mirror of
https://github.com/newnius/YAO-scheduler.git
synced 2025-12-13 07:46:43 +00:00
update
This commit is contained in:
@@ -115,6 +115,7 @@ func (jm *JobManager) start() {
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v.Set("cpu_limit", strconv.Itoa(jm.job.Tasks[i].NumberCPU))
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v.Set("network", network)
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v.Set("should_wait", "1")
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v.Set("HDFS_path", "1")
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resp, err := doRequest("POST", "http://"+jm.resources[i].ClientHost+":8000/create", strings.NewReader(v.Encode()), "application/x-www-form-urlencoded", "")
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if err != nil {
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@@ -8,16 +8,14 @@ import (
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log "github.com/sirupsen/logrus"
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"math/rand"
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"strconv"
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"hash/fnv"
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"sort"
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"hash/fnv"
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)
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type ResourcePool struct {
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//mu sync.Mutex
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//nodes map[string]NodeStatus
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pools []map[string]NodeStatus
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poolsMu []sync.Mutex
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poolsCount int
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pools []PoolSeg
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poolsMu sync.Mutex
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history []PoolStatus
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@@ -29,6 +27,7 @@ type ResourcePool struct {
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networkMu sync.Mutex
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versions map[string]float64
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versionsMu sync.Mutex
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counter int
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counterTotal int
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@@ -40,6 +39,77 @@ type ResourcePool struct {
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TotalGPU int
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}
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func (pool *ResourcePool) start() {
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pool.networks = map[string]bool{}
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pool.networksFree = map[string]bool{}
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pool.versions = map[string]float64{}
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pool.bindings = map[string]map[string]int{}
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pool.utils = map[string][]UtilGPUTimeSeries{}
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pool.TotalGPU = 0
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/* init pools */
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pool.poolsCount = 300
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for i := 0; i < pool.poolsCount; i++ {
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pool.pools = append(pool.pools, PoolSeg{Lock: sync.Mutex{}, IsVirtual: true, ID: i})
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}
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/* make non-virtual seg */
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for i := 0; i < pool.poolsCount/3; i++ {
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pool.pools[rand.Intn(pool.poolsCount)].IsVirtual = false
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}
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/* make working srg */
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for i := 0; i < 10; i++ {
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pool.pools[rand.Intn(pool.poolsCount)].Nodes = map[string]*NodeStatus{}
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}
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/* init Next pointer */
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var pre *PoolSeg
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for i := pool.poolsCount*2 - 1; ; i-- {
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if pool.pools[i%pool.poolsCount].Next != nil {
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break
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}
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pool.pools[i%pool.poolsCount].Next = pre
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if pool.pools[i%pool.poolsCount].Nodes != nil {
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pre = &pool.pools[i%pool.poolsCount]
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}
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}
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pool.heartBeat = map[string]time.Time{}
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go func() {
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pool.checkDeadNodes()
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}()
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pool.history = []PoolStatus{}
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go func() {
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pool.saveStatusHistory()
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}()
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}
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/* check dead nodes periodically */
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func (pool *ResourcePool) checkDeadNodes() {
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for {
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pool.heartBeatMu.Lock()
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for k, v := range pool.heartBeat {
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if v.Add(time.Second * 30).Before(time.Now()) {
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poolID := pool.getNodePool(k)
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seg := &pool.pools[poolID]
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if seg.Nodes == nil {
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seg = seg.Next
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}
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seg.Lock.Lock()
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delete(seg.Nodes, k)
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seg.Lock.Unlock()
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pool.versionsMu.Lock()
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delete(pool.versions, k)
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pool.versionsMu.Unlock()
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log.Info(" node ", k, " is offline")
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}
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}
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pool.heartBeatMu.Unlock()
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time.Sleep(time.Second * 10)
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}
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}
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func (pool *ResourcePool) GPUModelToPower(model string) int {
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mapper := map[string]int{
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"K40": 1, "Tesla K40": 1,
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@@ -58,47 +128,9 @@ func (pool *ResourcePool) getNodePool(name string) int {
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return int(h.Sum32()) % pool.poolsCount
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}
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func (pool *ResourcePool) start() {
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//TODO: retrieve networks from yao-agent-master in blocking io
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pool.networks = map[string]bool{}
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pool.networksFree = map[string]bool{}
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pool.versions = map[string]float64{}
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pool.bindings = map[string]map[string]int{}
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pool.utils = map[string][]UtilGPUTimeSeries{}
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pool.TotalGPU = 0
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pool.poolsCount = 100
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for i := 0; i < pool.poolsCount; i++ {
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pool.pools = append(pool.pools, map[string]NodeStatus{})
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pool.poolsMu = append(pool.poolsMu, sync.Mutex{})
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}
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/* check dead nodes */
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go func() {
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pool.heartBeat = map[string]time.Time{}
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for {
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pool.heartBeatMu.Lock()
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for k, v := range pool.heartBeat {
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if v.Add(time.Second * 30).Before(time.Now()) {
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poolID := pool.getNodePool(k)
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pool.poolsMu[poolID].Lock()
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delete(pool.pools[poolID], k)
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delete(pool.versions, k)
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pool.poolsMu[poolID].Unlock()
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}
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}
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pool.heartBeatMu.Unlock()
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time.Sleep(time.Second * 10)
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}
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}()
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/* save pool status periodically */
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go func() {
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/* save pool status periodically */
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func (pool *ResourcePool) saveStatusHistory() {
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/* waiting for data */
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pool.history = []PoolStatus{}
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time.Sleep(time.Second * 30)
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for {
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summary := PoolStatus{}
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@@ -113,9 +145,11 @@ func (pool *ResourcePool) start() {
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TotalMemGPU := 0
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AvailableMemGPU := 0
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nodesCount := 0
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for i := 0; i < pool.poolsCount; i++ {
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pool.poolsMu[i].Lock()
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for _, node := range pool.pools[i] {
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start := pool.pools[0].Next
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for cur := start; ; {
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cur.Lock.Lock()
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for _, node := range cur.Nodes {
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UtilCPU += node.UtilCPU
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TotalCPU += node.NumCPU
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TotalMem += node.MemTotal
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@@ -128,8 +162,12 @@ func (pool *ResourcePool) start() {
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AvailableMemGPU += GPU.MemoryFree
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}
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}
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nodesCount += len(pool.pools[i])
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pool.poolsMu[i].Unlock()
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nodesCount += len(cur.Nodes)
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cur.Lock.Unlock()
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cur = cur.Next
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if cur == start {
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break
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}
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}
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summary.TimeStamp = time.Now().Format("2006-01-02 15:04:05")
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summary.UtilCPU = UtilCPU / (float64(nodesCount) + 0.001)
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@@ -154,15 +192,19 @@ func (pool *ResourcePool) start() {
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pool.TotalGPU = TotalGPU
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time.Sleep(time.Second * 60)
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}
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}()
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}
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/* update node info */
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func (pool *ResourcePool) update(node NodeStatus) {
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poolID := pool.getNodePool(node.ClientID)
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pool.poolsMu[poolID].Lock()
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defer pool.poolsMu[poolID].Unlock()
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segID := pool.getNodePool(node.ClientID)
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seg := &pool.pools[segID]
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if seg.Nodes == nil {
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seg = seg.Next
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}
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seg.Lock.Lock()
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defer seg.Lock.Unlock()
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/* init bindings */
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go func(node NodeStatus) {
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pool.bindingsMu.Lock()
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defer pool.bindingsMu.Unlock()
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@@ -180,46 +222,137 @@ func (pool *ResourcePool) update(node NodeStatus) {
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}(node)
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pool.counterTotal++
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pool.versionsMu.Lock()
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if version, ok := pool.versions[node.ClientID]; ok && version == node.Version {
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pool.versionsMu.Unlock()
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return
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}
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pool.versionsMu.Unlock()
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pool.counter++
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log.Debug(node.Version, "!=", pool.versions[node.ClientID])
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pool.counter++
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status, ok := pool.pools[poolID][node.ClientID]
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status, ok := seg.Nodes[node.ClientID]
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if ok {
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/* remain allocation info */
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for i, GPU := range status.Status {
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if GPU.UUID == node.Status[i].UUID {
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node.Status[i].MemoryAllocated = GPU.MemoryAllocated
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}
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}
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}
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pool.pools[poolID][node.ClientID] = node
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seg.Nodes[node.ClientID] = &node
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if len(seg.Nodes) > 10 {
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pool.scaleSeg(seg)
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}
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pool.versions[node.ClientID] = node.Version
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}
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/* spilt seg */
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func (pool *ResourcePool) scaleSeg(seg *PoolSeg) {
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go func() {
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pool.poolsMu.Lock()
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defer pool.poolsMu.Unlock()
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var candidate *PoolSeg
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seg.Lock.Lock()
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/* find previous seg */
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var pre *PoolSeg
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for i := seg.ID + pool.poolsCount - 1; i >= 0; i-- {
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if pool.pools[i%pool.poolsCount].Next != seg {
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pre = &pool.pools[i%pool.poolsCount]
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break
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}
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}
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step := seg.ID - pre.ID
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if step < 0 {
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step += pool.poolsCount
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}
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/* find seg in the nearest middle */
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minDistance := step
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for i := 1; i < step; i++ {
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if !pool.pools[(i+pre.ID)%pool.poolsCount].IsVirtual {
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distance := i - step/2
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if distance < 0 {
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distance = -distance
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}
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if candidate == nil || distance < minDistance {
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candidate = &pool.pools[i]
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minDistance = distance
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}
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}
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}
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/* update Next */
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if candidate != nil {
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distance := candidate.ID - seg.ID
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if distance < 0 {
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distance = -distance
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}
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for i := 0; i < distance; i++ {
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pool.pools[(i+pre.ID)%pool.poolsCount].Lock.Lock()
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pool.pools[(i+pre.ID)%pool.poolsCount].Next = candidate
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pool.pools[(i+pre.ID)%pool.poolsCount].Lock.Unlock()
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}
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candidate.Lock.Lock()
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candidate.Next = seg
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/* move nodes */
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nodesToMove := map[string]*NodeStatus{}
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for _, node := range seg.Nodes {
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seg2ID := pool.getNodePool(node.ClientID)
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seg2 := &pool.pools[seg2ID]
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if seg2.Nodes == nil {
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seg2 = seg2.Next
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}
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if seg2 != seg {
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nodesToMove[node.ClientID] = node
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}
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}
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for _, node := range nodesToMove {
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delete(seg.Nodes, node.ClientID)
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}
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candidate.Nodes = nodesToMove
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candidate.Lock.Unlock()
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}
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seg.Lock.Unlock()
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}()
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}
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/* get node by ClientID */
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func (pool *ResourcePool) getByID(id string) NodeStatus {
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poolID := pool.getNodePool(id)
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seg := &pool.pools[poolID]
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if seg.Nodes == nil {
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seg = seg.Next
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}
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seg.Lock.Lock()
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defer seg.Lock.Unlock()
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pool.poolsMu[poolID].Lock()
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defer pool.poolsMu[poolID].Unlock()
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status, ok := pool.pools[poolID][id]
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status, ok := seg.Nodes[id]
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if ok {
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return status
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return *status
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}
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return NodeStatus{}
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}
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/* get all nodes */
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func (pool *ResourcePool) list() MsgResource {
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nodes := map[string]NodeStatus{}
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for i := 0; i < pool.poolsCount; i++ {
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pool.poolsMu[i].Lock()
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for k, node := range pool.pools[i] {
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nodes[k] = node
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start := pool.pools[0].Next
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for cur := start; ; {
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cur.Lock.Lock()
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cur.Lock.Unlock()
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|
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for k, node := range cur.Nodes {
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nodes[k] = *node
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}
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cur = cur.Next
|
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if cur == start {
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break
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}
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pool.poolsMu[i].Unlock()
|
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}
|
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return MsgResource{Code: 0, Resource: nodes}
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}
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|
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@@ -88,12 +88,14 @@ func (scheduler *SchedulerFCFS) Schedule(job Job) {
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}
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func (scheduler *SchedulerFCFS) AcquireResource(job Job, task Task, nodes []NodeStatus) NodeStatus {
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poolID := rand.Intn(pool.poolsCount)
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pool.poolsMu[poolID].Lock()
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defer pool.poolsMu[poolID].Unlock()
|
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segID := rand.Intn(pool.poolsCount)
|
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seg := &pool.pools[segID]
|
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if seg.Nodes == nil {
|
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seg = seg.Next
|
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}
|
||||
|
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res := NodeStatus{}
|
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for id, node := range pool.pools[poolID] {
|
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for id, node := range seg.Nodes {
|
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var available []GPUStatus
|
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for _, status := range node.Status {
|
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if status.MemoryTotal-status.MemoryAllocated >= task.MemoryGPU {
|
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@@ -122,11 +124,15 @@ func (scheduler *SchedulerFCFS) AcquireResource(job Job, task Task, nodes []Node
|
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}
|
||||
|
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func (scheduler *SchedulerFCFS) ReleaseResource(job Job, agent NodeStatus) {
|
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poolID := rand.Intn(pool.poolsCount)
|
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pool.poolsMu[poolID].Lock()
|
||||
defer pool.poolsMu[poolID].Unlock()
|
||||
segID := pool.getNodePool(agent.ClientID)
|
||||
seg := &pool.pools[segID]
|
||||
if seg.Nodes == nil {
|
||||
seg = seg.Next
|
||||
}
|
||||
seg.Lock.Lock()
|
||||
defer seg.Lock.Unlock()
|
||||
|
||||
node := pool.pools[poolID][agent.ClientID]
|
||||
node := seg.Nodes[agent.ClientID]
|
||||
for _, gpu := range agent.Status {
|
||||
for j := range node.Status {
|
||||
if gpu.UUID == node.Status[j].UUID {
|
||||
@@ -211,9 +217,10 @@ func (scheduler *SchedulerFCFS) Summary() MsgSummary {
|
||||
FreeGPU := 0
|
||||
UsingGPU := 0
|
||||
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
pool.poolsMu[i].Lock()
|
||||
for _, node := range pool.pools[i] {
|
||||
start := pool.pools[0].Next
|
||||
for cur := start; ; {
|
||||
cur.Lock.Lock()
|
||||
for _, node := range cur.Nodes {
|
||||
for j := range node.Status {
|
||||
if node.Status[j].MemoryAllocated == 0 {
|
||||
FreeGPU++
|
||||
@@ -222,7 +229,11 @@ func (scheduler *SchedulerFCFS) Summary() MsgSummary {
|
||||
}
|
||||
}
|
||||
}
|
||||
pool.poolsMu[i].Unlock()
|
||||
cur.Lock.Unlock()
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
summary.FreeGPU = FreeGPU
|
||||
summary.UsingGPU = UsingGPU
|
||||
|
||||
@@ -331,7 +331,7 @@ func (scheduler *SchedulerFair) Schedule(job Job) {
|
||||
}
|
||||
|
||||
func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []NodeStatus) NodeStatus {
|
||||
poolID := rand.Intn(pool.poolsCount)
|
||||
segID := rand.Intn(pool.poolsCount)
|
||||
res := NodeStatus{}
|
||||
|
||||
locks := map[int]sync.Mutex{}
|
||||
@@ -347,13 +347,14 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
allocationType = 1
|
||||
if util, valid := InstanceOfOptimizer().predictUtilGPU(job.Name); valid {
|
||||
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
if _, ok := locks[(i+poolID)%pool.poolsCount]; !ok {
|
||||
pool.poolsMu[(i+poolID)%pool.poolsCount].Lock()
|
||||
locks[(i+poolID)%pool.poolsCount] = pool.poolsMu[(i+poolID)%pool.poolsCount]
|
||||
start := pool.pools[segID].Next
|
||||
for cur := start; ; {
|
||||
if _, ok := locks[cur.ID]; !ok {
|
||||
cur.Lock.Lock()
|
||||
locks[cur.ID] = cur.Lock
|
||||
}
|
||||
|
||||
for _, node := range pool.pools[(i+poolID)%pool.poolsCount] {
|
||||
for _, node := range cur.Nodes {
|
||||
var available []GPUStatus
|
||||
for _, status := range node.Status {
|
||||
if status.MemoryTotal > task.MemoryGPU+status.MemoryAllocated && status.MemoryFree > task.MemoryGPU {
|
||||
@@ -375,7 +376,7 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
}
|
||||
}
|
||||
if len(available) >= task.NumberGPU {
|
||||
candidates = append(candidates, &node)
|
||||
candidates = append(candidates, node)
|
||||
if len(candidates) >= 8 {
|
||||
break
|
||||
}
|
||||
@@ -384,6 +385,10 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
if len(candidates) >= 8 {
|
||||
break
|
||||
}
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
//log.Info(candidates)
|
||||
@@ -392,12 +397,13 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
/* second round, find vacant gpu */
|
||||
if len(candidates) == 0 {
|
||||
allocationType = 2
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
if _, ok := locks[(i+poolID)%pool.poolsCount]; !ok {
|
||||
pool.poolsMu[(i+poolID)%pool.poolsCount].Lock()
|
||||
locks[(i+poolID)%pool.poolsCount] = pool.poolsMu[(i+poolID)%pool.poolsCount]
|
||||
start := pool.pools[segID].Next
|
||||
for cur := start; ; {
|
||||
if _, ok := locks[cur.ID]; !ok {
|
||||
cur.Lock.Lock()
|
||||
locks[cur.ID] = cur.Lock
|
||||
}
|
||||
for _, node := range pool.pools[(i+poolID)%pool.poolsCount] {
|
||||
for _, node := range cur.Nodes {
|
||||
var available []GPUStatus
|
||||
for _, status := range node.Status {
|
||||
if status.MemoryAllocated == 0 && status.MemoryUsed < 10 {
|
||||
@@ -405,7 +411,7 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
}
|
||||
}
|
||||
if len(available) >= task.NumberGPU {
|
||||
candidates = append(candidates, &node)
|
||||
candidates = append(candidates, node)
|
||||
availableGPUs[node.ClientID] = available
|
||||
if len(candidates) >= 8 {
|
||||
break
|
||||
@@ -415,6 +421,10 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
if len(candidates) >= 8 {
|
||||
break
|
||||
}
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
//log.Info(candidates)
|
||||
}
|
||||
@@ -429,12 +439,13 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
|
||||
if pool.TotalGPU != 0 && float64(scheduler.UsingGPU)/float64(pool.TotalGPU) >= scheduler.enablePreScheduleRatio && valid {
|
||||
allocationType = 3
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
if _, ok := locks[(i+poolID)%pool.poolsCount]; !ok {
|
||||
pool.poolsMu[(i+poolID)%pool.poolsCount].Lock()
|
||||
locks[(i+poolID)%pool.poolsCount] = pool.poolsMu[(i+poolID)%pool.poolsCount]
|
||||
start := pool.pools[segID].Next
|
||||
for cur := start; ; {
|
||||
if _, ok := locks[cur.ID]; !ok {
|
||||
cur.Lock.Lock()
|
||||
locks[cur.ID] = cur.Lock
|
||||
}
|
||||
for _, node := range pool.pools[(i+poolID)%pool.poolsCount] {
|
||||
for _, node := range cur.Nodes {
|
||||
var available []GPUStatus
|
||||
for _, status := range node.Status {
|
||||
bindings := pool.getBindings()
|
||||
@@ -455,7 +466,7 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
}
|
||||
}
|
||||
if len(available) >= task.NumberGPU {
|
||||
candidates = append(candidates, &node)
|
||||
candidates = append(candidates, node)
|
||||
availableGPUs[node.ClientID] = available
|
||||
if len(candidates) >= 8 {
|
||||
break
|
||||
@@ -512,7 +523,7 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
}
|
||||
|
||||
for i := range locks {
|
||||
pool.poolsMu[i].Unlock()
|
||||
locks[i].Unlock()
|
||||
}
|
||||
|
||||
go func(res NodeStatus) {
|
||||
@@ -538,11 +549,15 @@ func (scheduler *SchedulerFair) AcquireResource(job Job, task Task, nodes []Node
|
||||
}
|
||||
|
||||
func (scheduler *SchedulerFair) ReleaseResource(job Job, agent NodeStatus) {
|
||||
poolID := pool.getNodePool(agent.ClientID)
|
||||
pool.poolsMu[poolID].Lock()
|
||||
defer pool.poolsMu[poolID].Unlock()
|
||||
segID := pool.getNodePool(agent.ClientID)
|
||||
seg := pool.pools[segID]
|
||||
if seg.Nodes == nil {
|
||||
seg = *seg.Next
|
||||
}
|
||||
seg.Lock.Lock()
|
||||
defer seg.Lock.Unlock()
|
||||
|
||||
node := pool.pools[poolID][agent.ClientID]
|
||||
node := seg.Nodes[agent.ClientID]
|
||||
for _, gpu := range agent.Status {
|
||||
for j := range node.Status {
|
||||
if gpu.UUID == node.Status[j].UUID {
|
||||
@@ -678,9 +693,10 @@ func (scheduler *SchedulerFair) Summary() MsgSummary {
|
||||
FreeGPU := 0
|
||||
UsingGPU := 0
|
||||
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
pool.poolsMu[i].Lock()
|
||||
for _, node := range pool.pools[i] {
|
||||
start := pool.pools[0].Next
|
||||
for cur := start; ; {
|
||||
cur.Lock.Lock()
|
||||
for _, node := range cur.Nodes {
|
||||
for j := range node.Status {
|
||||
if node.Status[j].MemoryAllocated == 0 {
|
||||
FreeGPU++
|
||||
@@ -689,7 +705,11 @@ func (scheduler *SchedulerFair) Summary() MsgSummary {
|
||||
}
|
||||
}
|
||||
}
|
||||
pool.poolsMu[i].Unlock()
|
||||
cur.Lock.Unlock()
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
summary.FreeGPU = FreeGPU
|
||||
summary.UsingGPU = UsingGPU
|
||||
@@ -713,9 +733,10 @@ func (scheduler *SchedulerFair) UpdateNextQueue() {
|
||||
MemoryGPU := 0.00001
|
||||
CPU := 0.00001
|
||||
Memory := 0.0001
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
pool.poolsMu[i].Lock()
|
||||
for _, node := range pool.pools[i] {
|
||||
start := pool.pools[0].Next
|
||||
for cur := start; ; {
|
||||
cur.Lock.Lock()
|
||||
for _, node := range cur.Nodes {
|
||||
CPU += float64(node.NumCPU)
|
||||
Memory += float64(node.MemTotal)
|
||||
for _, card := range node.Status {
|
||||
@@ -723,7 +744,11 @@ func (scheduler *SchedulerFair) UpdateNextQueue() {
|
||||
MemoryGPU += float64(card.MemoryTotal)
|
||||
}
|
||||
}
|
||||
pool.poolsMu[i].Unlock()
|
||||
cur.Lock.Unlock()
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
scheduler.queueMu.Lock()
|
||||
|
||||
@@ -112,12 +112,14 @@ func (scheduler *SchedulerPriority) Schedule(job Job) {
|
||||
}
|
||||
|
||||
func (scheduler *SchedulerPriority) AcquireResource(job Job, task Task, nodes []NodeStatus) NodeStatus {
|
||||
poolID := rand.Intn(pool.poolsCount)
|
||||
pool.poolsMu[poolID].Lock()
|
||||
defer pool.poolsMu[poolID].Unlock()
|
||||
segID := rand.Intn(pool.poolsCount)
|
||||
seg := &pool.pools[segID]
|
||||
if seg.Nodes == nil {
|
||||
seg = seg.Next
|
||||
}
|
||||
|
||||
res := NodeStatus{}
|
||||
for id, node := range pool.pools[poolID] {
|
||||
for id, node := range seg.Nodes {
|
||||
var available []GPUStatus
|
||||
for _, status := range node.Status {
|
||||
if status.MemoryTotal-status.MemoryAllocated >= task.MemoryGPU {
|
||||
@@ -146,11 +148,15 @@ func (scheduler *SchedulerPriority) AcquireResource(job Job, task Task, nodes []
|
||||
}
|
||||
|
||||
func (scheduler *SchedulerPriority) ReleaseResource(job Job, agent NodeStatus) {
|
||||
poolID := rand.Intn(pool.poolsCount)
|
||||
pool.poolsMu[poolID].Lock()
|
||||
defer pool.poolsMu[poolID].Unlock()
|
||||
segID := pool.getNodePool(agent.ClientID)
|
||||
seg := &pool.pools[segID]
|
||||
if seg.Nodes == nil {
|
||||
seg = seg.Next
|
||||
}
|
||||
seg.Lock.Lock()
|
||||
defer seg.Lock.Unlock()
|
||||
|
||||
node := pool.pools[poolID][agent.ClientID]
|
||||
node := seg.Nodes[agent.ClientID]
|
||||
for _, gpu := range agent.Status {
|
||||
for j := range node.Status {
|
||||
if gpu.UUID == node.Status[j].UUID {
|
||||
@@ -235,9 +241,10 @@ func (scheduler *SchedulerPriority) Summary() MsgSummary {
|
||||
FreeGPU := 0
|
||||
UsingGPU := 0
|
||||
|
||||
for i := 0; i < pool.poolsCount; i++ {
|
||||
pool.poolsMu[i].Lock()
|
||||
for _, node := range pool.pools[i] {
|
||||
start := pool.pools[0].Next
|
||||
for cur := start; ; {
|
||||
cur.Lock.Lock()
|
||||
for _, node := range cur.Nodes {
|
||||
for j := range node.Status {
|
||||
if node.Status[j].MemoryAllocated == 0 {
|
||||
FreeGPU++
|
||||
@@ -246,7 +253,11 @@ func (scheduler *SchedulerPriority) Summary() MsgSummary {
|
||||
}
|
||||
}
|
||||
}
|
||||
pool.poolsMu[i].Unlock()
|
||||
cur.Lock.Unlock()
|
||||
cur = cur.Next
|
||||
if cur == start {
|
||||
break
|
||||
}
|
||||
}
|
||||
summary.FreeGPU = FreeGPU
|
||||
summary.UsingGPU = UsingGPU
|
||||
|
||||
@@ -6,6 +6,7 @@ import (
|
||||
"time"
|
||||
"io"
|
||||
"net/http"
|
||||
"sync"
|
||||
)
|
||||
|
||||
type Configuration struct {
|
||||
@@ -195,6 +196,14 @@ type MsgOptimizerPredict struct {
|
||||
Post int `json:"post"`
|
||||
}
|
||||
|
||||
type PoolSeg struct {
|
||||
ID int
|
||||
Nodes map[string]*NodeStatus
|
||||
Lock sync.Mutex
|
||||
Next *PoolSeg
|
||||
IsVirtual bool
|
||||
}
|
||||
|
||||
func str2int(str string, defaultValue int) int {
|
||||
i, err := strconv.Atoi(str)
|
||||
if err == nil {
|
||||
|
||||
Reference in New Issue
Block a user