/
controller.go
842 lines (792 loc) · 29.7 KB
/
controller.go
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// Copyright 2021 The OCGI Authors.
//
// 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 gameserversets
import (
"context"
"fmt"
"math"
"reflect"
"strconv"
"sync"
"sync/atomic"
"time"
"github.com/pkg/errors"
corev1 "k8s.io/api/core/v1"
k8serrors "k8s.io/apimachinery/pkg/api/errors"
metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
"k8s.io/apimachinery/pkg/labels"
"k8s.io/apimachinery/pkg/types"
utilerrors "k8s.io/apimachinery/pkg/util/errors"
"k8s.io/apimachinery/pkg/util/runtime"
utilruntime "k8s.io/apimachinery/pkg/util/runtime"
"k8s.io/apimachinery/pkg/util/wait"
"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"
"k8s.io/client-go/util/workqueue"
"k8s.io/klog"
carrierv1alpha1 "github.com/ocgi/carrier/pkg/apis/carrier/v1alpha1"
"github.com/ocgi/carrier/pkg/client/clientset/versioned"
"github.com/ocgi/carrier/pkg/client/informers/externalversions"
listerv1alpha1 "github.com/ocgi/carrier/pkg/client/listers/carrier/v1alpha1"
"github.com/ocgi/carrier/pkg/controllers/gameservers"
"github.com/ocgi/carrier/pkg/util"
"github.com/ocgi/carrier/pkg/util/kube"
)
const (
// BurstReplicas is a rate limiter for booting pods on a lot of pods.
BurstReplicas = 64
)
// Counter caches the node GameServer location
type Counter struct {
nodeGameServer map[string]uint64
sync.RWMutex
}
func (c *Counter) count(node string) (uint64, bool) {
c.RLock()
c.RUnlock()
count, ok := c.nodeGameServer[node]
return count, ok
}
func (c *Counter) inc(node string) {
c.Lock()
c.nodeGameServer[node] += 1
c.Unlock()
}
func (c *Counter) dec(node string) {
c.Lock()
defer c.Unlock()
count, ok := c.nodeGameServer[node]
if !ok {
return
}
count -= 1
if count == 0 {
delete(c.nodeGameServer, node)
}
}
// Controller is a the GameServerSet controller
type Controller struct {
counter *Counter
carrierClient versioned.Interface
gameServerLister listerv1alpha1.GameServerLister
gameServerSynced cache.InformerSynced
gameServerSetLister listerv1alpha1.GameServerSetLister
gameServerSetSynced cache.InformerSynced
workerQueue workqueue.RateLimitingInterface
stop <-chan struct{}
recorder record.EventRecorder
}
// NewController returns a new GameServerSet crd controller
func NewController(
kubeClient kubernetes.Interface,
carrierClient versioned.Interface,
carrierInformerFactory externalversions.SharedInformerFactory) *Controller {
gameServers := carrierInformerFactory.Carrier().V1alpha1().GameServers()
gsInformer := gameServers.Informer()
gameServerSets := carrierInformerFactory.Carrier().V1alpha1().GameServerSets()
gsSetInformer := gameServerSets.Informer()
c := &Controller{
counter: &Counter{nodeGameServer: map[string]uint64{}},
gameServerLister: gameServers.Lister(),
gameServerSynced: gsInformer.HasSynced,
gameServerSetLister: gameServerSets.Lister(),
gameServerSetSynced: gsSetInformer.HasSynced,
carrierClient: carrierClient,
}
c.workerQueue = workqueue.NewRateLimitingQueue(
workqueue.NewItemFastSlowRateLimiter(20*time.Millisecond, 500*time.Millisecond, 5))
s := scheme.Scheme
// Register operator types with the runtime scheme.
s.AddKnownTypes(carrierv1alpha1.SchemeGroupVersion, &carrierv1alpha1.GameServerSet{})
eventBroadcaster := record.NewBroadcaster()
eventBroadcaster.StartLogging(klog.Infof)
eventBroadcaster.StartRecordingToSink(&typedcorev1.EventSinkImpl{
Interface: kubeClient.CoreV1().Events("")})
c.recorder = eventBroadcaster.NewRecorder(s,
corev1.EventSource{Component: "gameserverset-controller"})
gsSetInformer.AddEventHandler(cache.ResourceEventHandlerFuncs{
AddFunc: c.enqueueGameServerSet,
UpdateFunc: c.updateGameServerSet,
DeleteFunc: c.deleteGamServerSet,
})
gsInformer.AddEventHandler(cache.ResourceEventHandlerFuncs{
AddFunc: func(obj interface{}) {
gs := obj.(*carrierv1alpha1.GameServer)
if gs.DeletionTimestamp == nil && len(gs.Status.NodeName) != 0 {
c.counter.inc(gs.Status.NodeName)
}
c.gameServerEventHandler(gs)
},
UpdateFunc: func(oldObj, newObj interface{}) {
gsOld := oldObj.(*carrierv1alpha1.GameServer)
gs := newObj.(*carrierv1alpha1.GameServer)
// ignore if already being deleted
if gs.DeletionTimestamp == nil {
c.gameServerEventHandler(gs)
}
if len(gsOld.Status.NodeName) == 0 && len(gs.Status.NodeName) != 0 {
c.counter.inc(gs.Status.NodeName)
}
},
DeleteFunc: func(obj interface{}) {
gs, ok := obj.(*carrierv1alpha1.GameServer)
if !ok {
return
}
if len(gs.Status.NodeName) != 0 {
c.counter.dec(gs.Status.NodeName)
}
c.gameServerEventHandler(obj)
},
})
return c
}
// Run the GameServer controller. Will block until stop is closed.
// Runs threadiness number workers to process the rate limited queue
func (c *Controller) Run(workers int, stop <-chan struct{}) error {
klog.Info("Wait for cache sync")
if !cache.WaitForCacheSync(stop, c.gameServerSynced, c.gameServerSetSynced) {
return errors.New("failed to wait for caches to sync")
}
for i := 0; i < workers; i++ {
go wait.Until(c.worker, time.Second, stop)
}
<-stop
return nil
}
func (c *Controller) updateGameServerSet(old, cur interface{}) {
c.enqueueGameServerSet(cur)
}
func (c *Controller) enqueueGameServerSet(obj interface{}) {
key, err := cache.DeletionHandlingMetaNamespaceKeyFunc(obj)
if err != nil {
utilruntime.HandleError(fmt.Errorf("couldn't get key for object %+v: %v", obj, err))
return
}
c.workerQueue.AddRateLimited(key)
}
func (c *Controller) deleteGamServerSet(obj interface{}) {
key, err := cache.DeletionHandlingMetaNamespaceKeyFunc(obj)
if err != nil {
utilruntime.HandleError(fmt.Errorf("couldn't get key for object %+v: %v", obj, err))
return
}
c.workerQueue.Forget(key)
}
func (c *Controller) worker() {
for c.processNextWorkItem() {
}
klog.Infof("GameServerSet controller worker shutting down")
}
func (c *Controller) processNextWorkItem() bool {
key, quit := c.workerQueue.Get()
if quit {
return false
}
defer c.workerQueue.Done(key)
err := c.syncGameServerSet(key.(string))
if err != nil {
c.workerQueue.AddRateLimited(key)
utilruntime.HandleError(err)
return true
}
c.workerQueue.Forget(key)
return true
}
// gameServerEventHandler handle GameServerSet changes
func (c *Controller) gameServerEventHandler(obj interface{}) {
gs, ok := obj.(*carrierv1alpha1.GameServer)
if !ok {
return
}
ref := metav1.GetControllerOf(gs)
if ref == nil {
return
}
gsSet, err := c.gameServerSetLister.GameServerSets(gs.Namespace).Get(ref.Name)
if err != nil {
if k8serrors.IsNotFound(err) {
klog.Infof("Owner GameServerSet no longer available for syncing, ref: %v", ref)
} else {
runtime.HandleError(errors.Wrap(err, "error retrieving GameServer owner"))
}
return
}
c.enqueueGameServerSet(gsSet)
}
// syncGameServerSet sync GameServers numbers and version.
func (c *Controller) syncGameServerSet(key string) error {
// Convert the namespace/name string into a distinct namespace and name
namespace, name, err := cache.SplitMetaNamespaceKey(key)
if err != nil {
// don't return an error, as we don't want this retried
runtime.HandleError(errors.Wrapf(err, "invalid resource key"))
return nil
}
klog.V(2).Infof("Sync gameServerSet %v", key)
gsSetInCache, err := c.gameServerSetLister.GameServerSets(namespace).Get(name)
if err != nil {
if k8serrors.IsNotFound(err) {
klog.V(3).Info("GameServerSet is no longer available for syncing")
return nil
}
return errors.Wrapf(err, "error retrieving GameServerSet %s from namespace %s", name, namespace)
}
gsSet := gsSetInCache.DeepCopy()
list, err := ListGameServersByGameServerSetOwner(c.gameServerLister, gsSet)
if err != nil {
return err
}
err = c.manageReplicas(key, list, gsSet)
if err != nil {
return err
}
gsSet, err = c.syncGameServerSetStatus(gsSet, list)
if err != nil {
klog.Error(err)
return err
}
return nil
}
// manageReplicas manages replicas for GameServerSet: 1. scale up/down. 2. inplace updating.
// scale up and inpalce updating can operate at the same time. scale down and inpalce updating is as follow:
// if inplace updating, then scaling down. scale down the older version(for Running GameServer),
// do not scale down the updating one.
// if scaling down, then inpalce updating. constraint is added, add inplace annotation directly, and go on.
func (c *Controller) manageReplicas(key string, list []*carrierv1alpha1.GameServer,
gsSet *carrierv1alpha1.GameServerSet) error {
klog.Infof("Current GameServer number of GameServerSet %v: %v", key, len(list))
gameServersToAdd, toDeleteList, exceedBurst := computeExpectation(gsSet, list, c.counter)
status := computeStatus(list, gsSet)
klog.V(5).Infof("Reconciling GameServerSet name: %v, spec: %v, status: %v", key, gsSet.Spec, status)
if exceedBurst {
defer c.workerQueue.Add(gsSet)
}
klog.V(2).Infof("GameSeverSet: %v toAdd: %v, toDelete: %v, list: %+v",
key, gameServersToAdd, len(toDeleteList), toDeleteList)
if gameServersToAdd > 0 {
if err := c.createGameServers(gsSet, gameServersToAdd); err != nil {
klog.Errorf("error adding game servers: %v", err)
}
}
var toDeletes, candidates, runnings []*carrierv1alpha1.GameServer
if len(toDeleteList) > 0 {
toDeletes, candidates, runnings = classifyGameServers(toDeleteList, false)
// GameServers can be deleted directly.
c.recorder.Eventf(gsSet, corev1.EventTypeNormal, "ToDelete",
"Created GameServer: %+v, can delete: %v", len(list), len(toDeleteList))
klog.Infof("toDeleteList toDeletes %v, candidates %v, runnings %v",
len(toDeletes), len(candidates), len(runnings))
if err := c.deleteGameServers(gsSet, toDeletes); err != nil {
klog.Errorf("error deleting game servers: %v", err)
return err
}
if err := c.markGameServersOutOfService(gsSet, runnings); err != nil {
return err
}
}
var err error
gsSet, err = c.syncGameServerSetStatus(gsSet, list)
if err != nil {
klog.Error(err)
return err
}
if status.Replicas-int32(len(toDeleteList))+int32(gameServersToAdd) != gsSet.Spec.Replicas {
return fmt.Errorf("GameServerSet %v actual replicas: %v, desired: %v, to delete %v, to add: %v", key,
gsSet.Status.Replicas, gsSet.Spec.Replicas, len(toDeleteList), gameServersToAdd)
}
return c.doInPlaceUpdate(gsSet)
}
// doInPlaceUpdate try to do inplace update.
// tree 3 steps:
// 1. update GameServer to `out of service`, add `in progress`
// 2. update GameServer image, remove `in progress`
// 3. update GameServerSet updated replicas. This step must
// ensure success or failed but cache synced.
func (c *Controller) doInPlaceUpdate(gsSet *carrierv1alpha1.GameServerSet) error {
inPlaceUpdating, desired := IsGameServerSetInPlaceUpdating(gsSet)
if !inPlaceUpdating {
return nil
}
klog.V(4).Infof("desired threshold : %v", gsSet.Annotations[util.GameServerInPlaceUpdateAnnotation])
klog.V(4).Infof("desired gsSet hash: %v", gsSet.Labels[util.GameServerHash])
// get servers from lister, may exist race
oldGameServers, newGameServers, err := c.getOldAndNewReplicas(gsSet)
if err != nil {
klog.Error(err)
return err
}
diff := desired - len(newGameServers)
updatedCount := GetGameServerSetInplaceUpdateStatus(gsSet)
klog.V(4).Infof("desired replicas satisfied, desired: %v, "+
"diff: %v, new version: %v, updated according to ann: %v", desired, diff, len(newGameServers), updatedCount)
if diff <= 0 || updatedCount >= int32(desired) {
// scale up when inplace updating
if len(newGameServers) > int(updatedCount) {
gsSet.Annotations[util.GameServerInPlaceUpdatedReplicasAnnotation] = strconv.Itoa(len(newGameServers))
_, err = c.carrierClient.CarrierV1alpha1().GameServerSets(gsSet.Namespace).Update(gsSet)
return err
}
return nil
}
// two steps of GameServer:
// 1. Mark NotInService; add annotation: inplaceUpdating: true
// 2. Update image, remove annotation
// update game servers
canUpdates, waitings, runnings := classifyGameServers(oldGameServers, true)
var candidates []*carrierv1alpha1.GameServer
candidates = append(candidates, sortGameServersByCreationTime(canUpdates)...)
candidates = append(candidates, sortGameServersByCreationTime(waitings)...)
candidates = append(candidates, sortGameServersByCreationTime(runnings)...)
if diff > len(candidates) {
diff = len(candidates)
}
candidates = candidates[0:diff]
if err = c.markGameServersOutOfService(gsSet, candidates, func(gs *carrierv1alpha1.GameServer) {
gameservers.SetInPlaceUpdatingStatus(gs, "true")
}); err != nil {
return err
}
updated, inPlaceErr := c.inplaceUpdateGameServers(gsSet, candidates)
// updated is from api(source of truth).
// make sure update GameServerSet success or failed after retry.
// if retry failed, make sure the cache has synced.
err = wait.PollImmediate(50*time.Millisecond, 1*time.Second, func() (done bool, err error) {
gsSet.Annotations[util.GameServerInPlaceUpdatedReplicasAnnotation] = strconv.Itoa(int(updated + updatedCount))
_, err = c.carrierClient.CarrierV1alpha1().GameServerSets(gsSet.Namespace).Update(gsSet)
if err == nil {
return true, nil
}
if !k8serrors.IsNotFound(err) {
return false, err
}
gsSetCopy, getErr := c.carrierClient.CarrierV1alpha1().GameServerSets(gsSet.Namespace).Get(gsSet.Name,
metav1.GetOptions{})
if getErr != nil {
return false, nil
}
gsSet = gsSetCopy
return false, nil
})
if inPlaceErr != nil {
return inPlaceErr
}
return err
}
func (c *Controller) getOldAndNewReplicas(gsSet *carrierv1alpha1.GameServerSet) ([]*carrierv1alpha1.GameServer,
[]*carrierv1alpha1.GameServer, error) {
newGameServers, err := c.gameServerLister.List(labels.SelectorFromSet(
labels.Set{
util.GameServerHash: gsSet.Labels[util.GameServerHash],
util.GameServerSetLabelKey: gsSet.Name,
}),
)
if err != nil {
return nil, nil, err
}
selector, err := labels.Parse(fmt.Sprintf("%s!=%s,%s=%s", util.GameServerHash,
gsSet.Labels[util.GameServerHash], util.GameServerSetLabelKey, gsSet.Name))
if err != nil {
return nil, nil, err
}
oldGameServers, err := c.gameServerLister.List(selector)
if err != nil {
return nil, nil, err
}
return oldGameServers, newGameServers, nil
}
// computeExpectation computes what we should do, add more GameServers or delete GameServers?
// if toAdd > 0, we will add `toAdd` GameServers,if toDeleteGameServers, we will try to delete GameServers.
// there is chance that toAdd > 0 and len(toDeleteGameServers).
// This will happen when some `GameServers` stopped and have not been deleted. When these GameServers deleted,
// we will reconcile and add more `GameServers`, which will not affect the final results.
func computeExpectation(gsSet *carrierv1alpha1.GameServerSet,
list []*carrierv1alpha1.GameServer, counts *Counter) (int, []*carrierv1alpha1.GameServer, bool) {
scaling := IsGameServerSetScaling(gsSet)
excludeConstraintGS := excludeConstraints(gsSet)
var upCount int
var potentialDeletions, toDeleteGameServers []*carrierv1alpha1.GameServer
for _, gs := range list {
// GS being deleted don't count.
if gs.DeletionTimestamp != nil {
continue
}
switch gs.Status.State {
case "", carrierv1alpha1.GameServerUnknown, carrierv1alpha1.GameServerStarting:
upCount++
case carrierv1alpha1.GameServerRunning:
// GameServer has constraint but may still have player.
// if excludeConstraintGS is true, we exclude this, otherwise, include.
if gameservers.IsOutOfService(gs) && excludeConstraintGS && !gameservers.IsInPlaceUpdating(gs) {
klog.V(4).Infof("GameServer %v is out of service and required excludeConstraint", gs.Name)
continue
}
// GameServer is offline, should delete and add new one
if gameservers.IsDeletableWithGates(gs) {
toDeleteGameServers = append(toDeleteGameServers, gs)
klog.V(4).Infof("GameServer %v is out of service and and ready to be delete", gs.Name)
klog.V(5).Infof("GameServer annotations: %v, label: %v, condition: %+v",
gs.Annotations, gs.Labels, gs.Status.Conditions)
continue
} else {
upCount++
}
default:
toDeleteGameServers = append(toDeleteGameServers, gs)
klog.Infof("GS state: %v", gs.Status.State)
continue
}
potentialDeletions = append(potentialDeletions, gs)
}
diff := int(gsSet.Spec.Replicas) - upCount
var exceedBurst bool
var toAdd int
klog.Infof("targetReplicaCount: %v, upcount: %v", int(gsSet.Spec.Replicas), upCount)
if diff > 0 {
toAdd = diff
if toAdd > BurstReplicas {
toAdd = BurstReplicas
exceedBurst = true
}
} else if diff < 0 {
// 1. delete not ready
// 2. delete deletable
// 3. try delete running
toDelete := -diff
if scaling {
candidates := make([]*carrierv1alpha1.GameServer, len(potentialDeletions))
copy(candidates, potentialDeletions)
deletables, deleteCandidates, runnings := classifyGameServers(candidates, false)
// sort running gs
runnings = sortGameServers(runnings, gsSet.Spec.Scheduling, counts)
// sort Running GameServers for inpalce updating.
inPlaceUpdating, _ := IsGameServerSetInPlaceUpdating(gsSet)
if inPlaceUpdating {
runnings = sortGameServersByHash(runnings, gsSet)
}
potentialDeletions = append(deletables, deleteCandidates...)
potentialDeletions = append(potentialDeletions, runnings...)
klog.Infof("deletables:%v, deleteCandidates:%v, runnings:%v",
len(deletables), len(deleteCandidates), len(runnings))
} else {
potentialDeletions = sortGameServers(potentialDeletions, gsSet.Spec.Scheduling, counts)
}
if len(potentialDeletions) < toDelete {
toDelete = len(potentialDeletions)
}
if toDelete > BurstReplicas {
toDelete = BurstReplicas
exceedBurst = true
}
toDeleteGameServers = append(toDeleteGameServers, potentialDeletions[0:toDelete]...)
}
return toAdd, toDeleteGameServers, exceedBurst
}
// inplaceUpdateGameServers update GameServer spec to api server
func (c *Controller) inplaceUpdateGameServers(gsSet *carrierv1alpha1.GameServerSet,
toUpdate []*carrierv1alpha1.GameServer) (int32, error) {
klog.Infof("Updating GameServers: %v, to update %v", gsSet.Name, len(toUpdate))
if klog.V(5) {
printGameServerName(toUpdate, "GameServer to in place update:")
}
var errs []error
var count int32 = 0
workqueue.ParallelizeUntil(context.Background(), BurstReplicas, len(toUpdate), func(piece int) {
gs := toUpdate[piece]
gsCopy := gs.DeepCopy()
var err error
if !gameservers.CanInPlaceUpdating(gsCopy) {
return
}
// Double check GameServer status, same as `deleteGameServers`。
if gameservers.IsBeforeRunning(gsCopy) {
newGS, err := c.carrierClient.CarrierV1alpha1().
GameServers(gsCopy.Namespace).Get(gs.Name, metav1.GetOptions{})
if err != nil {
errs = append(errs, errors.Wrapf(err, "error checking GameServer %s status", gs.Name))
return
}
if gameservers.IsReady(newGS) && gameservers.IsReadinessExist(newGS) {
klog.Infof("GameServer %v is not before ready now, will not update", gs.Name)
return
}
}
gsCopy.Status.Conditions = nil
gsCopy, err = c.carrierClient.CarrierV1alpha1().GameServers(gs.Namespace).UpdateStatus(gsCopy)
if err != nil {
errs = append(errs, errors.Wrapf(err, "error updating GameServer %v status for condition", gs.Name))
return
}
updateGameServerSpec(gsSet, gsCopy)
gs, err = c.carrierClient.CarrierV1alpha1().GameServers(gs.Namespace).Update(gsCopy)
if err != nil {
errs = append(errs, errors.Wrapf(err, "error inpalce updating GameServer: %v", gsCopy.Name))
return
}
atomic.AddInt32(&count, 1)
c.recorder.Eventf(gsSet, corev1.EventTypeNormal,
"SuccessfulUpdate", "Update GameServer in place success: %v", gs.Name)
})
return count, utilerrors.NewAggregate(errs)
}
// createGameServer will add more servers according to diff
func (c *Controller) createGameServers(gsSet *carrierv1alpha1.GameServerSet, count int) error {
klog.Infof("Adding more GameServers: %v, count: %v", gsSet.Name, count)
var errs []error
gs := BuildGameServer(gsSet)
gameservers.ApplyDefaults(gs)
workqueue.ParallelizeUntil(context.Background(), BurstReplicas, count, func(piece int) {
newGS, err := c.carrierClient.CarrierV1alpha1().GameServers(gs.Namespace).Create(gs)
if err != nil {
errs = append(errs, errors.Wrapf(err, "error creating GameServer for GameServerSet %s", gsSet.Name))
return
}
c.recorder.Eventf(gsSet, corev1.EventTypeNormal,
"SuccessfulCreate", "Created GameServer : %s", newGS.Name)
})
return utilerrors.NewAggregate(errs)
}
// deleteGameServers delete GameServers. This will double check status before
// we delete the GameServers.
func (c *Controller) deleteGameServers(gsSet *carrierv1alpha1.GameServerSet,
toDelete []*carrierv1alpha1.GameServer) error {
klog.Infof("Deleting GameServers: %v, to delete %v", gsSet.Name, len(toDelete))
if klog.V(5) {
printGameServerName(toDelete, "GameServer to delete:")
}
var errs []error
workqueue.ParallelizeUntil(context.Background(), BurstReplicas, len(toDelete), func(piece int) {
gs := toDelete[piece]
gsCopy := gs.DeepCopy()
// Double check GameServer status to avoid cache not synced.
// GameServer status relies on readinessGates of GameServer,
// whose status is synced through `GameServer Controller`.
// Case: cache not synced in this controller or
// `GameServer Controller` updates rate limited, Status is not `Running`.
// so we take Object from apiserver as source of truth.
if gameservers.IsBeforeRunning(gsCopy) {
newGS, err := c.carrierClient.CarrierV1alpha1().
GameServers(gsCopy.Namespace).Get(gs.Name, metav1.GetOptions{})
if err != nil {
errs = append(errs, errors.Wrapf(err, "error checking GameServer %s status", gs.Name))
return
}
if gameservers.IsReady(newGS) && gameservers.IsReadinessExist(newGS) {
klog.Infof("GameServer %v is not before ready now, will not delete", gs.Name)
return
}
}
p := metav1.DeletePropagationBackground
err := c.carrierClient.CarrierV1alpha1().GameServers(gs.Namespace).Delete(gs.Name,
&metav1.DeleteOptions{PropagationPolicy: &p})
if err != nil && !k8serrors.IsNotFound(err) {
return
}
c.recorder.Eventf(gsSet, corev1.EventTypeNormal, "SuccessfulDelete",
"Deleted delatable GameServer in state %s : %v", gs.Status.State, gs.Name)
})
return utilerrors.NewAggregate(errs)
}
type opt func(g *carrierv1alpha1.GameServer)
// markGameServersOutOfService marks GameServers not in Service.
func (c *Controller) markGameServersOutOfService(gsSet *carrierv1alpha1.GameServerSet,
toMark []*carrierv1alpha1.GameServer, opts ...opt) error {
klog.Infof("Marking GameServers not in service: %v, to mark out of service %v", gsSet.Name, toMark)
var errs []error
if klog.V(5) {
printGameServerName(toMark, "GameServer to mark out of service:")
}
klog.Infof("gss %v mark %v", gsSet.Name, len(toMark))
workqueue.ParallelizeUntil(context.Background(), BurstReplicas, len(toMark), func(piece int) {
gs := toMark[piece]
gsCopy := gs.DeepCopy()
// 1. before running, we delete directly
// 2. if in place updating in progress, that means already has constraints
// 3. gs deleting, ignore.
if gameservers.IsBeforeRunning(gsCopy) ||
gameservers.IsInPlaceUpdating(gsCopy) || gameservers.IsBeingDeleted(gsCopy) {
return
}
for _, opt := range opts {
opt(gsCopy)
}
// if deletable exist
if gameservers.IsDeletableExist(gsCopy) {
gameservers.AddNotInServiceConstraint(gsCopy)
}
gsCopy, err := c.carrierClient.CarrierV1alpha1().GameServers(gsCopy.Namespace).Update(gsCopy)
if err != nil {
errs = append(errs, errors.Wrapf(err, "error updating GameServer %s to not in service", gs.Name))
return
}
c.recorder.Eventf(gsSet, corev1.EventTypeNormal,
"Successful Mark ", "Mark GameServer not in service: %v", gs.Name)
})
return utilerrors.NewAggregate(errs)
}
// syncGameServerSetStatus synchronises the GameServerSet State with active GameServer counts
func (c *Controller) syncGameServerSetStatus(gsSet *carrierv1alpha1.GameServerSet,
list []*carrierv1alpha1.GameServer) (*carrierv1alpha1.GameServerSet, error) {
status := computeStatus(list, gsSet)
status.Conditions = gsSet.Status.Conditions
return c.updateStatusIfChanged(gsSet, status)
}
// updateStatusIfChanged updates GameServerSet status if it's different than provided.
func (c *Controller) updateStatusIfChanged(gsSet *carrierv1alpha1.GameServerSet,
status carrierv1alpha1.GameServerSetStatus) (*carrierv1alpha1.GameServerSet, error) {
status.ObservedGeneration = gsSet.Generation
if gsSet.Spec.Selector != nil && gsSet.Spec.Selector.MatchLabels != nil {
status.Selector = labels.Set(gsSet.Spec.Selector.MatchLabels).String()
}
var err error
if !reflect.DeepEqual(gsSet.Status, status) {
gsSet.Status = status
gsSet, err = c.carrierClient.CarrierV1alpha1().GameServerSets(gsSet.Namespace).UpdateStatus(gsSet)
if err != nil {
return nil, errors.Wrap(err, "error updating status on GameServerSet")
}
return gsSet, nil
}
return gsSet, nil
}
// patchGameServerIfChanged patch GameServerSet if it's different than provided.
func (c *Controller) patchGameServerIfChanged(gsSet *carrierv1alpha1.GameServerSet,
gsSetCopy *carrierv1alpha1.GameServerSet) (*carrierv1alpha1.GameServerSet, error) {
if reflect.DeepEqual(gsSet, gsSetCopy) {
return gsSet, nil
}
patch, err := kube.CreateMergePatch(gsSet, gsSetCopy)
if err != nil {
return gsSet, err
}
klog.V(3).Infof("GameServerSet %v got to scaling: %+v", gsSet.Name, gsSetCopy.Status.Conditions)
gsSetCopy, err = c.carrierClient.CarrierV1alpha1().GameServerSets(gsSet.Namespace).
Patch(gsSet.Name, types.MergePatchType, patch, "status")
if err != nil {
return nil, errors.Wrapf(err, "error updating status on GameServerSet %s", gsSet.Name)
}
klog.V(3).Infof("GameServerSet %v got to scaling: %+v", gsSet.Name, gsSetCopy.Status.Conditions)
return gsSetCopy, nil
}
// updateGameServerSpec update GameServer spec, include, image and resource.
func updateGameServerSpec(gsSet *carrierv1alpha1.GameServerSet, gs *carrierv1alpha1.GameServer) {
var image string
var resources corev1.ResourceRequirements
gs.Labels[util.GameServerHash] = gsSet.Labels[util.GameServerHash]
for _, container := range gsSet.Spec.Template.Spec.Template.Spec.Containers {
if container.Name != util.GameServerContainerName {
continue
}
image = container.Image
resources = container.Resources
}
for i, container := range gs.Spec.Template.Spec.Containers {
if container.Name != util.GameServerContainerName {
continue
}
gs.Spec.Template.Spec.Containers[i].Image = image
gs.Spec.Template.Spec.Containers[i].Resources = resources
}
gs.Spec.Constraints = nil
gameservers.SetInPlaceUpdatingStatus(gs, "false")
}
// computeStatus computes the status of the GameServerSet.
func computeStatus(list []*carrierv1alpha1.GameServer,
gsSet *carrierv1alpha1.GameServerSet) carrierv1alpha1.GameServerSetStatus {
var status carrierv1alpha1.GameServerSetStatus
for _, gs := range list {
if gameservers.IsBeingDeleted(gs) {
// don't count GS that are being deleted
continue
}
status.Replicas++
if gs.Status.State != carrierv1alpha1.GameServerRunning {
continue
}
if gameservers.IsDeletableWithGates(gs) {
continue
}
if gameservers.IsOutOfService(gs) &&
excludeConstraints(gsSet) {
continue
}
if gameservers.IsReady(gs) {
// do not count GS will be deleted, this GS are not online
status.ReadyReplicas++
}
}
return status
}
// excludeConstraints return if exclude GameServers with constraint for the GameServerSet
func excludeConstraints(gsSet *carrierv1alpha1.GameServerSet) bool {
if gsSet.Spec.ExcludeConstraints == nil {
return false
}
return *gsSet.Spec.ExcludeConstraints
}
// classifyGameServers classify the GameServers to deletables, deleteCandidates, runnings
func classifyGameServers(toDelete []*carrierv1alpha1.GameServer, updating bool) (
deletables, deleteCandidates, runnings []*carrierv1alpha1.GameServer) {
var inPlaceUpdatings, notReadys []*carrierv1alpha1.GameServer
for _, gs := range toDelete {
switch {
// GameServer Exit or Failed should delete.
case gameservers.IsStopped(gs):
deletables = append(deletables, gs)
case gameservers.IsInPlaceUpdating(gs):
if updating {
inPlaceUpdatings = append(inPlaceUpdatings, gs)
}
case gameservers.IsBeforeRunning(gs):
notReadys = append(notReadys, gs)
case gameservers.IsDeletable(gs):
deletables = append(deletables, gs)
case gameservers.IsOutOfService(gs):
deleteCandidates = append(deleteCandidates, gs)
default:
runnings = append(runnings, gs)
}
}
// benefit for sort
all := append(inPlaceUpdatings, notReadys...)
deletables = append(all, deletables...)
return
}
// sortGameServers will sort GameServers.
// 1. Sort according to cost.
// 2. Sort by policy.
func sortGameServers(potentialDeletions []*carrierv1alpha1.GameServer,
strategy carrierv1alpha1.SchedulingStrategy, counter *Counter) []*carrierv1alpha1.GameServer {
if len(potentialDeletions) == 0 {
return potentialDeletions
}
potentialDeletions = sortGameServersByCost(potentialDeletions)
ann := potentialDeletions[0].Annotations
if cost, _ := GetDeletionCostFromGameServerAnnotations(ann); cost == int64(math.MaxInt64) {
if strategy == carrierv1alpha1.MostAllocated {
potentialDeletions = sortGameServersByPodNum(potentialDeletions, counter)
} else {
potentialDeletions = sortGameServersByCreationTime(potentialDeletions)
}
}
return potentialDeletions
}
func printGameServerName(list []*carrierv1alpha1.GameServer, prefix string) {
for _, server := range list {
klog.Infof("%v %v", prefix, server.Name)
}
}