Files
nomad/scheduler/scheduler_system.go
Tim Gross 5c909213ce scheduler: add reconciler annotations to completed evals (#26188)
The output of the reconciler stage of scheduling is only visible via debug-level
logs, typically accessible only to the cluster admin. We can give job authors
better ability to understand what's happening to their jobs if we expose this
information to them in the `eval status` command.

Add the reconciler's desired updates to the evaluation struct so it can be
exposed in the API. This increases the size of evals by roughly 15% in the state
store, or a bit more when there are preemptions (but we expect this will be a
small minority of evals).

Ref: https://hashicorp.atlassian.net/browse/NMD-818
Fixes: https://github.com/hashicorp/nomad/issues/15564
2025-07-07 09:40:21 -04:00

597 lines
19 KiB
Go

// Copyright (c) HashiCorp, Inc.
// SPDX-License-Identifier: BUSL-1.1
package scheduler
import (
"fmt"
"runtime/debug"
log "github.com/hashicorp/go-hclog"
"github.com/hashicorp/go-memdb"
"github.com/hashicorp/nomad/helper/uuid"
"github.com/hashicorp/nomad/nomad/structs"
"github.com/hashicorp/nomad/scheduler/feasible"
"github.com/hashicorp/nomad/scheduler/reconciler"
sstructs "github.com/hashicorp/nomad/scheduler/structs"
)
const (
// maxSystemScheduleAttempts is used to limit the number of times
// we will attempt to schedule if we continue to hit conflicts for system
// jobs.
maxSystemScheduleAttempts = 5
// maxSysBatchScheduleAttempts is used to limit the number of times we will
// attempt to schedule if we continue to hit conflicts for sysbatch jobs.
maxSysBatchScheduleAttempts = 2
)
// SystemScheduler is used for 'system' and 'sysbatch' jobs. This scheduler is
// designed for jobs that should be run on every client. The 'system' mode
// will ensure those jobs continuously run regardless of successful task exits,
// whereas 'sysbatch' considers the task complete on success.
type SystemScheduler struct {
logger log.Logger
eventsCh chan<- interface{}
state sstructs.State
planner sstructs.Planner
sysbatch bool
eval *structs.Evaluation
job *structs.Job
plan *structs.Plan
planResult *structs.PlanResult
ctx *feasible.EvalContext
stack *feasible.SystemStack
nodes []*structs.Node
notReadyNodes map[string]struct{}
nodesByDC map[string]int
limitReached bool
nextEval *structs.Evaluation
failedTGAllocs map[string]*structs.AllocMetric
queuedAllocs map[string]int
planAnnotations *structs.PlanAnnotations
}
// NewSystemScheduler is a factory function to instantiate a new system
// scheduler.
func NewSystemScheduler(logger log.Logger, eventsCh chan<- interface{}, state sstructs.State, planner sstructs.Planner) sstructs.Scheduler {
return &SystemScheduler{
logger: logger.Named("system_sched"),
eventsCh: eventsCh,
state: state,
planner: planner,
sysbatch: false,
}
}
func NewSysBatchScheduler(logger log.Logger, eventsCh chan<- interface{}, state sstructs.State, planner sstructs.Planner) sstructs.Scheduler {
return &SystemScheduler{
logger: logger.Named("sysbatch_sched"),
eventsCh: eventsCh,
state: state,
planner: planner,
sysbatch: true,
}
}
// Process is used to handle a single evaluation.
func (s *SystemScheduler) Process(eval *structs.Evaluation) (err error) {
defer func() {
if r := recover(); r != nil {
s.logger.Error("processing eval panicked scheduler - please report this as a bug!", "eval_id", eval.ID, "error", r, "stack_trace", string(debug.Stack()))
err = fmt.Errorf("failed to process eval: %v", r)
}
}()
// Store the evaluation
s.eval = eval
// Update our logger with the eval's information
s.logger = s.logger.With("eval_id", eval.ID, "job_id", eval.JobID, "namespace", eval.Namespace)
// Verify the evaluation trigger reason is understood
if !s.canHandle(eval.TriggeredBy) {
desc := fmt.Sprintf("scheduler cannot handle '%s' evaluation reason", eval.TriggeredBy)
return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil,
s.failedTGAllocs, s.planAnnotations, structs.EvalStatusFailed, desc,
s.queuedAllocs, "")
}
limit := maxSystemScheduleAttempts
if s.sysbatch {
limit = maxSysBatchScheduleAttempts
}
// Retry up to the maxSystemScheduleAttempts and reset if progress is made.
progress := func() bool { return progressMade(s.planResult) }
if err := retryMax(limit, s.process, progress); err != nil {
if statusErr, ok := err.(*SetStatusError); ok {
return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil,
s.failedTGAllocs, s.planAnnotations, statusErr.EvalStatus, err.Error(),
s.queuedAllocs, "")
}
return err
}
// Update the status to complete
return setStatus(s.logger, s.planner, s.eval, s.nextEval, nil,
s.failedTGAllocs, s.planAnnotations, structs.EvalStatusComplete, "",
s.queuedAllocs, "")
}
// process is wrapped in retryMax to iteratively run the handler until we have no
// further work or we've made the maximum number of attempts.
func (s *SystemScheduler) process() (bool, error) {
// Lookup the Job by ID
var err error
ws := memdb.NewWatchSet()
s.job, err = s.state.JobByID(ws, s.eval.Namespace, s.eval.JobID)
if err != nil {
return false, fmt.Errorf("failed to get job '%s': %v", s.eval.JobID, err)
}
numTaskGroups := 0
if !s.job.Stopped() {
numTaskGroups = len(s.job.TaskGroups)
}
s.queuedAllocs = make(map[string]int, numTaskGroups)
// Get the ready nodes in the required datacenters
if !s.job.Stopped() {
s.nodes, s.notReadyNodes, s.nodesByDC, err = readyNodesInDCsAndPool(
s.state, s.job.Datacenters, s.job.NodePool)
if err != nil {
return false, fmt.Errorf("failed to get ready nodes: %v", err)
}
}
// Create a plan
s.plan = s.eval.MakePlan(s.job)
// Reset the failed allocations
s.failedTGAllocs = nil
// Create an evaluation context
s.ctx = feasible.NewEvalContext(s.eventsCh, s.state, s.plan, s.logger)
// Construct the placement stack
s.stack = feasible.NewSystemStack(s.sysbatch, s.ctx)
if !s.job.Stopped() {
s.setJob(s.job)
}
// Compute the target job allocations
if err := s.computeJobAllocs(); err != nil {
s.logger.Error("failed to compute job allocations", "error", err)
return false, err
}
// If the plan is a no-op, we can bail. If AnnotatePlan is set submit the plan
// anyways to get the annotations.
if s.plan.IsNoOp() && !s.eval.AnnotatePlan {
return true, nil
}
// If the limit of placements was reached we need to create an evaluation
// to pickup from here after the stagger period.
if s.limitReached && s.nextEval == nil {
s.nextEval = s.eval.NextRollingEval(s.job.Update.Stagger)
if err := s.planner.CreateEval(s.nextEval); err != nil {
s.logger.Error("failed to make next eval for rolling update", "error", err)
return false, err
}
s.logger.Debug("rolling update limit reached, next eval created", "next_eval_id", s.nextEval.ID)
}
// Submit the plan
if s.eval.AnnotatePlan {
s.plan.Annotations = s.planAnnotations
}
result, newState, err := s.planner.SubmitPlan(s.plan)
s.planResult = result
if err != nil {
return false, err
}
// Decrement the number of allocations pending per task group based on the
// number of allocations successfully placed
adjustQueuedAllocations(s.logger, result, s.queuedAllocs)
// If we got a state refresh, try again since we have stale data
if newState != nil {
s.logger.Debug("refresh forced")
s.state = newState
return false, nil
}
// Try again if the plan was not fully committed, potential conflict
fullCommit, expected, actual := result.FullCommit(s.plan)
if !fullCommit {
s.logger.Debug("plan didn't fully commit", "attempted", expected, "placed", actual)
return false, nil
}
// Success!
return true, nil
}
// setJob updates the stack with the given job and job's node pool scheduler
// configuration.
func (s *SystemScheduler) setJob(job *structs.Job) error {
// Fetch node pool and global scheduler configuration to determine how to
// configure the scheduler.
pool, err := s.state.NodePoolByName(nil, job.NodePool)
if err != nil {
return fmt.Errorf("failed to get job node pool %q: %v", job.NodePool, err)
}
_, schedConfig, err := s.state.SchedulerConfig()
if err != nil {
return fmt.Errorf("failed to get scheduler configuration: %v", err)
}
s.stack.SetJob(job)
s.stack.SetSchedulerConfiguration(schedConfig.WithNodePool(pool))
return nil
}
// computeJobAllocs is used to reconcile differences between the job,
// existing allocations and node status to update the allocations.
func (s *SystemScheduler) computeJobAllocs() error {
// Lookup the allocations by JobID
ws := memdb.NewWatchSet()
allocs, err := s.state.AllocsByJob(ws, s.eval.Namespace, s.eval.JobID, true)
if err != nil {
return fmt.Errorf("failed to get allocs for job '%s': %v", s.eval.JobID, err)
}
// Determine the tainted nodes containing job allocs
tainted, err := taintedNodes(s.state, allocs)
if err != nil {
return fmt.Errorf("failed to get tainted nodes for job '%s': %v", s.eval.JobID, err)
}
// Update the allocations which are in pending/running state on tainted
// nodes to lost.
updateNonTerminalAllocsToLost(s.plan, tainted, allocs)
// Split out terminal allocations
live, term := structs.SplitTerminalAllocs(allocs)
// Diff the required and existing allocations
r := reconciler.Node(s.job, s.nodes, s.notReadyNodes, tainted, live, term,
s.planner.ServersMeetMinimumVersion(minVersionMaxClientDisconnect, true))
if s.logger.IsDebug() {
s.logger.Debug("reconciled current state with desired state", r.Fields()...)
}
// Add all the allocs to stop
for _, e := range r.Stop {
s.plan.AppendStoppedAlloc(e.Alloc, sstructs.StatusAllocNotNeeded, "", "")
}
// Add all the allocs to migrate
for _, e := range r.Migrate {
s.plan.AppendStoppedAlloc(e.Alloc, sstructs.StatusAllocNodeTainted, "", "")
}
// Lost allocations should be transitioned to desired status stop and client
// status lost.
for _, e := range r.Lost {
s.plan.AppendStoppedAlloc(e.Alloc, sstructs.StatusAllocLost, structs.AllocClientStatusLost, "")
}
for _, e := range r.Disconnecting {
s.plan.AppendUnknownAlloc(e.Alloc)
}
allocExistsForTaskGroup := map[string]bool{}
// Attempt to do the upgrades in place.
// Reconnecting allocations need to be updated to persists alloc state
// changes.
updates := make([]reconciler.AllocTuple, 0, len(r.Update)+len(r.Reconnecting))
updates = append(updates, r.Update...)
updates = append(updates, r.Reconnecting...)
destructiveUpdates, inplaceUpdates := inplaceUpdate(s.ctx, s.eval, s.job, s.stack, updates)
r.Update = destructiveUpdates
for _, inplaceUpdate := range inplaceUpdates {
allocExistsForTaskGroup[inplaceUpdate.TaskGroup.Name] = true
}
s.planAnnotations = &structs.PlanAnnotations{
DesiredTGUpdates: desiredUpdates(r, inplaceUpdates, destructiveUpdates),
}
// Check if a rolling upgrade strategy is being used
limit := len(r.Update)
if !s.job.Stopped() && s.job.Update.Rolling() {
limit = s.job.Update.MaxParallel
}
// Treat non in-place updates as an eviction and new placement.
s.limitReached = evictAndPlace(s.ctx, r, r.Update, sstructs.StatusAllocUpdating, &limit)
// Nothing remaining to do if placement is not required
if len(r.Place) == 0 {
if !s.job.Stopped() {
for _, tg := range s.job.TaskGroups {
s.queuedAllocs[tg.Name] = 0
}
}
return nil
}
// Record the number of allocations that needs to be placed per Task Group
for _, allocTuple := range r.Place {
s.queuedAllocs[allocTuple.TaskGroup.Name] += 1
}
for _, ignoredAlloc := range r.Ignore {
allocExistsForTaskGroup[ignoredAlloc.TaskGroup.Name] = true
}
// Compute the placements
return s.computePlacements(r.Place, allocExistsForTaskGroup)
}
func mergeNodeFiltered(acc, curr *structs.AllocMetric) *structs.AllocMetric {
if acc == nil {
return curr.Copy()
}
acc.NodesEvaluated += curr.NodesEvaluated
acc.NodesFiltered += curr.NodesFiltered
if acc.ClassFiltered == nil {
acc.ClassFiltered = make(map[string]int)
}
for k, v := range curr.ClassFiltered {
acc.ClassFiltered[k] += v
}
if acc.ConstraintFiltered == nil {
acc.ConstraintFiltered = make(map[string]int)
}
for k, v := range curr.ConstraintFiltered {
acc.ConstraintFiltered[k] += v
}
acc.AllocationTime += curr.AllocationTime
return acc
}
// computePlacements computes placements for allocations
func (s *SystemScheduler) computePlacements(place []reconciler.AllocTuple, existingByTaskGroup map[string]bool) error {
nodeByID := make(map[string]*structs.Node, len(s.nodes))
for _, node := range s.nodes {
nodeByID[node.ID] = node
}
// track node filtering, to only report an error if all nodes have been filtered
var filteredMetrics map[string]*structs.AllocMetric
nodes := make([]*structs.Node, 1)
for _, missing := range place {
tgName := missing.TaskGroup.Name
node, ok := nodeByID[missing.Alloc.NodeID]
if !ok {
s.logger.Debug("could not find node", "node", missing.Alloc.NodeID)
continue
}
// Update the set of placement nodes
nodes[0] = node
s.stack.SetNodes(nodes)
// Attempt to match the task group
option := s.stack.Select(missing.TaskGroup, &feasible.SelectOptions{AllocName: missing.Name})
if option == nil {
// If the task can't be placed on this node, update reporting data
// and continue to short circuit the loop
// If this node was filtered because of constraint
// mismatches and we couldn't create an allocation then
// decrement queuedAllocs for that task group.
if s.ctx.Metrics().NodesFiltered > 0 {
queued := s.queuedAllocs[tgName] - 1
s.queuedAllocs[tgName] = queued
if filteredMetrics == nil {
filteredMetrics = map[string]*structs.AllocMetric{}
}
filteredMetrics[tgName] = mergeNodeFiltered(filteredMetrics[tgName], s.ctx.Metrics())
// If no tasks have been placed and there aren't any previously
// existing (ignored or updated) tasks on the node, mark the alloc as failed to be placed
// if queued <= 0 && !existingByTaskGroup[tgName] {
if queued <= 0 && !existingByTaskGroup[tgName] {
if s.failedTGAllocs == nil {
s.failedTGAllocs = make(map[string]*structs.AllocMetric)
}
s.failedTGAllocs[tgName] = filteredMetrics[tgName]
}
// If we are annotating the plan, then decrement the desired
// placements based on whether the node meets the constraints
if s.planAnnotations != nil &&
s.planAnnotations.DesiredTGUpdates != nil {
desired := s.planAnnotations.DesiredTGUpdates[tgName]
desired.Place -= 1
}
// Filtered nodes are not reported to users, just omitted from the job status
continue
}
// Check if this task group has already failed, reported to the user as a count
if metric, ok := s.failedTGAllocs[tgName]; ok {
metric.CoalescedFailures += 1
metric.ExhaustResources(missing.TaskGroup)
continue
}
// Store the available nodes by datacenter
s.ctx.Metrics().NodesAvailable = s.nodesByDC
s.ctx.Metrics().NodesInPool = len(s.nodes)
// Compute top K scoring node metadata
s.ctx.Metrics().PopulateScoreMetaData()
// Lazy initialize the failed map
if s.failedTGAllocs == nil {
s.failedTGAllocs = make(map[string]*structs.AllocMetric)
}
// Update metrics with the resources requested by the task group.
s.ctx.Metrics().ExhaustResources(missing.TaskGroup)
// Actual failure to start this task on this candidate node, report it individually
s.failedTGAllocs[tgName] = s.ctx.Metrics()
s.addBlocked(node)
continue
}
// Store the available nodes by datacenter
s.ctx.Metrics().NodesAvailable = s.nodesByDC
s.ctx.Metrics().NodesInPool = len(s.nodes)
// Compute top K scoring node metadata
s.ctx.Metrics().PopulateScoreMetaData()
// Set fields based on if we found an allocation option
resources := &structs.AllocatedResources{
Tasks: option.TaskResources,
TaskLifecycles: option.TaskLifecycles,
Shared: structs.AllocatedSharedResources{
DiskMB: int64(missing.TaskGroup.EphemeralDisk.SizeMB),
},
}
if option.AllocResources != nil {
resources.Shared.Networks = option.AllocResources.Networks
resources.Shared.Ports = option.AllocResources.Ports
}
// Create an allocation for this
alloc := &structs.Allocation{
ID: uuid.Generate(),
Namespace: s.job.Namespace,
EvalID: s.eval.ID,
Name: missing.Name,
JobID: s.job.ID,
TaskGroup: tgName,
Metrics: s.ctx.Metrics(),
NodeID: option.Node.ID,
NodeName: option.Node.Name,
TaskResources: resources.OldTaskResources(),
AllocatedResources: resources,
DesiredStatus: structs.AllocDesiredStatusRun,
ClientStatus: structs.AllocClientStatusPending,
// SharedResources is considered deprecated, will be removed in 0.11.
// It is only set for compat reasons
SharedResources: &structs.Resources{
DiskMB: missing.TaskGroup.EphemeralDisk.SizeMB,
Networks: resources.Shared.Networks,
},
}
// If the new allocation is replacing an older allocation then we record the
// older allocation id so that they are chained
if missing.Alloc != nil {
alloc.PreviousAllocation = missing.Alloc.ID
}
// If this placement involves preemption, set DesiredState to evict for those allocations
if option.PreemptedAllocs != nil {
var preemptedAllocIDs []string
for _, stop := range option.PreemptedAllocs {
s.plan.AppendPreemptedAlloc(stop, alloc.ID)
preemptedAllocIDs = append(preemptedAllocIDs, stop.ID)
if s.eval.AnnotatePlan && s.planAnnotations != nil {
s.planAnnotations.PreemptedAllocs = append(s.planAnnotations.PreemptedAllocs, stop.Stub(nil))
if s.planAnnotations.DesiredTGUpdates != nil {
desired := s.planAnnotations.DesiredTGUpdates[tgName]
desired.Preemptions += 1
}
}
}
alloc.PreemptedAllocations = preemptedAllocIDs
}
s.plan.AppendAlloc(alloc, nil)
}
return nil
}
// addBlocked creates a new blocked eval for this job on this node
// and submit to the planner (worker.go), which keeps the eval for execution later
func (s *SystemScheduler) addBlocked(node *structs.Node) error {
e := s.ctx.Eligibility()
escaped := e.HasEscaped()
// Only store the eligible classes if the eval hasn't escaped.
var classEligibility map[string]bool
if !escaped {
classEligibility = e.GetClasses()
}
blocked := s.eval.CreateBlockedEval(classEligibility, escaped, e.QuotaLimitReached(), s.failedTGAllocs)
blocked.StatusDescription = sstructs.DescBlockedEvalFailedPlacements
blocked.NodeID = node.ID
return s.planner.CreateEval(blocked)
}
func (s *SystemScheduler) canHandle(trigger string) bool {
switch trigger {
case structs.EvalTriggerJobRegister:
case structs.EvalTriggerNodeUpdate:
case structs.EvalTriggerFailedFollowUp:
case structs.EvalTriggerJobDeregister:
case structs.EvalTriggerRollingUpdate:
case structs.EvalTriggerPreemption:
case structs.EvalTriggerDeploymentWatcher:
case structs.EvalTriggerNodeDrain:
case structs.EvalTriggerAllocStop:
case structs.EvalTriggerQueuedAllocs:
case structs.EvalTriggerScaling:
case structs.EvalTriggerReconnect:
default:
switch s.sysbatch {
case true:
return trigger == structs.EvalTriggerPeriodicJob
case false:
return false
}
}
return true
}
// evictAndPlace is used to mark allocations for evicts and add them to the
// placement queue. evictAndPlace modifies both the diffResult and the
// limit. It returns true if the limit has been reached.
func evictAndPlace(ctx feasible.Context, diff *reconciler.NodeReconcileResult, allocs []reconciler.AllocTuple, desc string, limit *int) bool {
n := len(allocs)
for i := 0; i < n && i < *limit; i++ {
a := allocs[i]
ctx.Plan().AppendStoppedAlloc(a.Alloc, desc, "", "")
diff.Place = append(diff.Place, a)
}
if n <= *limit {
*limit -= n
return false
}
*limit = 0
return true
}