Fixing bugs in play iteration and strategies

* Fixed a bug in PlayIterator when ITERATING_ALWAYS, where the block
  was advanced but the incorrect data structure elements were cleared
* Cleaned up the logic of is_failed() in PlayIterator
* Fixed a bug in the free strategy which had not been updated to use
  the base strategy _execute_meta() method
* Stopped strategies from using is_failed() to determine if tasks should
  still be fetched for a host

Fixes #14040
This commit is contained in:
James Cammarata 2016-02-03 18:42:27 -05:00
commit 699a854bf3
3 changed files with 16 additions and 25 deletions

View file

@ -275,7 +275,7 @@ class PlayIterator:
if state.pending_setup:
state.pending_setup = False
if state.fail_state & self.FAILED_TASKS == self.FAILED_TASKS:
if self._check_failed_state(state):
state.run_state = self.ITERATING_RESCUE
elif state.cur_regular_task >= len(block.block):
state.run_state = self.ITERATING_ALWAYS
@ -335,7 +335,9 @@ class PlayIterator:
state.cur_rescue_task = 0
state.cur_always_task = 0
state.run_state = self.ITERATING_TASKS
state.child_state = None
state.tasks_child_state = None
state.rescue_child_state = None
state.always_child_state = None
else:
task = block.always[state.cur_always_task]
if isinstance(task, Block) or state.always_child_state is not None:
@ -365,7 +367,7 @@ class PlayIterator:
return (state, task)
def _set_failed_state(self, state):
if state.pending_setup:
if state.run_state == self.ITERATING_SETUP:
state.fail_state |= self.FAILED_SETUP
state.run_state = self.ITERATING_COMPLETE
elif state.run_state == self.ITERATING_TASKS:
@ -407,19 +409,18 @@ class PlayIterator:
def _check_failed_state(self, state):
if state is None:
return False
elif state.fail_state != self.FAILED_NONE:
if state.run_state == self.ITERATING_RESCUE and state.fail_state&self.FAILED_RESCUE == 0 or \
state.run_state == self.ITERATING_ALWAYS and state.fail_state&self.FAILED_ALWAYS == 0:
return False
else:
return True
elif state.run_state == self.ITERATING_TASKS and self._check_failed_state(state.tasks_child_state):
return True
elif state.run_state == self.ITERATING_RESCUE and self._check_failed_state(state.rescue_child_state):
return True
elif state.run_state == self.ITERATING_ALWAYS and self._check_failed_state(state.always_child_state):
return True
elif state.run_state == self.ITERATING_COMPLETE and state.fail_state != self.FAILED_NONE:
if state.run_state == self.ITERATING_RESCUE and state.fail_state&self.FAILED_RESCUE == 0:
return False
elif state.run_state == self.ITERATING_ALWAYS and state.fail_state&self.FAILED_ALWAYS == 0:
return False
else:
return True
return False
def is_failed(self, host):