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controller.go
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controller.go
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// Copyright 2018 Google Inc. 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 (
"encoding/json"
"sync"
"agones.dev/agones/pkg/apis/stable"
"agones.dev/agones/pkg/apis/stable/v1alpha1"
"agones.dev/agones/pkg/client/clientset/versioned"
getterv1alpha1 "agones.dev/agones/pkg/client/clientset/versioned/typed/stable/v1alpha1"
"agones.dev/agones/pkg/client/informers/externalversions"
listerv1alpha1 "agones.dev/agones/pkg/client/listers/stable/v1alpha1"
"agones.dev/agones/pkg/util/crd"
"agones.dev/agones/pkg/util/runtime"
"agones.dev/agones/pkg/util/webhooks"
"agones.dev/agones/pkg/util/workerqueue"
"github.com/heptiolabs/healthcheck"
"github.com/mattbaird/jsonpatch"
"github.com/pkg/errors"
"github.com/sirupsen/logrus"
admv1beta1 "k8s.io/api/admission/v1beta1"
corev1 "k8s.io/api/core/v1"
extclientset "k8s.io/apiextensions-apiserver/pkg/client/clientset/clientset"
"k8s.io/apiextensions-apiserver/pkg/client/clientset/clientset/typed/apiextensions/v1beta1"
metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
"k8s.io/apimachinery/pkg/labels"
"k8s.io/apimachinery/pkg/types"
"k8s.io/client-go/informers"
"k8s.io/client-go/kubernetes"
"k8s.io/client-go/kubernetes/scheme"
typedcorev1 "k8s.io/client-go/kubernetes/typed/core/v1"
"k8s.io/client-go/tools/cache"
"k8s.io/client-go/tools/record"
)
var (
// ErrNoGameServerReady is returned when there are no Ready GameServers
// available
ErrNoGameServerReady = errors.New("Could not find a Ready GameServer")
)
// Controller is a the GameServerAllocation controller
type Controller struct {
logger *logrus.Entry
counter *AllocationCounter
crdGetter v1beta1.CustomResourceDefinitionInterface
gameServerSynced cache.InformerSynced
gameServerGetter getterv1alpha1.GameServersGetter
gameServerLister listerv1alpha1.GameServerLister
gameServerAllocationSynced cache.InformerSynced
gameServerAllocationGetter getterv1alpha1.GameServerAllocationsGetter
stop <-chan struct{}
allocationMutex *sync.Mutex
workerqueue *workerqueue.WorkerQueue
recorder record.EventRecorder
}
// findComparator is a comparator function specifically for the
// findReadyGameServerForAllocation method for determining
// scheduling strategy
type findComparator func(bestCount, currentCount NodeCount) bool
// NewController returns a controller for a GameServerAllocation
func NewController(wh *webhooks.WebHook,
health healthcheck.Handler,
allocationMutex *sync.Mutex,
kubeClient kubernetes.Interface,
kubeInformerFactory informers.SharedInformerFactory,
extClient extclientset.Interface,
agonesClient versioned.Interface,
agonesInformerFactory externalversions.SharedInformerFactory) *Controller {
agonesInformer := agonesInformerFactory.Stable().V1alpha1()
c := &Controller{
counter: NewAllocationCounter(kubeInformerFactory, agonesInformerFactory),
crdGetter: extClient.ApiextensionsV1beta1().CustomResourceDefinitions(),
gameServerSynced: agonesInformer.GameServers().Informer().HasSynced,
gameServerGetter: agonesClient.StableV1alpha1(),
gameServerLister: agonesInformer.GameServers().Lister(),
gameServerAllocationSynced: agonesInformer.GameServerAllocations().Informer().HasSynced,
gameServerAllocationGetter: agonesClient.StableV1alpha1(),
allocationMutex: allocationMutex,
}
c.logger = runtime.NewLoggerWithType(c)
c.workerqueue = workerqueue.NewWorkerQueue(c.syncDelete, c.logger, stable.GroupName+".GameServerAllocationController")
health.AddLivenessCheck("gameserverallocation-workerqueue", healthcheck.Check(c.workerqueue.Healthy))
eventBroadcaster := record.NewBroadcaster()
eventBroadcaster.StartLogging(c.logger.Infof)
eventBroadcaster.StartRecordingToSink(&typedcorev1.EventSinkImpl{Interface: kubeClient.CoreV1().Events("")})
c.recorder = eventBroadcaster.NewRecorder(scheme.Scheme, corev1.EventSource{Component: "GameServerAllocation-controller"})
kind := v1alpha1.Kind("GameServerAllocation")
wh.AddHandler("/mutate", kind, admv1beta1.Create, c.creationMutationHandler)
wh.AddHandler("/validate", kind, admv1beta1.Update, c.mutationValidationHandler)
agonesInformer.GameServerAllocations().Informer().AddEventHandler(cache.ResourceEventHandlerFuncs{
AddFunc: func(obj interface{}) {
gsa := obj.(*v1alpha1.GameServerAllocation)
if gsa.Status.State == v1alpha1.GameServerAllocationUnAllocated {
c.workerqueue.Enqueue(gsa)
}
},
})
return c
}
// Run runs this controller. Will block until stop is closed.
// Runs threadiness number workers to process the rate limited queue
// Probably only needs 1 worker, as its just deleting unallocated GameServerAllocations
func (c *Controller) Run(workers int, stop <-chan struct{}) error {
err := crd.WaitForEstablishedCRD(c.crdGetter, "gameserverallocations."+stable.GroupName, c.logger)
if err != nil {
return err
}
err = c.counter.Run(stop)
if err != nil {
return err
}
c.stop = stop
c.logger.Info("Wait for cache sync")
if !cache.WaitForCacheSync(stop, c.gameServerAllocationSynced) {
return errors.New("failed to wait for caches to sync")
}
c.workerqueue.Run(workers, stop)
return nil
}
// creationMutationHandler will intercept when a GameServerAllocation is created, and allocate it a GameServer
// assuming that one is available. If not, it will reject the AdmissionReview.
func (c *Controller) creationMutationHandler(review admv1beta1.AdmissionReview) (admv1beta1.AdmissionReview, error) {
c.logger.WithField("review", review).Info("creationMutationHandler")
obj := review.Request.Object
gsa := &v1alpha1.GameServerAllocation{}
err := json.Unmarshal(obj.Raw, gsa)
if err != nil {
c.logger.WithError(err).Error("error unmarchaslling json")
return review, errors.Wrapf(err, "error unmarshalling original GameServerAllocation json: %s", obj.Raw)
}
gsa.ApplyDefaults()
gs, err := c.allocate(gsa)
if err != nil && err != ErrNoGameServerReady {
return review, err
}
if err == ErrNoGameServerReady {
gsa.Status.State = v1alpha1.GameServerAllocationUnAllocated
} else {
// When a GameServer is deleted, the GameServerAllocation should go with it
ref := metav1.NewControllerRef(gs, v1alpha1.SchemeGroupVersion.WithKind("GameServer"))
gsa.ObjectMeta.OwnerReferences = append(gsa.ObjectMeta.OwnerReferences, *ref)
gsa.Status.State = v1alpha1.GameServerAllocationAllocated
gsa.Status.GameServerName = gs.ObjectMeta.Name
gsa.Status.Ports = gs.Status.Ports
gsa.Status.Address = gs.Status.Address
gsa.Status.NodeName = gs.Status.NodeName
}
newFA, err := json.Marshal(gsa)
if err != nil {
c.logger.WithError(err).Error("error marshalling")
return review, errors.Wrapf(err, "error marshalling GameServerAllocation %s to json", gsa.ObjectMeta.Name)
}
patch, err := jsonpatch.CreatePatch(obj.Raw, newFA)
if err != nil {
c.logger.WithError(err).Error("error creating the patch")
return review, errors.Wrapf(err, "error creating patch for GameServerAllocation %s", gsa.ObjectMeta.Name)
}
json, err := json.Marshal(patch)
if err != nil {
c.logger.WithError(err).Error("error creating the json for the patch")
return review, errors.Wrapf(err, "error creating json for patch for GameServerAllocation %s", gs.ObjectMeta.Name)
}
c.logger.WithField("gsa", gsa.ObjectMeta.Name).WithField("patch", string(json)).Infof("patch created!")
pt := admv1beta1.PatchTypeJSONPatch
review.Response.PatchType = &pt
review.Response.Patch = json
return review, nil
}
// GameServerAllocation fleetName value
// nolint: dupl
func (c *Controller) mutationValidationHandler(review admv1beta1.AdmissionReview) (admv1beta1.AdmissionReview, error) {
c.logger.WithField("review", review).Info("mutationValidationHandler")
newGSA := &v1alpha1.GameServerAllocation{}
oldGSA := &v1alpha1.GameServerAllocation{}
if err := json.Unmarshal(review.Request.Object.Raw, newGSA); err != nil {
return review, errors.Wrapf(err, "error unmarshalling new GameServerAllocation json: %s", review.Request.Object.Raw)
}
if err := json.Unmarshal(review.Request.OldObject.Raw, oldGSA); err != nil {
return review, errors.Wrapf(err, "error unmarshalling old GameServerAllocation json: %s", review.Request.Object.Raw)
}
if ok, causes := oldGSA.ValidateUpdate(newGSA); !ok {
review.Response.Allowed = false
details := metav1.StatusDetails{
Name: review.Request.Name,
Group: review.Request.Kind.Group,
Kind: review.Request.Kind.Kind,
Causes: causes,
}
review.Response.Result = &metav1.Status{
Status: metav1.StatusFailure,
Message: "GameServerAllocation update is invalid",
Reason: metav1.StatusReasonInvalid,
Details: &details,
}
}
return review, nil
}
// allocate allocated a GameServer from a given Fleet
func (c *Controller) allocate(gsa *v1alpha1.GameServerAllocation) (*v1alpha1.GameServer, error) {
var allocation *v1alpha1.GameServer
// can only allocate one at a time, as we don't want two separate processes
// trying to allocate the same GameServer to different clients
c.allocationMutex.Lock()
defer c.allocationMutex.Unlock()
// make sure we have the most up to date view of the world
if !cache.WaitForCacheSync(c.stop, c.gameServerSynced) {
return allocation, errors.New("error syncing GameServer cache")
}
var comparator findComparator
switch gsa.Spec.Scheduling {
case v1alpha1.Packed:
comparator = packedComparator
case v1alpha1.Distributed:
comparator = distributedComparator
}
allocation, err := c.findReadyGameServerForAllocation(gsa, comparator)
if err != nil {
return allocation, err
}
gsCopy := allocation.DeepCopy()
gsCopy.Status.State = v1alpha1.GameServerStateAllocated
c.patchMetadata(gsCopy, gsa.Spec.MetaPatch)
patch, err := allocation.Patch(gsCopy)
if err != nil {
return allocation, err
}
gs, err := c.gameServerGetter.GameServers(gsCopy.ObjectMeta.Namespace).
Patch(gsCopy.ObjectMeta.Name, types.JSONPatchType, patch)
if err != nil {
return gs, errors.Wrapf(err, "error updating GameServer %s", gsCopy.ObjectMeta.Name)
}
c.recorder.Event(gs, corev1.EventTypeNormal, string(gs.Status.State), "Allocated")
return gs, nil
}
// patch the labels and annotations of an allocated GameServer with metadata from a GameServerAllocation
func (c *Controller) patchMetadata(gs *v1alpha1.GameServer, fam v1alpha1.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
}
}
}
// syncDelete takes unallocated GameServerAllocations, and deletes them!
func (c *Controller) syncDelete(key string) error {
c.logger.WithField("key", key).Info("Deleting gameserverallocation")
namespace, name, err := cache.SplitMetaNamespaceKey(key)
if err != nil {
// don't return an error, as we don't want this retried
runtime.HandleError(c.logger.WithField("key", key), errors.Wrapf(err, "invalid resource key"))
return nil
}
err = c.gameServerAllocationGetter.GameServerAllocations(namespace).Delete(name, nil)
return errors.Wrapf(err, "could not delete GameServerAllocation %s", key)
}
// findReadyGameServerForAllocation returns the most appropriate GameServer from the set, taking into account
// preferred selectors, as well as the passed in comparator
func (c *Controller) findReadyGameServerForAllocation(gsa *v1alpha1.GameServerAllocation, comparator findComparator) (*v1alpha1.GameServer, error) {
// track the best node count
var bestCount *NodeCount
// the current GameServer from the node with the most GameServers (allocated, ready)
var bestGS *v1alpha1.GameServer
selector, err := metav1.LabelSelectorAsSelector(&gsa.Spec.Required)
if err != nil {
return bestGS, errors.Wrapf(err, "could not convert GameServer %s GameServerAllocation selector", gsa.ObjectMeta.Name)
}
gsList, err := c.gameServerLister.List(selector)
if err != nil {
return bestGS, errors.Wrapf(err, "could not list GameServers for GameServerAllocation %s", gsa.ObjectMeta.Name)
}
preferred, err := gsa.Spec.PreferredSelectors()
if err != nil {
return bestGS, errors.Wrapf(err, "could not create preferred selectors for GameServerAllocation %s", gsa.ObjectMeta.Name)
}
counts := c.counter.Counts()
// track potential GameServers, one for each node
allocatableRequired := map[string]*v1alpha1.GameServer{}
allocatablePreferred := make([]map[string]*v1alpha1.GameServer, len(preferred))
// build the index of possible allocatable GameServers
for _, gs := range gsList {
if gs.DeletionTimestamp.IsZero() && gs.Status.State == v1alpha1.GameServerStateReady {
allocatableRequired[gs.Status.NodeName] = gs
for i, p := range preferred {
if p.Matches(labels.Set(gs.Labels)) {
if allocatablePreferred[i] == nil {
allocatablePreferred[i] = map[string]*v1alpha1.GameServer{}
}
allocatablePreferred[i][gs.Status.NodeName] = gs
}
}
}
}
allocationSet := allocatableRequired
// check if there is any preferred options available
for _, set := range allocatablePreferred {
if len(set) > 0 {
allocationSet = set
break
}
}
for nodeName, gs := range allocationSet {
count := counts[nodeName]
// bestGS == nil: if there is no best GameServer, then this node & GameServer is the always the best
if bestGS == nil || comparator(*bestCount, count) {
bestCount = &count
bestGS = gs
}
}
if bestGS == nil {
err = ErrNoGameServerReady
}
return bestGS, err
}