Take ITERATING_ALWAYS into account when setting failed state in PlayIterator
Fixes #15963
(cherry picked from commit 4dc2bf4815
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parent
efe5bb122e
commit
c004ae578d
2 changed files with 8 additions and 3 deletions
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@ -480,6 +480,8 @@ class PlayIterator:
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elif state.fail_state != self.FAILED_NONE:
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if state.run_state == self.ITERATING_RESCUE and state.fail_state&self.FAILED_RESCUE == 0:
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return False
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elif state.run_state == self.ITERATING_ALWAYS and state.fail_state&self.FAILED_ALWAYS == 0:
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return False
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else:
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return True
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elif state.run_state == self.ITERATING_TASKS and self._check_failed_state(state.tasks_child_state):
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@ -69,9 +69,12 @@ class StrategyModule(StrategyBase):
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if state_task and state_task[1]]
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if host_tasks_to_run:
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lowest_cur_block = min(
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(s.cur_block for h, (s, t) in host_tasks_to_run
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if s.run_state != PlayIterator.ITERATING_COMPLETE))
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try:
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lowest_cur_block = min(
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(s.cur_block for h, (s, t) in host_tasks_to_run
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if s.run_state != PlayIterator.ITERATING_COMPLETE))
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except ValueError:
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lowest_cur_block = None
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else:
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# empty host_tasks_to_run will just run till the end of the function
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# without ever touching lowest_cur_block
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