Fixing the way we iterate over child states for tasks
Previously we were first checking the fail/run state of the child state for tasks/rescue/always portions of the block. Instead we are now always recursively iterating over the child state and then evaluating whether the child state is failed or complete before changing the failed/ run state within the current block. Fixes #14324
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2 changed files with 9 additions and 9 deletions
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@ -322,14 +322,14 @@ class PlayIterator:
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# have one recurse into it for the next task. If we're done with the child
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# state, we clear it and drop back to geting the next task from the list.
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if state.tasks_child_state:
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if state.tasks_child_state.fail_state != self.FAILED_NONE:
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(state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, host=host, peek=peek)
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if self._check_failed_state(state.tasks_child_state):
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# failed child state, so clear it and move into the rescue portion
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state.tasks_child_state = None
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state.fail_state |= self.FAILED_TASKS
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state.run_state = self.ITERATING_RESCUE
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else:
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# get the next task recursively
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(state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, host=host, peek=peek)
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if task is None or state.tasks_child_state.run_state == self.ITERATING_COMPLETE:
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# we're done with the child state, so clear it and continue
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# back to the top of the loop to get the next task
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@ -362,13 +362,13 @@ class PlayIterator:
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# The process here is identical to ITERATING_TASKS, except instead
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# we move into the always portion of the block.
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if state.rescue_child_state:
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if state.rescue_child_state.fail_state != self.FAILED_NONE:
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(state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, host=host, peek=peek)
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if self._check_failed_state(state.rescue_child_state):
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state.rescue_child_state = None
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state.fail_state |= self.FAILED_RESCUE
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state.run_state = self.ITERATING_ALWAYS
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else:
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(state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, host=host, peek=peek)
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if task is None:
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if task is None or state.rescue_child_state.run_state == self.ITERATING_COMPLETE:
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state.rescue_child_state = None
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continue
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else:
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@ -393,13 +393,13 @@ class PlayIterator:
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# run state to ITERATING_COMPLETE in the event of any errors, or when we
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# have hit the end of the list of blocks.
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if state.always_child_state:
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if state.always_child_state.fail_state != self.FAILED_NONE:
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(state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, host=host, peek=peek)
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if self._check_failed_state(state.always_child_state):
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state.always_child_state = None
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state.fail_state |= self.FAILED_ALWAYS
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state.run_state = self.ITERATING_COMPLETE
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else:
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(state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, host=host, peek=peek)
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if task is None:
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if task is None or state.always_child_state.run_state == self.ITERATING_COMPLETE:
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state.always_child_state = None
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else:
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if state.cur_always_task >= len(block.always):
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@ -92,7 +92,7 @@ class StrategyModule(StrategyBase):
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num_rescue += 1
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elif s.run_state == PlayIterator.ITERATING_ALWAYS:
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num_always += 1
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display.debug("done counting tasks in each state of execution")
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display.debug("done counting tasks in each state of execution:\n\tnum_setups: %s\n\tnum_tasks: %s\n\tnum_rescue: %s\n\tnum_always: %s" % (num_setups, num_tasks, num_rescue, num_always))
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def _advance_selected_hosts(hosts, cur_block, cur_state):
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'''
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