Files
cozystack/internal/gpu/controller/placement.go
Aleksei Sviridkin 9da24c2aa8 feat(gpu): bind, move and release GPU devices in the leader
The binder is the only writer of a device's placement, so budget and
capacity checks that admission already ran cannot be raced past by two
replicas or two webhook calls. Every event collapses into one pass over
all GPU objects, which serializes the decisions without per-object
locks, and devices are read past the cache so a unit booked in the last
pass is never booked again from a stale view.

A device that carries an unanswered bind request also queues a pass
that only answers requests, so the webhook, which waits seconds, is not
held behind moves, usage records and status of the whole cluster. The
full pass moves held sets off nodes that cannot keep them, rebinds Lost
sets before new orders, and binds new orders onto the fullest node with
room. Finalizers and usage records run with the feature disabled too,
so turning GPU off never hangs a namespace or class deletion.

The devices one VM names move, go Lost and are rebound as a set. Every
pass restores that invariant before it places anything, gathering a set
left partly Lost, by a write that failed half way or by a VMI that ended
next to held members, onto one node or sending all of it to Lost, so
each later step only ever changes whole sets.

A Lost device already counts against its tenant's budgets, so the pod of
its still running VMI is not counted again under a raw GPU key; for node
capacity it is, since the device itself holds no units.

Signed-off-by: Aleksei Sviridkin <f@lex.la>
Assisted-by: LLM
2026-10-21 06:33:42 +03:00

260 lines
7.1 KiB
Go

/*
Copyright 2026 The Cozystack 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 controller
import (
"fmt"
"sort"
"strings"
"k8s.io/apimachinery/pkg/api/meta"
metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
gpuv1alpha1 "github.com/cozystack/cozystack/api/gpu/v1alpha1"
"github.com/cozystack/cozystack/internal/gpu/model"
)
// nodeProblem is why a device's node cannot keep serving it, strongest
// first; problemNone means it can.
type nodeProblem int
const (
problemNone nodeProblem = iota
// problemCordoned alone is the problem under which a device of a Move
// class with no room elsewhere stays.
problemCordoned
// problemTainted and problemNotReady keep a bound device in place; a
// gather at VMI creation takes devices off such a node, unless a Stay pin
// holds the set there.
problemTainted
problemNotReady
// problemNotServed and every problem after it break a Stay pin.
problemNotServed
problemLostCapacity
problemGone
)
func (p nodeProblem) String() string {
return [...]string{"", "is cordoned", "has a taint VMs do not tolerate", "is not Ready",
"no longer serves the class", "has lost capacity", "is gone"}[p]
}
// layoutPending reports a pending host-layer change on the node. Node
// layouts arrive with the host layer; until then no node has one.
func layoutPending(string) bool { return false }
// problem returns the strongest reason the node of a held device cannot
// keep serving it.
func (w *world) problem(d *gpuv1alpha1.GPUDevice) nodeProblem {
n := w.nodes[d.Status.NodeName]
switch {
case n == nil:
return problemGone
case w.lost[n.Name].covers(w.resourceName(d.Spec.ClassName)):
return problemLostCapacity
case layoutPending(n.Name), !w.matches(d.Spec.ClassName, n.Name):
return problemNotServed
case !model.Ready(n):
return problemNotReady
case model.UntoleratedTaint(n, nil) != nil:
return problemTainted
case model.Cordoned(n):
return problemCordoned
}
return problemNone
}
// matches reports whether the class selects the node and no other class
// claims its resource name there.
func (w *world) matches(class, node string) bool {
c := w.snap.Classes[class]
n := w.nodes[node]
if n == nil || c.ResourceName == "" {
return false
}
for _, conflict := range w.snap.Conflicts(node) {
if conflict == class {
return false
}
}
for k, v := range c.NodeSelector {
if n.Labels[k] != v {
return false
}
}
return true
}
func (w *world) onCordon(class string) gpuv1alpha1.OnCordonPolicy {
if c := w.classes[class]; c != nil && c.Spec.OnCordon == gpuv1alpha1.OnCordonStay {
return gpuv1alpha1.OnCordonStay
}
return gpuv1alpha1.OnCordonMove
}
func holds(d *gpuv1alpha1.GPUDevice) bool { return model.HoldsGPUs(d.Status.Phase) }
// fits reports whether every device of set can hold its units on node:
// the node serves each class, has not lost capacity for it, and has room
// for the units of devices not already held there.
func (w *world) fits(set []*gpuv1alpha1.GPUDevice, node string) bool {
need := map[string]int64{}
for _, d := range set {
need[d.Spec.ClassName] += 0
if !holds(d) || d.Status.NodeName != node {
need[d.Spec.ClassName] += int64(d.Spec.Count)
}
}
for class, units := range need {
if !w.snap.Serves(class, node) || layoutPending(node) || w.lost[node].covers(w.resourceName(class)) {
return false
}
if w.snap.FreeOnNode(class, node) < units {
return false
}
}
return true
}
// pick returns the node set fits on, preferring the node that already
// holds most of it and then the fullest one, so whole nodes stay free for
// large sets.
func (w *world) pick(set []*gpuv1alpha1.GPUDevice) string {
type candidate struct {
name string
here, free int64
}
var cands []candidate
for _, n := range w.snap.Nodes {
if !w.fits(set, n.Name) {
continue
}
c := candidate{name: n.Name}
classes := map[string]bool{}
for _, d := range set {
if holds(d) && d.Status.NodeName == n.Name {
c.here += int64(d.Spec.Count)
}
classes[d.Spec.ClassName] = true
}
for class := range classes {
c.free += w.snap.FreeOnNode(class, n.Name)
}
cands = append(cands, c)
}
if len(cands) == 0 {
return ""
}
sort.Slice(cands, func(i, j int) bool {
a, b := cands[i], cands[j]
if a.here != b.here {
return a.here > b.here
}
if a.free != b.free {
return a.free < b.free
}
return a.name < b.name
})
return cands[0].name
}
// placeOn binds or moves every device of set onto node.
func (w *world) placeOn(set []*gpuv1alpha1.GPUDevice, node string) {
now := metav1.NewTime(w.now)
for _, d := range set {
if holds(d) && d.Status.NodeName == node {
continue
}
if !holds(d) {
d.Status.Phase = gpuv1alpha1.GPUDeviceBound
}
d.Status.NodeName = node
d.Status.BoundAt = &now
meta.RemoveStatusCondition(&d.Status.Conditions, ConditionWaiting)
w.setDevice(d)
}
}
// describe names each device of set and its node, for refusals.
func describe(set []*gpuv1alpha1.GPUDevice) string {
parts := make([]string, 0, len(set))
for _, d := range set {
node := d.Status.NodeName
if !holds(d) || node == "" {
node = "no node"
}
parts = append(parts, fmt.Sprintf("GPUDevice %s (%s, %s)", d.Name, d.Status.Phase, node))
}
return strings.Join(parts, ", ")
}
// vmSets groups the devices that keep moves, Lost and rebinds together:
// those one VirtualMachine names. A device no VM names is a set of its own.
// Only devices keep accepts are grouped.
func (w *world) vmSets(keep func(*gpuv1alpha1.GPUDevice) bool) [][]*gpuv1alpha1.GPUDevice {
parent := map[*gpuv1alpha1.GPUDevice]*gpuv1alpha1.GPUDevice{}
var find func(*gpuv1alpha1.GPUDevice) *gpuv1alpha1.GPUDevice
find = func(d *gpuv1alpha1.GPUDevice) *gpuv1alpha1.GPUDevice {
if parent[d] == d {
return d
}
parent[d] = find(parent[d])
return parent[d]
}
for _, d := range w.devices {
if keep(d) {
parent[d] = d
}
}
vms := make([]*vm, 0, len(w.vms))
for _, v := range w.vms {
vms = append(vms, v)
}
sort.Slice(vms, func(i, j int) bool { return vms[i].Namespace+"/"+vms[i].Name < vms[j].Namespace+"/"+vms[j].Name })
for _, v := range vms {
var first *gpuv1alpha1.GPUDevice
for _, name := range v.Devices {
d := w.device(v.Namespace, name)
if d == nil || parent[d] == nil {
continue
}
if first == nil {
first = d
continue
}
parent[find(d)] = find(first)
}
}
groups := map[*gpuv1alpha1.GPUDevice][]*gpuv1alpha1.GPUDevice{}
var roots []*gpuv1alpha1.GPUDevice
for _, d := range w.devices {
if parent[d] == nil {
continue
}
root := find(d)
if groups[root] == nil {
roots = append(roots, root)
}
groups[root] = append(groups[root], d)
}
out := make([][]*gpuv1alpha1.GPUDevice, 0, len(roots))
for _, root := range roots {
out = append(out, groups[root])
}
return out
}