自定义服务质量
功能概述
由于游戏是有状态服务,很多时候游戏服是以一种 "富容器" 的形态存在于Pod之中,多个进程在Pod中统一管理。 然而,每个进程重要性却有所不同,对于"轻量级进程"错误的情况,用户并不希望将整个pod删除重建,像k8s原生的liveness probe并不能很好地满足这种需求,过于僵化的模式与游戏场景并不适配。 OKG 认为游戏服的服务质量水平应该交由游戏开发者定义,开发者可以根据不同游戏服状态去设置对应的处理动作。自定义服务质量功能是探测+动作的组合,通过这种方式帮助用户自动化地处理各类游戏服状态问题。
使用说明
通过 GameServerSet.Spec.ServiceQualities
使用自定义服务质量功能。其详细的数据结构如下:
type GameServerSetSpec struct {
// ...
ServiceQualities []ServiceQuality `json:"serviceQualities,omitempty"`
// ...
}
type ServiceQuality struct {
corev1.Probe `json:",inline"`
Name string `json:"name"`
ContainerName string `json:"containerName,omitempty"`
// Whether to make GameServerSpec not change after the ServiceQualityAction is executed.
// When Permanent is true, regardless of the detection results, ServiceQualityAction will only be executed once.
// When Permanent is false, ServiceQualityAction can be executed again even though ServiceQualityAction has been executed.
Permanent bool `json:"permanent"`
ServiceQualityAction []ServiceQualityAction `json:"serviceQualityAction,omitempty"`
}
type ServiceQualityAction struct {
State bool `json:"state"`
// Result indicate the probe message returned by the script.
// When Result is defined, it would exec action only when the according Result is actually returns.
Result string `json:"result,omitempty"`
GameServerSpec `json:",inline"`
Annotations map[string]string `json:"annotations,omitempty"`
Labels map[string]string `json:"labels,omitempty"`
}
用户通过实现一个探测脚本,将容器中的业务/运维状态透出至Kubernetes GameServer对象上。 支持多结果输出:脚本中退出码0 对应 ServiceQualityAction 的 State 为 true;脚本中退出码1 对应 ServiceQualityAction 的 State 为 false;脚本中 echo 的字符串对应 ServiceQualityAction 的 Result 值。 当 State 与 Result 同时满足时,GameServer 的 GameServerSpec/Annotations/Labels 将按照用户填写的参数设置。其中GameServerSpec包括 OpsState/NetworkDisabled等,具体字段如下:
type GameServerSpec struct {
OpsState OpsState `json:"opsState,omitempty"`
UpdatePriority *intstr.IntOrString `json:"updatePriority,omitempty"`
DeletionPriority *intstr.IntOrString `json:"deletionPriority,omitempty"`
NetworkDisabled bool `json:"networkDisabled,omitempty"`
// Containers can be used to make the corresponding GameServer container fields
// different from the fields defined by GameServerTemplate in GameServerSetSpec.
Containers []GameServerContainer `json:"containers,omitempty"`
}
使用示例
我们来通过一个示例看下如何通过一个探测脚本实现游戏服多种状态感知。probe.sh 是业务容器中探测脚本,将被OKG周期性调用,其脚本代码如下:
#!/bin/bash
gate=$(ps -ef | grep gate | grep -v grep | wc -l)
data=$(ps -ef | grep data | grep -v grep | wc -l)
if [ $gate != 1 ]
then
echo "gate"
exit 0
fi
if [ $data != 1 ]
then
echo "data"
exit 0
fi
exit 1
而对应的GameServerSet的yaml如下所示:
apiVersion: game.kruise.io/v1alpha1
kind: GameServerSet
metadata:
name: minecraft
namespace: default
spec:
replicas: 3
updateStrategy:
rollingUpdate:
podUpdatePolicy: InPlaceIfPossible
maxUnavailable: 100%
gameServerTemplate:
spec:
containers:
- image: registry.cn-beijing.aliyuncs.com/chrisliu95/minecraft-demo:probe-v0
name: minecraft
serviceQualities:
- name: healthy
containerName: minecraft
permanent: false
exec:
command: ["bash", "./probe.sh"]
serviceQualityAction:
- state: true
result: gate
opsState: GateMaintaining
- state: true
result: data
opsState: DataMaintaining
- state: false
opsState: None
部署完成后,生成3个Pod与GameServer
kubectl get gs
NAME STATE OPSSTATE DP UP AGE
minecraft-0 Ready None 0 0 14s
minecraft-1 Ready None 0 0 14s
minecraft-2 Ready None 0 0 14s
kubectl get po
NAME READY STATUS RESTARTS AGE
minecraft-0 1/1 Running 0 15s
minecraft-1 1/1 Running 0 15s
minecraft-2 1/1 Running 0 15s
进入minecraft-0容器中,模拟gate进程故障,将其对应的进程号kil
kubectl exec -it minecraft-0 /bin/bash
/data# ps -ef
UID PID PPID C STIME TTY TIME CMD
root 1 0 0 03:00 ? 00:00:00 /bin/bash ./start.sh
root 7 1 0 03:00 ? 00:00:00 /bin/bash ./gate.sh
root 8 1 0 03:00 ? 00:00:00 /bin/bash ./data.sh
root 9 1 99 03:00 ? 00:00:24 java -jar /minecraft_server.
...
/data# kill -9 7
/data# exit
获取当前gs的opsState,已经变为GateMaintaining
kubectl get gs
NAME STATE OPSSTATE DP UP AGE
minecraft-0 Ready GateMaintaining 0 0 2m14s
minecraft-1 Ready None 0 0 2m14s
minecraft-2 Ready None 0 0 2m14s
进入minecraft-1容器中,模拟data进程故障,将其对应的进程号kil
kubectl exec -it minecraft-1 /bin/bash
/data# ps -ef
UID PID PPID C STIME TTY TIME CMD
root 1 0 0 03:00 ? 00:00:00 /bin/bash ./start.sh
root 7 1 0 03:00 ? 00:00:00 /bin/bash ./gate.sh
root 8 1 0 03:00 ? 00:00:00 /bin/bash ./data.sh
root 9 1 99 03:00 ? 00:00:24 java -jar /minecraft_server.
...
/data# kill -9 8
/data# exit
获取当前gs的opsState,已经变为DataMaintaining
kubectl get gs
NAME STATE OPSSTATE DP UP AGE
minecraft-0 Ready GateMaintaining 0 0 3m10s
minecraft-1 Ready DataMaintaining 0 0 3m10s
minecraft-2 Ready None 0 0 3m10s
分别进入minecraft-0,minecraft-1,手动拉起挂掉的进程:
kubectl exec -it minecraft-0 /bin/bash
/data# bash ./gate.sh &
/data# exit
kubectl exec -it minecraft-1 /bin/bash
/data# bash ./data.sh &
/data# exit
此时,gs的运维状态已经都恢复为None
kubectl get gs
NAME STATE OPSSTATE DP UP AGE
minecraft-0 Ready None 0 0 5m6s
minecraft-1 Ready None 0 0 5m6s
minecraft-2 Ready None 0 0 5m6s
使用场景
游戏服空闲设置即将下线
部署一个带有自定义服务质量的GameServerSet:
cat <<EOF | kubectl apply -f -
apiVersion: game.kruise.io/v1alpha1
kind: GameServerSet
metadata:
name: minecraft
namespace: default
spec:
replicas: 3
gameServerTemplate:
spec:
containers:
- image: registry.cn-hangzhou.aliyuncs.com/gs-demo/gameserver:idle
name: minecraft
updateStrategy:
rollingUpdate:
podUpdatePolicy: InPlaceIfPossible
maxUnavailable: 100%
serviceQualities: # 设置了一个idle的服务质量
- name: idle
containerName: minecraft
permanent: false
#与原生probe类似,本例使用执行脚本的方式探测游戏服是否空闲,不存在玩家
exec:
command: ["bash", "./idle.sh"]
serviceQualityAction:
#不存在玩家,标记该游戏服运维状态为WaitToBeDeleted
- state: true
opsState: WaitToBeDeleted
#存在玩家,标记该游戏服运维状态为None
- state: false
opsState: None
EOF
部署完成后,由于还未导入玩家,故所有游戏服都为空闲状态,可以任意被删除:
kubectl get gs
NAME STATE OPSSTATE DP UP
minecraft-0 Ready WaitToBeDeleted 0 0
minecraft-1 Ready WaitToBeDeleted 0 0
minecraft-2 Ready WaitToBeDeleted 0 0
当有玩家进入游戏服minecraft-1,则游戏服的运维状态发生变化:
kubectl get gs
NAME STATE OPSSTATE DP UP
minecraft-0 Ready WaitToBeDeleted 0 0
minecraft-1 Ready None 0 0
minecraft-2 Ready WaitToBeDeleted 0 0
此时若发生缩容,游戏服minecraft-1将得到保护,避免优先删除。
游戏服状态异常设置维护中
部署一个带有自定义服务质量的GameServerSet:
cat <<EOF | kubectl apply -f -
apiVersion: game.kruise.io/v1alpha1
kind: GameServerSet
metadata:
name: demo-gs
namespace: default
spec:
replicas: 3
gameServerTemplate:
spec:
containers:
- image: registry.cn-hangzhou.aliyuncs.com/gs-demo/gameserver:healthy
name: minecraft
updateStrategy:
rollingUpdate:
podUpdatePolicy: InPlaceIfPossible
maxUnavailable: 100%
serviceQualities: # 设置了一个healthy的服务质量
- name: healthy
containerName: minecraft
permanent: false
#与原生probe类似,本例使用执行脚本的方式探测游戏服是否健康
exec:
command: ["bash", "./healthy.sh"]
serviceQualityAction:
#探测健康,标记该游戏服运维状态为None
- state: true
opsState: None
#探测不健康,标记该游戏服运维状态为Maintaining
- state: false
opsState: Maintaining
EOF
部署完成后,由于一切正常,故所有游戏服都为None:
kubectl get gs
NAME STATE OPSSTATE DP UP
demo-gs-0 Ready None 0 0
demo-gs-1 Ready None 0 0
demo-gs-2 Ready None 0 0
模拟demo-gs-0某进程宕机,游戏服变为Maintaining状态:
kubectl get gs
NAME STATE OPSSTATE DP UP
demo-gs-0 Ready Maintaining 0 0
demo-gs-1 Ready None 0 0
demo-gs-2 Ready None 0 0
此时gameserver controller会发出 GameServer demo-gs-0 Warning 的 event,配合kube-event项目可实现异常通知:
此外,OKG 未来会集成游戏服自动排障/恢复工具,进一步丰富游戏服的自动化运维能力。