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