}
return nil
}
// Sync waits for cache to sync
func (c *ReadyGameServerCache) Sync(stop <-chan struct{}) error {
c.baseLogger.Debug("Wait for ReadyGameServerCache cache sync")
if !cache.WaitForCacheSync(stop, c.gameServerSynced) {
return errors.New("failed to wait for caches to sync")
}
// build the cache
return c.syncReadyGSServerCache()
}
// Resync enqueues an empty game server to be synced. Using queue helps avoiding multiple threads syncing at the same time.
func (c *ReadyGameServerCache) Resync() {
// this will trigger syncing of the cache (assuming cache might not be up to date)
c.workerqueue.EnqueueImmediately(&agonesv1.GameServer{})
}
// Start prepares cache to start
func (c *ReadyGameServerCache) Start(stop <-chan struct{}) error {
if err := c.Sync(stop); err != nil {
return err
}
// we don't want mutiple workers refresh cache at the same time so one worker will be better.
// Also we don't expect to have too many failures when allocating
go c.workerqueue.Run(1, stop)
return nil
}
// AddToReadyGameServer adds a gameserver to the list of ready game server list
func (c *ReadyGameServerCache) AddToReadyGameServer(gs *agonesv1.GameServer) {
key, _ := cache.MetaNamespaceKeyFunc(gs)
c.readyGameServers.Store(key, gs)
}
// getReadyGameServers returns a list of ready game servers
func (c *ReadyGameServerCache) getReadyGameServers() []*agonesv1.GameServer {
length := c.readyGameServers.Len()
if length == 0 {
return nil
}
list := make([]*agonesv1.GameServer, 0, length)
c.readyGameServers.Range(func(_ string, gs *agonesv1.GameServer) bool {
list = append(list, gs)
return true
})
return list
}
// ListSortedReadyGameServers returns a list of the cache ready gameservers
// sorted by most allocated to least
func (c *ReadyGameServerCache) ListSortedReadyGameServers() []*agonesv1.GameServer {
list := c.getReadyGameServers()
if list == nil {
return []*agonesv1.GameServer{}
}
counts := c.counter.Counts()
sort.Slice(list, func(i, j int) bool {
gs1 := list[i]
gs2 := list[j]
c1, ok := counts[gs1.Status.NodeName]
if !ok {
return false
}
c2, ok := counts[gs2.Status.NodeName]
if !ok {
return true
}
if c1.Allocated > c2.Allocated {
return true
}
if c1.Allocated < c2.Allocated {
return false
}
// prefer nodes that have the most Ready gameservers on them - they are most likely to be
// completely filled and least likely target for scale down.
if c1.Ready < c2.Ready {
return false
}
if c1.Ready > c2.Ready {
return true
}
// finally sort lexicographically, so we have a stable order
return gs1.Status.NodeName < gs2.Status.NodeName
})
return list
}
// PatchGameServerMetadata patches the input gameserver with allocation meta patch and returns the updated gameserver
func (c *ReadyGameServerCache) PatchGameServerMetadata(fam allocationv1.MetaPatch, gs *agonesv1.GameServer) (*agonesv1.GameServer, error) {
c.patchMetadata(gs, fam)
gs.Status.State = agonesv1.GameServerStateAllocated
return c.gameServerGetter.GameServers(gs.ObjectMeta.Namespace).Update(gs)
}
// patch the labels and annotations of an allocated GameServer with metadata from a GameServerAllocation
func (c *ReadyGameServerCache) patchMetadata(gs *agonesv1.GameServer, fam allocationv1.MetaPatch) {
// patch ObjectMeta labels
if fam.Labels != nil {
if gs.ObjectMeta.Labels == nil {
gs.ObjectMeta.Labels = make(map[string]string, len(fam.Labels))
}
for key, value := range fam.Labels {
gs.ObjectMeta.Labels[key] = value
}
}
// apply annotations patch
if fam.Annotations != nil {
if gs.ObjectMeta.Annotations == nil {
gs.ObjectMeta.Annotations = make(map[string]string, len(fam.Annotations))
}
for key, value := range fam.Annotations {
gs.ObjectMeta.Annotations[key] = value
}
}
}
// SyncGameServers synchronises the GameServers to Gameserver cache. This is called when a failure
// happened during the allocation. This method will sync and make sure the cache is up to date.
func (c *ReadyGameServerCache) SyncGameServers(key string) error {
c.loggerForGameServerKey(key).Debug("Refreshing Ready Gameserver cache")
return c.syncReadyGSServerCache()
}
// syncReadyGSServerCache syncs the gameserver cache and updates the local cache for any changes.
func (c *ReadyGameServerCache) syncReadyGSServerCache() error {
// build the cache
gsList, err := c.gameServerLister.List(labels.Everything())
if err != nil {
return errors.Wrap(err, "could not list GameServers")
}
// convert list of current gameservers to map for faster access
currGameservers := make(map[string]*agonesv1.GameServer)
for _, gs := range gsList {
if key, ok := c.getKey(gs); ok {
currGameservers[key] = gs
}
}
// first remove the gameservers are not in the list anymore
tobeDeletedGSInCache := make([]string, 0)
c.readyGameServers.Range(func(key string, gs *agonesv1.GameServer) bool {
if _, ok := currGameservers[key]; !ok {
tobeDeletedGSInCache = append(tobeDeletedGSInCache, key)
}
return true
})
for _, staleGSKey := range tobeDeletedGSInCache {
c.readyGameServers.Delete(staleGSKey)
}
// refresh the cache of possible allocatable GameServers
for key, gs := range currGameservers {
if gsCache, ok := c.readyGameServers.Load(key); ok {
if !(gs.DeletionTimestamp.IsZero() && gs.Status.State == agonesv1.GameServerStateReady) {
c.readyGameServers.Delete(key)
} else if gs.ObjectMeta.ResourceVersion != gsCache.ObjectMeta.ResourceVersion {
c.readyGameServers.Store(key, gs)
}
} else if gs.DeletionTimestamp.IsZero() && gs.Status.State == agonesv1.GameServerStateReady {
c.readyGameServers.Store(key, gs)
}
}
return nil
}
// getKey extract the key of gameserver object
func (c *ReadyGameServerCache) getKey(gs *agonesv1.GameServer) (string, bool) {
var key string
ok := true
var err error
if key, err = cache.MetaNamespaceKeyFunc(gs); err != nil {
ok = false
err = errors.Wrap(err, "Error creating key for object")
runtime.HandleError(c.baseLogger.WithField("obj", gs), err)
}
return key, ok
}