Documentation ¶
Index ¶
Constants ¶
const ( // ConditionReady specifies that the resource is ready. // For long-running resources. ConditionReady = "Ready" // ConditionSucceeded specifies that the resource has finished. // For resource which run to completion. ConditionSucceeded = "Succeeded" )
Variables ¶
This section is empty.
Functions ¶
func ConditionIsFalse ¶
ConditionIsFalse returns true if the condition's status is False
func ConditionIsTrue ¶
ConditionIsTrue returns true if the condition's status is True
func ConditionIsUnknown ¶
ConditionIsUnknown returns true if the condition's status is Unknown or not known
Types ¶
type ConditionManager ¶
type ConditionManager interface { // IsHappy looks at the happy condition and returns true if that condition is // set to true. IsHappy() bool // GetCondition finds and returns the Condition that matches the ConditionType // previously set on Conditions. GetCondition(t string) *metav1.Condition // SetCondition sets or updates the Condition on Conditions for Condition.Type. // If there is an update, Conditions are stored back sorted. SetCondition(new metav1.Condition) // ClearCondition removes the non terminal condition that matches the ConditionType ClearCondition(t string) error // MarkTrue sets the status of t to true, and then marks the happy condition to // true if all dependents are true. MarkTrue(t string, reason, messageFormat string, messageA ...interface{}) // MarkUnknown sets the status of t to Unknown and also sets the happy condition // to Unknown if no other dependent condition is in an error state. MarkUnknown(t string, reason, messageFormat string, messageA ...interface{}) // MarkFalse sets the status of t and the happy condition to False. MarkFalse(t string, reason, messageFormat string, messageA ...interface{}) // InitializeConditions updates all Conditions in the ConditionSet to Unknown // if not set. InitializeConditions() }
ConditionManager allows a resource to operate on its Conditions using higher order operations.
type ConditionSet ¶
type ConditionSet struct {
// contains filtered or unexported fields
}
ConditionSet is an abstract collection of the possible ConditionType values that a particular resource might expose. It also holds the "happy condition" for that resource, which we define to be one of Ready or Succeeded depending on whether it is a Living or Batch process respectively.
func NewBatchConditionSet ¶
func NewBatchConditionSet(d ...string) ConditionSet
NewBatchConditionSet returns a ConditionSet to hold the conditions for the batch resource. ConditionSucceeded is used as the happy condition. The set of condition types provided are those of the terminal subconditions.
func NewBatchConditionSetWithHappyReason ¶
func NewBatchConditionSetWithHappyReason(happyReason string, d ...string) ConditionSet
NewBatchConditionSetWithHappyReason returns a ConditionSet to hold the conditions for the batch resource. ConditionSucceeded is used as the happy condition with the provided happy reason. The set of condition types provided are those of the terminal subconditions.
func NewLivingConditionSet ¶
func NewLivingConditionSet(d ...string) ConditionSet
NewLivingConditionSet returns a ConditionSet to hold the conditions for the living resource. ConditionReady is used as the happy condition. The set of condition types provided are those of the terminal subconditions.
func NewLivingConditionSetWithHappyReason ¶
func NewLivingConditionSetWithHappyReason(happyReason string, d ...string) ConditionSet
NewLivingConditionSetWithHappyReason returns a ConditionSet to hold the conditions for the living resource. ConditionReady is used as the happy condition with the provided happy reason. The set of condition types provided are those of the terminal subconditions.
func (ConditionSet) Manage
deprecated
func (r ConditionSet) Manage(status ConditionsAccessor) ConditionManager
Deprecated: use ManageWithContext Manage creates a ConditionManager from an accessor object using the original ConditionSet as a reference. Status must be a pointer to a struct.
func (ConditionSet) ManageWithContext ¶
func (r ConditionSet) ManageWithContext(ctx context.Context, status ConditionsAccessor) ConditionManager
Manage creates a ConditionManager from an accessor object using the original ConditionSet as a reference. Status must be a pointer to a struct.
type ConditionsAccessor ¶
type ConditionsAccessor interface { GetConditions() []metav1.Condition SetConditions([]metav1.Condition) }
ConditionsAccessor is the interface for a Resource that implements the getter and setter for accessing a Condition collection.
type Status ¶
type Status struct { // ObservedGeneration is the 'Generation' of the resource that // was last processed by the controller. // +optional ObservedGeneration int64 `json:"observedGeneration,omitempty"` // Conditions the latest available observations of a resource's current state. // +optional // +patchMergeKey=type // +patchStrategy=merge Conditions []metav1.Condition `json:"conditions,omitempty" patchStrategy:"merge" patchMergeKey:"type"` }
Status is the minimally expected status subresource. Use this or provide your own. It also shows how Conditions are expected to be embedded in the Status field.
Example:
type MyResourceStatus struct { apis.Status `json:",inline"` UsefulMessage string `json:"usefulMessage,omitempty"` }
WARNING: Adding fields to this struct will add them to all resources. +k8s:deepcopy-gen=true
func (*Status) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new Status.
func (*Status) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*Status) GetCondition ¶
GetCondition fetches the condition of the specified type.
func (*Status) GetConditions ¶
GetConditions implements ConditionsAccessor
func (*Status) SetConditions ¶
SetConditions implements ConditionsAccessor