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PLEASE NOTE: This document applies to the HEAD of the source tree
+
+If you are using a released version of Kubernetes, you should
+refer to the docs that go with that version.
+
+Documentation for other releases can be found at
+[releases.k8s.io](http://releases.k8s.io).
+
+--
+
+
+
+
+
+# Writing Controllers
+
+A Kubernetes controller is an active reconciliation process. That is, it watches some object for the world's desired
+state, and it watches the world's actual state, too. Then, it sends instructions to try and make the world's current
+state be more like the desired state.
+
+The simplest implementation of this is a loop:
+
+```go
+for {
+ desired := getDesiredState()
+ current := getCurrentState()
+ makeChanges(desired, current)
+}
+```
+
+Watches, etc, are all merely optimizations of this logic.
+
+## Guidelines
+
+When you’re writing controllers, there are few guidelines that will help make sure you get the results and performance
+you’re looking for.
+
+1. Operate on one item at a time. If you use a `workqueue.Interface`, you’ll be able to queue changes for a
+ particular resource and later pop them in multiple “worker” gofuncs with a guarantee that no two gofuncs will
+ work on the same item at the same time.
+
+ Many controllers must trigger off multiple resources (I need to "check X if Y changes"), but nearly all controllers
+ can collapse those into a queue of “check this X” based on relationships. For instance, a ReplicaSetController needs
+ to react to a pod being deleted, but it does that by finding the related ReplicaSets and queuing those.
+
+
+1. Random ordering between resources. When controllers queue off multiple types of resources, there is no guarantee
+ of ordering amongst those resources.
+
+ Distinct watches are updated independently. Even with an objective ordering of “created resourceA/X” and “created
+ resourceB/Y”, your controller could observe “created resourceB/Y” and “created resourceA/X”.
+
+
+1. Level driven, not edge driven. Just like having a shell script that isn’t running all the time, your controller
+ may be off for an indeterminate amount of time before running again.
+
+ If an API object appears with a marker value of `true`, you can’t count on having seen it turn from `false` to `true`,
+ only that you now observe it being `true`. Even an API watch suffers from this problem, so be sure that you’re not
+ counting on seeing a change unless your controller is also marking the information it last made the decision on in
+ the object's status.
+
+
+1. Use `SharedInformers`. `SharedInformers` provide hooks to receive notifications of adds, updates, and deletes for
+ a particular resource. They also provide convenience functions for accessing shared caches and determining when a
+ cache is primed.
+
+ Use the factory methods down in https://github.com/kubernetes/kubernetes/blob/master/pkg/controller/framework/informers/factory.go
+ to ensure that you are sharing the same instance of the cache as everyone else.
+
+ This saves us connections against the API server, duplicate serialization costs server-side, duplicate deserialization
+ costs controller-side, and duplicate caching costs controller-side.
+
+ You may see other mechanisms like reflectors and deltafifos driving controllers. Those were older mechanisms that we
+ later used to build the `SharedInformers`. You should avoid using them in new controllers
+
+
+1. Never mutate original objects! Caches are shared across controllers, this means that if you mutate your "copy"
+ (actually a reference or shallow copy) of an object, you’ll mess up other controllers (not just your own).
+
+ The most common point of failure is making a shallow copy, then mutating a map, like `Annotations`. Use
+ `api.Scheme.Copy` to make a deep copy.
+
+
+1. Wait for your secondary caches. Many controllers have primary and secondary resources. Primary resources are the
+ resources that you’ll be updating `Status` for. Secondary resources are resources that you’ll be managing
+ (creating/deleting) or using for lookups.
+
+ Use the `framework.WaitForCacheSync` function to wait for your secondary caches before starting your primary sync
+ functions. This will make sure that things like a Pod count for a ReplicaSet isn’t working off of known out of date
+ information that results in thrashing.
+
+
+1. There are other actors in the system. Just because you haven't changed an object doesn't mean that somebody else
+ hasn't.
+
+ Don't forget that the current state may change at any moment--it's not sufficient to just watch the desired state.
+ If you use the absence of objects in the desired state to indicate that things in the current state should be deleted,
+ make sure you don't have a bug in your observation code (e.g., act before your cache has filled).
+
+
+1. Percolate errors to the top level for consistent re-queuing. We have a `workqueue.RateLimitingInterface` to allow
+ simple requeuing with reasonable backoffs.
+
+ Your main controller func should return an error when requeuing is necessary. When it isn’t, it should use
+ `utilruntime.HandleError` and return nil instead. This makes it very easy for reviewers to inspect error handling
+ cases and to be confident that your controller doesn’t accidentally lose things it should retry for.
+
+
+1. Watches and Informers will “sync”. Periodically, they will deliver every matching object in the cluster to your
+ `Update` method. This is good for cases where you may need to take additional action on the object, but sometimes you
+ know there won’t be more work to do.
+
+ In cases where you are *certain* that you don't need to requeue items when there are no new changes, you can compare the
+ resource version of the old and new objects. If they are the same, you skip requeuing the work. Be careful when you
+ do this. If you ever skip requeuing your item on failures, you could fail, not requeue, and then never retry that
+ item again.
+
+
+## Rough Structure
+
+Overall, your controller should look something like this:
+
+```go
+type Controller struct{
+ // podLister is secondary cache of pods which is used for object lookups
+ podLister cache.StoreToPodLister
+
+ // queue is where incoming work is placed to de-dup and to allow "easy" rate limited requeues on errors
+ queue workqueue.RateLimitingInterface
+}
+
+func (c *Controller) Run(threadiness int, stopCh chan struct{}){
+ // don't let panics crash the process
+ defer utilruntime.HandleCrash()
+ // make sure the work queue is shutdown which will trigger workers to end
+ defer dsc.queue.ShutDown()
+
+ glog.Infof("Starting controller")
+
+ // wait for your secondary caches to fill before starting your work
+ if !framework.WaitForCacheSync(stopCh, c.podStoreSynced) {
+ return
+ }
+
+ // start up your worker threads based on threadiness. Some controllers have multiple kinds of workers
+ for i := 0; i < threadiness; i++ {
+ // runWorker will loop until "something bad" happens. The .Until will then rekick the worker
+ // after one second
+ go wait.Until(c.runWorker, time.Second, stopCh)
+ }
+
+ // wait until we're told to stop
+ <-stopCh
+ glog.Infof("Shutting down controller")
+}
+
+func (c *Controller) runWorker() {
+ // hot loop until we're told to stop. processNextWorkItem will automatically wait until there's work
+ // available, so we don't don't worry about secondary waits
+ for c.processNextWorkItem() {
+ }
+}
+
+// processNextWorkItem deals with one key off the queue. It returns false when it's time to quit.
+func (c *Controller) processNextWorkItem() bool {
+ // pull the next work item from queue. It should be a key we use to lookup something in a cache
+ key, quit := c.queue.Get()
+ if quit {
+ return false
+ }
+ // you always have to indicate to the queue that you've completed a piece of work
+ defer c.queue.Done(key)
+
+ // do your work on the key. This method will contains your "do stuff" logic"
+ err := c.syncHandler(key.(string))
+ if err == nil {
+ // if you had no error, tell the queue to stop tracking history for your key. This will
+ // reset things like failure counts for per-item rate limiting
+ c.queue.Forget(key)
+ return true
+ }
+
+ // there was a failure so be sure to report it. This method allows for pluggable error handling
+ // which can be used for things like cluster-monitoring
+ utilruntime.HandleError(fmt.Errorf("%v failed with : %v", key, err))
+ // since we failed, we should requeue the item to work on later. This method will add a backoff
+ // to avoid hotlooping on particular items (they're probably still not going to work right away)
+ // and overall controller protection (everything I've done is broken, this controller needs to
+ // calm down or it can starve other useful work) cases.
+ c.queue.AddRateLimited(key)
+
+ return true
+}
+
+```
+
+
+
+[]()
+