使用kuberbuilder创建工程示例
原文连接:https://blog.csdn.net/u012986012/article/details/119710511kubebuilder是一个官方提供快速实现Operator的工具包,可快速生成k8s的CRD、Controller、Webhook,用户只需要实现业务逻辑。类似工具还有operader-sdk,目前正在与Kubebuilder融合kubebuilder封装了control
原文连接:https://blog.csdn.net/u012986012/article/details/119710511
kubebuilder
是一个官方提供快速实现Operator的工具包,可快速生成k8s的CRD、Controller、Webhook,用户只需要实现业务逻辑。
类似工具还有operader-sdk,目前正在与
Kubebuilder
融合
kubebuilder封装了controller-runtime
与controller-tools
,通过controller-gen
来生产代码,简化了用户创建Operator的步骤。
一般创建Operator流程如下:
- 创建工作目录,初始化项目
- 创建API,填充字段
- 创建Controller,编写核心协调逻辑(Reconcile)
- 创建Webhook,实现接口,可选
- 验证测试
- 发布到集群中
示例
我们准备创建一个2048的游戏,对外可以提供服务,也能方便地扩缩容。
准备环境
首先你需要有Kubernetes、Docker、Golang相关环境。
Linux下安装kubebuilder
curl -L -o kubebuilder https://go.kubebuilder.io/dl/latest/$(go env GOOS)/$(go env GOARCH)
chmod +x kubebuilder && mv kubebuilder /usr/local/bin/
Create Resource [y/n]
y #生成CR
Create Controller [y/n]
y #生成Controller
目录结构如下:
├── api
│ └── v1 # CRD定义
├── bin
│ └── controller-gen
├── config
│ ├── crd # crd配置
│ ├── default
│ ├── manager # operator部署文件
│ ├── prometheus
│ ├── rbac
│ └── samples # cr示例
├── controllers
│ ├── game_controller.go # controller逻辑
│ └── suite_test.go
├── Dockerfile
├── go.mod
├── go.sum
├── hack
│ └── boilerplate.go.txt # 头文件模板
├── main.go # 项目主函数
├── Makefile
└── PROJECT #项目元数据
编写API
在mygame/api/v1/game_types.go
定义我们需要的字段
Spec
配置如下
type GameSpec struct {
// Number of desired pods. This is a pointer to distinguish between explicit
// zero and not specified. Defaults to 1.
// +optional
//+kubebuilder:default:=1
//+kubebuilder:validation:Minimum:=1
Replicas *int32 `json:"replicas,omitempty" protobuf:"varint,1,opt,name=replicas"`
// Docker image name
// +optional
Image string `json:"image,omitempty"`
// Ingress Host name
Host string `json:"host,omitempty"`
}
kubebuilder:default
可以设置默认值
Status
定义如下
const (
Running = "Running"
Pending = "Pending"
NotReady = "NotReady"
Failed = "Failed"
)
type GameStatus struct {
// Phase is the phase of guestbook
Phase string `json:"phase,omitempty"`
// replicas is the number of Pods created by the StatefulSet controller.
Replicas int32 `json:"replicas"`
// readyReplicas is the number of Pods created by the StatefulSet controller that have a Ready Condition.
ReadyReplicas int32 `json:"readyReplicas"`
// LabelSelector is label selectors for query over pods that should match the replica count used by HPA.
LabelSelector string `json:"labelSelector,omitempty"`
}
另外需要添加scale
接口
//+kubebuilder:subresource:scale:specpath=.spec.replicas,statuspath=.status.replicas,selectorpath=.status.labelSelector
编写Controller逻辑
Controller的核心逻辑在Reconcile
中,我们只需要填充自己的业务逻辑
func (r *GameReconciler) Reconcile(ctx context.Context, req ctrl.Request) (ctrl.Result, error) {
logger := log.FromContext(ctx)
logger.Info("revice reconcile event", "name", req.String())
// 获取game对象
game := &myappv1.Game{}
if err := r.Get(ctx, req.NamespacedName, game); err != nil {
return ctrl.Result{}, client.IgnoreNotFound(err)
}
// 如果处在删除中直接跳过
if game.DeletionTimestamp != nil {
logger.Info("game in deleting", "name", req.String())
return ctrl.Result{}, nil
}
// 同步资源,如果资源不存在创建deployment、ingress、service,并更新status
if err := r.syncGame(ctx, game); err != nil {
logger.Error(err, "failed to sync game", "name", req.String())
return ctrl.Result{}, nil
}
return ctrl.Result{}, nil
}
添加rbac配置
//+kubebuilder:rbac:groups=apps,resources=deployments,verbs=get;list;watch;create;update;patch;delete
//+kubebuilder:rbac:groups=apps,resources=deployments/status,verbs=get;update;patch
//+kubebuilder:rbac:groups=core,resources=services,verbs=get;list;watch;create;update;patch;delete
//+kubebuilder:rbac:groups=networking,resources=ingresses,verbs=get;list;watch;create;update;patch;delete
具体syncGame
逻辑如下
func (r *GameReconciler) syncGame(ctx context.Context, obj *myappv1.Game) error {
logger := log.FromContext(ctx)
game := obj.DeepCopy()
name := types.NamespacedName{
Namespace: game.Namespace,
Name: game.Name,
}
// 构造owner
owner := []metav1.OwnerReference{
{
APIVersion: game.APIVersion,
Kind: game.Kind,
Name: game.Name,
Controller: pointer.BoolPtr(true),
BlockOwnerDeletion: pointer.BoolPtr(true),
UID: game.UID,
},
}
labels := game.Labels
labels[gameLabelName] = game.Name
meta := metav1.ObjectMeta{
Name: game.Name,
Namespace: game.Namespace,
Labels: labels,
OwnerReferences: owner,
}
// 获取对应deployment, 如不存在则创建
deploy := &appsv1.Deployment{}
if err := r.Get(ctx, name, deploy); err != nil {
if !errors.IsNotFound(err) {
return err
}
deploy = &appsv1.Deployment{
ObjectMeta: meta,
Spec: getDeploymentSpec(game, labels),
}
if err := r.Create(ctx, deploy); err != nil {
return err
}
logger.Info("create deployment success", "name", name.String())
} else {
// 如果存在对比和game生成的deployment是否一致,不一致则更新
want := getDeploymentSpec(game, labels)
get := getSpecFromDeployment(deploy)
if !reflect.DeepEqual(want, get) {
deploy = &appsv1.Deployment{
ObjectMeta: meta,
Spec: want,
}
if err := r.Update(ctx, deploy); err != nil {
return err
}
logger.Info("update deployment success", "name", name.String())
}
}
//service创建
svc := &corev1.Service{}
if err := r.Get(ctx, name, svc); err != nil {
...
}
// ingress创建
ing := &networkingv1.Ingress{}
if err := r.Get(ctx, name, ing); err != nil {
...
}
newStatus := myappv1.GameStatus{
Replicas: *game.Spec.Replicas,
ReadyReplicas: deploy.Status.ReadyReplicas,
}
if newStatus.Replicas == newStatus.ReadyReplicas {
newStatus.Phase = myappv1.Running
} else {
newStatus.Phase = myappv1.NotReady
}
// 更新状态
if !reflect.DeepEqual(game.Status, newStatus) {
game.Status = newStatus
logger.Info("update game status", "name", name.String())
return r.Client.Status().Update(ctx, game)
}
return nil
}
默认情况下生成的controller只监听自定义资源,在示例中我们也需要监听game
的子资源,如监听deployment
是否符合预期
// SetupWithManager sets up the controller with the Manager.
func (r *GameReconciler) SetupWithManager(mgr ctrl.Manager) error {
// 创建controller
c, err := controller.New("game-controller", mgr, controller.Options{
Reconciler: r,
MaxConcurrentReconciles: 3, //controller运行的worker数
})
if err != nil {
return err
}
//监听自定义资源
if err := c.Watch(&source.Kind{Type: &myappv1.Game{}}, &handler.EnqueueRequestForObject{}); err != nil {
return err
}
//监听deployment,将owner信息即game namespace/name添加到队列
if err := c.Watch(&source.Kind{Type: &appsv1.Deployment{}}, &handler.EnqueueRequestForOwner{
OwnerType: &myappv1.Game{},
IsController: true,
}); err != nil {
return err
}
return nil
}
部署验证
安装CRD
make install
# 查看deploy
kubectl get deploy game-sample
NAME READY UP-TO-DATE AVAILABLE AGE
game-sample 1/1 1 1 6m
# 查看ingress
kubectl get ing game-sample
NAME CLASS HOSTS ADDRESS PORTS AGE
game-sample <none> mygame.io 192.168.49.2 80 7m
验证应用,在/etc/host
中添加<Ingress ADDRESS Ip> mygame.io
,访问浏览器如下图所示
验证扩容
kubectl scale games.myapp.qingwave.github.io game-sample --replicas 2
game.myapp.qingwave.github.io/game-sample scaled
# 扩容后
kubectl get games.myapp.qingwave.github.io
NAME PHASE HOST DESIRED CURRENT READY AGE
game-sample Running mygame.io 2 2 2 7m
同样的通过ValidateCreate
、ValidateUpdate
可实现validating webhook
func (r *Game) ValidateCreate() error {
gamelog.Info("validate create", "name", r.Name)
// Host不能包括通配符
if strings.Contains(r.Spec.Host, "*") {
return errors.New("host should not contain *")
}
return nil
}
本地验证webhook需要配置证书,在集群中测试更方便点,可参考官方文档。
总结
至此,我们已经实现了一个功能完全的game-operator
,可以管理game
资源的生命周期,创建/更新game时会自动创建deployment、service、ingress
等资源,当deployment
被误删或者误修改时也可以自动回复到期望状态,也实现了scale
接口。
通过kubebuiler
大大简化了开发operator
的成本,我们只需要关心业务逻辑即可,不需要再手动去创建client/controller
等,但同时kubebuilder
生成的代码中屏蔽了很多细节,比如controller
的最大worker数、同步时间、队列类型等参数设置,只有了解operator
的原理才更好应用于生产。
引用
[1] https://book.kubebuilder.io/
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