Multiple fixes for include statements and blocks in general

Fixes #11981
Fixes #11995
Fixes #12039
Fixes #12077
This commit is contained in:
James Cammarata 2015-08-25 17:51:51 -04:00
commit 601a1cc6d9
6 changed files with 196 additions and 108 deletions

View file

@ -31,22 +31,31 @@ from ansible.utils.boolean import boolean
__all__ = ['PlayIterator']
try:
from __main__ import display
except ImportError:
from ansible.utils.display import Display
display = Display()
class HostState:
def __init__(self, blocks):
self._blocks = blocks[:]
self.cur_block = 0
self.cur_regular_task = 0
self.cur_rescue_task = 0
self.cur_always_task = 0
self.cur_role = None
self.run_state = PlayIterator.ITERATING_SETUP
self.fail_state = PlayIterator.FAILED_NONE
self.pending_setup = False
self.child_state = None
self.cur_block = 0
self.cur_regular_task = 0
self.cur_rescue_task = 0
self.cur_always_task = 0
self.cur_role = None
self.run_state = PlayIterator.ITERATING_SETUP
self.fail_state = PlayIterator.FAILED_NONE
self.pending_setup = False
self.tasks_child_state = None
self.rescue_child_state = None
self.always_child_state = None
def __repr__(self):
return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%d, fail_state=%d, pending_setup=%s, child state? %s" % (
return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%d, fail_state=%d, pending_setup=%s, tasks child state? %s, rescue child state? %s, always child state? %s" % (
self.cur_block,
self.cur_regular_task,
self.cur_rescue_task,
@ -55,7 +64,9 @@ class HostState:
self.run_state,
self.fail_state,
self.pending_setup,
self.child_state,
self.tasks_child_state,
self.rescue_child_state,
self.always_child_state,
)
def get_current_block(self):
@ -71,7 +82,12 @@ class HostState:
new_state.run_state = self.run_state
new_state.fail_state = self.fail_state
new_state.pending_setup = self.pending_setup
new_state.child_state = self.child_state
if self.tasks_child_state is not None:
new_state.tasks_child_state = self.tasks_child_state.copy()
if self.rescue_child_state is not None:
new_state.rescue_child_state = self.rescue_child_state.copy()
if self.always_child_state is not None:
new_state.always_child_state = self.always_child_state.copy()
return new_state
class PlayIterator:
@ -126,10 +142,12 @@ class PlayIterator:
def get_next_task_for_host(self, host, peek=False):
display.debug("getting the next task for host %s" % host.name)
s = self.get_host_state(host)
task = None
if s.run_state == self.ITERATING_COMPLETE:
display.debug("host %s is done iterating, returning" % host.name)
return (None, None)
elif s.run_state == self.ITERATING_SETUP:
s.run_state = self.ITERATING_TASKS
@ -169,6 +187,9 @@ class PlayIterator:
if not peek:
self._host_states[host.name] = s
display.debug("done getting next task for host %s" % host.name)
display.debug(" ^ task is: %s" % task)
display.debug(" ^ state is: %s" % s)
return (s, task)
@ -176,15 +197,6 @@ class PlayIterator:
task = None
# if we previously encountered a child block and we have a
# saved child state, try and get the next task from there
if state.child_state:
(state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek)
if task:
return (state.child_state, task)
else:
state.child_state = None
# try and find the next task, given the current state.
while True:
# try to get the current block from the list of blocks, and
@ -207,7 +219,19 @@ class PlayIterator:
state.run_state = self.ITERATING_ALWAYS
else:
task = block.block[state.cur_regular_task]
state.cur_regular_task += 1
# if the current task is actually a child block, we dive into it
if isinstance(task, Block) or state.tasks_child_state is not None:
if state.tasks_child_state is None:
state.tasks_child_state = HostState(blocks=[task])
state.tasks_child_state.run_state = self.ITERATING_TASKS
state.tasks_child_state.cur_role = state.cur_role
(state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, peek=peek)
if task is None:
state.tasks_child_state = None
state.cur_regular_task += 1
continue
else:
state.cur_regular_task += 1
elif state.run_state == self.ITERATING_RESCUE:
if state.fail_state & self.FAILED_RESCUE == self.FAILED_RESCUE:
@ -218,7 +242,18 @@ class PlayIterator:
state.run_state = self.ITERATING_ALWAYS
else:
task = block.rescue[state.cur_rescue_task]
state.cur_rescue_task += 1
if isinstance(task, Block) or state.rescue_child_state is not None:
if state.rescue_child_state is None:
state.rescue_child_state = HostState(blocks=[task])
state.rescue_child_state.run_state = self.ITERATING_TASKS
state.rescue_child_state.cur_role = state.cur_role
(state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, peek=peek)
if task is None:
state.rescue_child_state = None
state.cur_rescue_task += 1
continue
else:
state.cur_rescue_task += 1
elif state.run_state == self.ITERATING_ALWAYS:
if state.cur_always_task >= len(block.always):
@ -233,38 +268,55 @@ class PlayIterator:
state.child_state = None
else:
task = block.always[state.cur_always_task]
state.cur_always_task += 1
if isinstance(task, Block) or state.always_child_state is not None:
if state.always_child_state is None:
state.always_child_state = HostState(blocks=[task])
state.always_child_state.run_state = self.ITERATING_TASKS
state.always_child_state.cur_role = state.cur_role
(state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, peek=peek)
if task is None:
state.always_child_state = None
state.cur_always_task += 1
continue
else:
state.cur_always_task += 1
elif state.run_state == self.ITERATING_COMPLETE:
return (state, None)
# if the current task is actually a child block, we dive into it
if isinstance(task, Block):
state.child_state = HostState(blocks=[task])
state.child_state.run_state = self.ITERATING_TASKS
state.child_state.cur_role = state.cur_role
(state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek)
# if something above set the task, break out of the loop now
if task:
break
return (state, task)
def _set_failed_state(self, state):
if state.pending_setup:
state.fail_state |= self.FAILED_SETUP
state.run_state = self.ITERATING_COMPLETE
elif state.run_state == self.ITERATING_TASKS:
if state.tasks_child_state is not None:
state.tasks_child_state = self._set_failed_state(state.tasks_child_state)
else:
state.fail_state |= self.FAILED_TASKS
state.run_state = self.ITERATING_RESCUE
elif state.run_state == self.ITERATING_RESCUE:
if state.rescue_child_state is not None:
state.rescue_child_state = self._set_failed_state(state.rescue_child_state)
else:
state.fail_state |= self.FAILED_RESCUE
state.run_state = self.ITERATING_ALWAYS
elif state.run_state == self.ITERATING_ALWAYS:
if state.always_child_state is not None:
state.always_child_state = self._set_failed_state(state.always_child_state)
else:
state.fail_state |= self.FAILED_ALWAYS
state.run_state = self.ITERATING_COMPLETE
return state
def mark_host_failed(self, host):
s = self.get_host_state(host)
if s.pending_setup:
s.fail_state |= self.FAILED_SETUP
s.run_state = self.ITERATING_COMPLETE
elif s.run_state == self.ITERATING_TASKS:
s.fail_state |= self.FAILED_TASKS
s.run_state = self.ITERATING_RESCUE
elif s.run_state == self.ITERATING_RESCUE:
s.fail_state |= self.FAILED_RESCUE
s.run_state = self.ITERATING_ALWAYS
elif s.run_state == self.ITERATING_ALWAYS:
s.fail_state |= self.FAILED_ALWAYS
s.run_state = self.ITERATING_COMPLETE
s = self._set_failed_state(s)
self._host_states[host.name] = s
def get_failed_hosts(self):
@ -278,34 +330,37 @@ class PlayIterator:
allows us to find the original task passed into the executor engine.
'''
def _search_block(block, task):
for t in block.block:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
for t in block.rescue:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
for t in block.always:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
'''
helper method to check a block's task lists (block/rescue/always)
for a given task uuid. If a Block is encountered in the place of a
task, it will be recursively searched (this happens when a task
include inserts one or more blocks into a task list).
'''
for b in (block.block, block.rescue, block.always):
for t in b:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
return None
def _search_state(state, task):
for block in state._blocks:
res = _search_block(block, task)
if res:
return res
for child_state in (state.tasks_child_state, state.rescue_child_state, state.always_child_state):
res = _search_state(child_state, task)
if res:
return res
return None
s = self.get_host_state(host)
for block in s._blocks:
res = _search_block(block, task)
if res:
return res
res = _search_state(s, task)
if res:
return res
for block in self._play.handlers:
res = _search_block(block, task)
@ -314,23 +369,36 @@ class PlayIterator:
return None
def _insert_tasks_into_state(self, state, task_list):
if state.run_state == self.ITERATING_TASKS:
if state.tasks_child_state:
state.tasks_child_state = self._insert_tasks_into_state(state.tasks_child_state, task_list)
else:
target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
before = target_block.block[:state.cur_regular_task]
after = target_block.block[state.cur_regular_task:]
target_block.block = before + task_list + after
state._blocks[state.cur_block] = target_block
elif state.run_state == self.ITERATING_RESCUE:
if state.rescue_child_state:
state.rescue_child_state = self._insert_tasks_into_state(state.rescue_child_state, task_list)
else:
target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
before = target_block.rescue[:state.cur_rescue_task]
after = target_block.rescue[state.cur_rescue_task:]
target_block.rescue = before + task_list + after
state._blocks[state.cur_block] = target_block
elif state.run_state == self.ITERATING_ALWAYS:
if state.always_child_state:
state.always_child_state = self._insert_tasks_into_state(state.always_child_state, task_list)
else:
target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
before = target_block.always[:state.cur_always_task]
after = target_block.always[state.cur_always_task:]
target_block.always = before + task_list + after
state._blocks[state.cur_block] = target_block
return state
def add_tasks(self, host, task_list):
s = self.get_host_state(host)
target_block = s._blocks[s.cur_block].copy(exclude_parent=True)
if s.run_state == self.ITERATING_TASKS:
before = target_block.block[:s.cur_regular_task]
after = target_block.block[s.cur_regular_task:]
target_block.block = before + task_list + after
elif s.run_state == self.ITERATING_RESCUE:
before = target_block.rescue[:s.cur_rescue_task]
after = target_block.rescue[s.cur_rescue_task:]
target_block.rescue = before + task_list + after
elif s.run_state == self.ITERATING_ALWAYS:
before = target_block.always[:s.cur_always_task]
after = target_block.always[s.cur_always_task:]
target_block.always = before + task_list + after
s._blocks[s.cur_block] = target_block
self._host_states[host.name] = s
self._host_states[host.name] = self._insert_tasks_into_state(self.get_host_state(host), task_list)