package main import ( "sync" "time" log "github.com/sirupsen/logrus" "sort" "math/rand" ) type ResourceCount struct { NumberGPU int MemoryGPU int CPU int Memory int } type SchedulerFair struct { history []*Job historyMu sync.Mutex queues map[string][]Job queueMu sync.Mutex schedulingMu sync.Mutex schedulingJobsCnt int jobs map[string]*JobManager nextQueue string resourceAllocations map[string]*ResourceCount resourceAllocationsMu sync.Mutex enabled bool parallelism int } type FairJobSorter []Job func (s FairJobSorter) Len() int { return len(s) } func (s FairJobSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] } func (s FairJobSorter) Less(i, j int) bool { return s[i].CreatedAt < s[j].CreatedAt } func (scheduler *SchedulerFair) Start() { scheduler.jobs = map[string]*JobManager{} scheduler.history = []*Job{} scheduler.nextQueue = "default" scheduler.queues = map[string][]Job{} scheduler.queues["default"] = []Job{} scheduler.resourceAllocations = map[string]*ResourceCount{} scheduler.enabled = true scheduler.schedulingJobsCnt = 0 scheduler.parallelism = 1 go func() { for { log.Debug("Scheduling") if !scheduler.enabled { time.Sleep(time.Millisecond * 100) continue } scheduler.schedulingMu.Lock() if scheduler.schedulingJobsCnt >= scheduler.parallelism { scheduler.schedulingMu.Unlock() time.Sleep(time.Millisecond * 100) continue } scheduler.schedulingJobsCnt++ scheduler.schedulingMu.Unlock() scheduler.queueMu.Lock() queue := scheduler.nextQueue if len(scheduler.queues[queue]) > 0 { jm := JobManager{} jm.job = scheduler.queues[queue][0] scheduler.queues[queue] = scheduler.queues[queue][1:] jm.scheduler = scheduler scheduler.jobs[jm.job.Name] = &jm jm.job.Status = Starting scheduler.historyMu.Lock() scheduler.history = append(scheduler.history, &jm.job) scheduler.historyMu.Unlock() go func() { jm.start() }() } else { log.Debug("No more jobs to scheduling", time.Now()) scheduler.schedulingMu.Lock() scheduler.schedulingJobsCnt-- scheduler.schedulingMu.Unlock() time.Sleep(time.Millisecond * 100) go func() { scheduler.UpdateNextQueue() }() } scheduler.queueMu.Unlock() } }() } func (scheduler *SchedulerFair) UpdateProgress(jobName string, state State) { scheduler.historyMu.Lock() defer scheduler.historyMu.Unlock() switch state { case Running: scheduler.schedulingMu.Lock() scheduler.schedulingJobsCnt-- scheduler.schedulingMu.Unlock() for i := range scheduler.history { if scheduler.history[i].Name == jobName { scheduler.history[i].Status = Running scheduler.history[i].UpdatedAt = int(time.Now().Unix()) } } break case Finished: for i := range scheduler.history { if scheduler.history[i].Name == jobName { scheduler.history[i].Status = Finished scheduler.history[i].UpdatedAt = int(time.Now().Unix()) } } break case Stopped: for i := range scheduler.history { if scheduler.history[i].Name == jobName { scheduler.history[i].Status = Stopped scheduler.history[i].UpdatedAt = int(time.Now().Unix()) } } break } } func (scheduler *SchedulerFair) Schedule(job Job) { scheduler.queueMu.Lock() defer scheduler.queueMu.Unlock() queue := job.Group _, ok := scheduler.queues[queue] if !ok { if InstanceOfGroupManager().get(queue) != nil { scheduler.queues[queue] = []Job{} } else { queue = "default" } } index := 0 left := 0 right := len(scheduler.queues[queue]) - 1 for ; left <= right; { mid := (left + right) / 2 if scheduler.queues[queue][left].Priority < job.Priority { index = left break } if scheduler.queues[queue][right].Priority >= job.Priority { index = right + 1 break } if scheduler.queues[queue][mid].Priority >= job.Priority { left = mid + 1 } else { right = mid - 1 } } scheduler.queues[queue] = append(scheduler.queues[queue], Job{}) copy(scheduler.queues[queue][index+1:], scheduler.queues[queue][index:]) scheduler.queues[queue][index] = job job.Status = Created } func (scheduler *SchedulerFair) AcquireResource(job Job, task Task) NodeStatus { poolID := rand.Intn(pool.poolsCount) res := NodeStatus{} locks := map[int]sync.Mutex{} var candidates []NodeStatus /* first round, find vacant gpu */ for i := 0; i < pool.poolsCount; i++ { log.Info("lock,", (i+poolID)%pool.poolsCount) pool.poolsMu[(i+poolID)%pool.poolsCount].Lock() locks[(i+poolID)%pool.poolsCount] = pool.poolsMu[(i+poolID)%pool.poolsCount] for _, node := range pool.pools[(i+poolID)%pool.poolsCount] { var available []GPUStatus for _, status := range node.Status { if status.MemoryTotal >= task.MemoryGPU && status.MemoryUsed < 10 { available = append(available, status) } } if len(available) >= task.NumberGPU { tmp := NodeStatus{} tmp.ClientID = node.ClientID tmp.ClientHost = node.ClientHost tmp.Status = available tmp.NumCPU = node.NumCPU tmp.MemTotal = node.MemAvailable candidates = append(candidates, tmp) if len(candidates) >= 8 { break } } } if len(candidates) >= 8 { break } } log.Info(candidates) /* second round, find sharable gpu */ if len(candidates) == 0 { // check sharable log.Info("dasdsa") if util, valid := InstanceOfOptimizer().predictUtilGPU(job.Name); valid { for i := poolID; i < pool.poolsCount; i++ { if _, err := locks[i]; err { pool.poolsMu[i].Lock() locks[i] = pool.poolsMu[i] } for _, node := range pool.pools[i] { var available []GPUStatus for _, status := range node.Status { if status.MemoryTotal >= task.MemoryGPU+status.MemoryAllocated && status.MemoryFree > task.MemoryGPU { if jobs, err := pool.bindings[status.UUID]; !err { totalUtil := util for job := range jobs { if utilT, err := InstanceOfOptimizer().predictUtilGPU(job); !err { totalUtil += utilT } } if totalUtil < 100 { available = append(available, status) } } } } if len(available) >= task.NumberGPU { tmp := NodeStatus{} tmp.ClientID = node.ClientID tmp.ClientHost = node.ClientHost tmp.Status = available tmp.NumCPU = node.NumCPU tmp.MemTotal = node.MemAvailable candidates = append(candidates, tmp) if len(candidates) >= 8 { break } } } if len(candidates) >= 8 { break } } } log.Info(candidates) } /*assign*/ if len(candidates) > 0 { node := candidates[0] res.ClientID = node.ClientID res.ClientHost = node.ClientHost res.Status = candidates[0].Status[0:task.NumberGPU] res.NumCPU = task.NumberCPU res.MemTotal = task.Memory for i := range res.Status { for j := range node.Status { if res.Status[i].UUID == node.Status[j].UUID { node.Status[j].MemoryAllocated += task.MemoryGPU res.Status[i].MemoryTotal = task.MemoryGPU } } } } for i, _ := range locks { log.Info("unlock ", i) //lock.Unlock() pool.poolsMu[i].Unlock() } go func(res NodeStatus) { if len(res.Status) == 0 { return } scheduler.resourceAllocationsMu.Lock() if _, ok := scheduler.resourceAllocations[job.Group]; !ok { scheduler.resourceAllocations[job.Group] = &ResourceCount{} } cnt, _ := scheduler.resourceAllocations[job.Group] cnt.CPU += res.MemTotal cnt.Memory += res.NumCPU for _, v := range res.Status { cnt.NumberGPU ++ cnt.MemoryGPU += v.MemoryTotal } scheduler.resourceAllocationsMu.Unlock() scheduler.UpdateNextQueue() }(res) return res } func (scheduler *SchedulerFair) ReleaseResource(job Job, agent NodeStatus) { poolID := rand.Intn(pool.poolsCount) pool.poolsMu[poolID].Lock() defer pool.poolsMu[poolID].Unlock() node := pool.pools[poolID][agent.ClientID] for _, gpu := range agent.Status { for j := range node.Status { if gpu.UUID == node.Status[j].UUID { node.Status[j].MemoryAllocated -= gpu.MemoryTotal if node.Status[j].MemoryAllocated < 0 { // in case of error log.Warn(node.ClientID, "More Memory Allocated") node.Status[j].MemoryAllocated = 0 } } } } go func(res NodeStatus) { scheduler.resourceAllocationsMu.Lock() if _, ok := scheduler.resourceAllocations[job.Group]; !ok { scheduler.resourceAllocations[job.Group] = &ResourceCount{} } cnt, _ := scheduler.resourceAllocations[job.Group] cnt.CPU -= res.MemTotal cnt.Memory -= res.NumCPU for _, v := range res.Status { cnt.NumberGPU -- cnt.MemoryGPU -= v.MemoryTotal } scheduler.resourceAllocationsMu.Unlock() scheduler.UpdateNextQueue() }(agent) } func (scheduler *SchedulerFair) QueryState(jobName string) MsgJobStatus { jm, ok := scheduler.jobs[jobName] if !ok { return MsgJobStatus{Code: 1, Error: "Job not exist!"} } return jm.status() } func (scheduler *SchedulerFair) Stop(jobName string) MsgStop { jm, ok := scheduler.jobs[jobName] if !ok { return MsgStop{Code: 1, Error: "Job not exist!"} } return jm.stop() } func (scheduler *SchedulerFair) QueryLogs(jobName string, taskName string) MsgLog { jm, ok := scheduler.jobs[jobName] if !ok { return MsgLog{Code: 1, Error: "Job not exist!"} } return jm.logs(taskName) } func (scheduler *SchedulerFair) ListJobs() MsgJobList { var jobs []Job scheduler.historyMu.Lock() for _, job := range scheduler.history { jobs = append(jobs, *job) } scheduler.historyMu.Unlock() var tmp []Job for _, v := range scheduler.queues { tmp = append(tmp, v...) } sort.Sort(FairJobSorter(tmp)) jobs = append(jobs, tmp...) return MsgJobList{Code: 0, Jobs: jobs} } func (scheduler *SchedulerFair) Summary() MsgSummary { summary := MsgSummary{} summary.Code = 0 finishedJobsCounter := 0 runningJobsCounter := 0 pendingJobsCounter := 0 var tmp []Job scheduler.historyMu.Lock() for _, job := range scheduler.history { tmp = append(tmp, *job) } scheduler.historyMu.Unlock() for _, v := range scheduler.queues { tmp = append(tmp, v...) } for _, job := range tmp { switch job.Status { case Created: pendingJobsCounter++ case Starting: pendingJobsCounter++ break case Running: runningJobsCounter++ break; case Finished: finishedJobsCounter++ case Stopped: finishedJobsCounter++ } } summary.JobsFinished = finishedJobsCounter summary.JobsPending = pendingJobsCounter summary.JobsRunning = runningJobsCounter FreeGPU := 0 UsingGPU := 0 for i := 0; i < pool.poolsCount; i++ { pool.poolsMu[i].Lock() for _, node := range pool.pools[i] { for j := range node.Status { if node.Status[j].MemoryAllocated == 0 { FreeGPU++ } else { UsingGPU++ } } } pool.poolsMu[i].Unlock() } summary.FreeGPU = FreeGPU summary.UsingGPU = UsingGPU return summary } func (scheduler *SchedulerFair) AcquireNetwork() string { return pool.acquireNetwork() } func (scheduler *SchedulerFair) ReleaseNetwork(network string) { pool.releaseNetwork(network) } func (scheduler *SchedulerFair) UpdateNextQueue() { next := "default" quota := 9999.0 NumberGPU := 0.00001 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] { CPU += float64(node.NumCPU) Memory += float64(node.MemTotal) for _, card := range node.Status { NumberGPU += 1.0 MemoryGPU += float64(card.MemoryTotal) } } pool.poolsMu[i].Unlock() } for k, t := range scheduler.queues { if len(t) == 0 { continue } scheduler.resourceAllocationsMu.Lock() if _, ok := scheduler.resourceAllocations[k]; !ok { scheduler.resourceAllocations[k] = &ResourceCount{} } v := scheduler.resourceAllocations[k] tmp := 0.0 tmp += float64(v.CPU) / CPU tmp += float64(v.Memory) / Memory tmp += float64(v.NumberGPU) / NumberGPU tmp += float64(v.MemoryGPU) / MemoryGPU scheduler.resourceAllocationsMu.Unlock() tmp /= 4 weight := 10 if g, ok2 := InstanceOfGroupManager().groups[k]; !ok2 { weight = g.Weight } tmp /= float64(weight) if tmp < quota { quota = tmp next = k } } scheduler.nextQueue = next log.Debug("updateNextQueue ->", next) } func (scheduler *SchedulerFair) Attach(GPU string, job string) { pool.attach(GPU, job) } func (scheduler *SchedulerFair) Detach(GPU string, job string) { pool.detach(GPU, job) } func (scheduler *SchedulerFair) Enable() bool { scheduler.enabled = true log.Info("scheduler is enabled", time.Now()) return true } func (scheduler *SchedulerFair) Disable() bool { scheduler.enabled = false log.Info("scheduler is disabled", time.Now()) return true } func (scheduler *SchedulerFair) UpdateParallelism(parallelism int) bool { scheduler.parallelism = parallelism log.Info("parallelism is updated to", parallelism) return true }