Simplify the code by removing superfluous variable
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d7dc3616f7
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@ -42,7 +42,6 @@ func FilterOutNodesWithUnreadyGpus(allNodes, readyNodes []*apiv1.Node) ([]*apiv1
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newReadyNodes := make([]*apiv1.Node, 0)
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newReadyNodes := make([]*apiv1.Node, 0)
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nodesWithUnreadyGpu := make(map[string]*apiv1.Node)
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nodesWithUnreadyGpu := make(map[string]*apiv1.Node)
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for _, node := range readyNodes {
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for _, node := range readyNodes {
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isUnready := false
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_, hasGpuLabel := node.Labels[GPULabel]
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_, hasGpuLabel := node.Labels[GPULabel]
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gpuAllocatable, hasGpuAllocatable := node.Status.Allocatable[ResourceNvidiaGPU]
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gpuAllocatable, hasGpuAllocatable := node.Status.Allocatable[ResourceNvidiaGPU]
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// We expect node to have GPU based on label, but it doesn't show up
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// We expect node to have GPU based on label, but it doesn't show up
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@ -52,9 +51,7 @@ func FilterOutNodesWithUnreadyGpus(allNodes, readyNodes []*apiv1.Node) ([]*apiv1
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glog.V(3).Infof("Overriding status of node %v, which seems to have unready GPU",
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glog.V(3).Infof("Overriding status of node %v, which seems to have unready GPU",
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node.Name)
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node.Name)
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nodesWithUnreadyGpu[node.Name] = getUnreadyNodeCopy(node)
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nodesWithUnreadyGpu[node.Name] = getUnreadyNodeCopy(node)
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isUnready = true
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} else {
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}
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if !isUnready {
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newReadyNodes = append(newReadyNodes, node)
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newReadyNodes = append(newReadyNodes, node)
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}
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}
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}
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}
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