# (c) 2012-2014, Michael DeHaan # # This file is part of Ansible # # Ansible is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # Ansible is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with Ansible. If not, see . # Make coding more python3-ish from __future__ import (absolute_import, division, print_function) __metaclass__ = type import fnmatch from ansible.compat.six import iteritems from ansible import constants as C from ansible.errors import AnsibleError from ansible.playbook.block import Block from ansible.playbook.task import Task 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.cur_dep_chain = 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 self.did_start_at_task = False def __repr__(self): return "HostState(%r)" % self._blocks def __str__(self): def _run_state_to_string(n): states = ["ITERATING_SETUP", "ITERATING_TASKS", "ITERATING_RESCUE", "ITERATING_ALWAYS", "ITERATING_COMPLETE"] try: return states[n] except IndexError: return "UNKNOWN STATE" def _failed_state_to_string(n): states = {1:"FAILED_SETUP", 2:"FAILED_TASKS", 4:"FAILED_RESCUE", 8:"FAILED_ALWAYS"} if n == 0: return "FAILED_NONE" else: ret = [] for i in (1, 2, 4, 8): if n & i: ret.append(states[i]) return "|".join(ret) return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%s, fail_state=%s, pending_setup=%s, tasks child state? %s, rescue child state? %s, always child state? %s, did start at task? %s" % ( self.cur_block, self.cur_regular_task, self.cur_rescue_task, self.cur_always_task, self.cur_role, _run_state_to_string(self.run_state), _failed_state_to_string(self.fail_state), self.pending_setup, self.tasks_child_state, self.rescue_child_state, self.always_child_state, self.did_start_at_task, ) def __eq__(self, other): if not isinstance(other, HostState): return False for attr in ( '_blocks', 'cur_block', 'cur_regular_task', 'cur_rescue_task', 'cur_always_task', 'cur_role', 'run_state', 'fail_state', 'pending_setup', 'cur_dep_chain', 'tasks_child_state', 'rescue_child_state', 'always_child_state' ): if getattr(self, attr) != getattr(other, attr): return False return True def get_current_block(self): return self._blocks[self.cur_block] def copy(self): new_state = HostState(self._blocks) new_state.cur_block = self.cur_block new_state.cur_regular_task = self.cur_regular_task new_state.cur_rescue_task = self.cur_rescue_task new_state.cur_always_task = self.cur_always_task new_state.cur_role = self.cur_role new_state.run_state = self.run_state new_state.fail_state = self.fail_state new_state.pending_setup = self.pending_setup new_state.did_start_at_task = self.did_start_at_task if self.cur_dep_chain is not None: new_state.cur_dep_chain = self.cur_dep_chain[:] 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: # the primary running states for the play iteration ITERATING_SETUP = 0 ITERATING_TASKS = 1 ITERATING_RESCUE = 2 ITERATING_ALWAYS = 3 ITERATING_COMPLETE = 4 # the failure states for the play iteration, which are powers # of 2 as they may be or'ed together in certain circumstances FAILED_NONE = 0 FAILED_SETUP = 1 FAILED_TASKS = 2 FAILED_RESCUE = 4 FAILED_ALWAYS = 8 def __init__(self, inventory, play, play_context, variable_manager, all_vars, start_at_done=False): self._play = play self._blocks = [] # Default options to gather gather_subset = C.DEFAULT_GATHER_SUBSET gather_timeout = C.DEFAULT_GATHER_TIMEOUT # Retrieve subset to gather if self._play.gather_subset is not None: gather_subset = self._play.gather_subset # Retrieve timeout for gather if self._play.gather_timeout is not None: gather_timeout = self._play.gather_timeout setup_block = Block(play=self._play) setup_task = Task(block=setup_block) setup_task.action = 'setup' setup_task.tags = ['always'] setup_task.args = { 'gather_subset': gather_subset, } if gather_timeout: setup_task.args['gather_timeout'] = gather_timeout setup_task.set_loader(self._play._loader) setup_block.block = [setup_task] setup_block = setup_block.filter_tagged_tasks(play_context, all_vars) self._blocks.append(setup_block) for block in self._play.compile(): new_block = block.filter_tagged_tasks(play_context, all_vars) if new_block.has_tasks(): self._blocks.append(new_block) self._host_states = {} start_at_matched = False for host in inventory.get_hosts(self._play.hosts): self._host_states[host.name] = HostState(blocks=self._blocks) # if the host's name is in the variable manager's fact cache, then set # its _gathered_facts flag to true for smart gathering tests later if host.name in variable_manager._fact_cache: host._gathered_facts = True # if we're looking to start at a specific task, iterate through # the tasks for this host until we find the specified task if play_context.start_at_task is not None and not start_at_done: while True: (s, task) = self.get_next_task_for_host(host, peek=True) if s.run_state == self.ITERATING_COMPLETE: break if task.name == play_context.start_at_task or fnmatch.fnmatch(task.name, play_context.start_at_task) or \ task.get_name() == play_context.start_at_task or fnmatch.fnmatch(task.get_name(), play_context.start_at_task): start_at_matched = True break else: self.get_next_task_for_host(host) # finally, reset the host's state to ITERATING_SETUP if start_at_matched: self._host_states[host.name].did_start_at_task = True self._host_states[host.name].run_state = self.ITERATING_SETUP if start_at_matched: # we have our match, so clear the start_at_task field on the # play context to flag that we've started at a task (and future # plays won't try to advance) play_context.start_at_task = None def get_host_state(self, host): # Since we're using the PlayIterator to carry forward failed hosts, # in the event that a previous host was not in the current inventory # we create a stub state for it now if host.name not in self._host_states: self._host_states[host.name] = HostState(blocks=[]) return self._host_states[host.name].copy() 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 (s, None) old_s = s (s, task) = self._get_next_task_from_state(s, host=host, peek=peek) def _roles_are_different(ra, rb): if ra != rb: return True else: return old_s.cur_dep_chain != task._block.get_dep_chain() if task and task._role: # if we had a current role, mark that role as completed if s.cur_role and _roles_are_different(task._role, s.cur_role) and host.name in s.cur_role._had_task_run and not peek: s.cur_role._completed[host.name] = True s.cur_role = task._role s.cur_dep_chain = task._block.get_dep_chain() 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) def _get_next_task_from_state(self, state, host, peek): task = 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 # if we run past the end of the list we know we're done with # this block try: block = state._blocks[state.cur_block] except IndexError: state.run_state = self.ITERATING_COMPLETE return (state, None) if state.run_state == self.ITERATING_SETUP: # First, we check to see if we were pending setup. If not, this is # the first trip through ITERATING_SETUP, so we set the pending_setup # flag and try to determine if we do in fact want to gather facts for # the specified host. if not state.pending_setup: state.pending_setup = True # Gather facts if the default is 'smart' and we have not yet # done it for this host; or if 'explicit' and the play sets # gather_facts to True; or if 'implicit' and the play does # NOT explicitly set gather_facts to False. gathering = C.DEFAULT_GATHERING implied = self._play.gather_facts is None or boolean(self._play.gather_facts) if (gathering == 'implicit' and implied) or \ (gathering == 'explicit' and boolean(self._play.gather_facts)) or \ (gathering == 'smart' and implied and not host._gathered_facts): # The setup block is always self._blocks[0], as we inject it # during the play compilation in __init__ above. setup_block = self._blocks[0] if setup_block.has_tasks() and len(setup_block.block) > 0: task = setup_block.block[0] if not peek: # mark the host as having gathered facts, because we're # returning the setup task to be executed host.set_gathered_facts(True) else: # This is the second trip through ITERATING_SETUP, so we clear # the flag and move onto the next block in the list while setting # the run state to ITERATING_TASKS state.pending_setup = False state.run_state = self.ITERATING_TASKS if not state.did_start_at_task: state.cur_block += 1 state.cur_regular_task = 0 state.cur_rescue_task = 0 state.cur_always_task = 0 state.child_state = None elif state.run_state == self.ITERATING_TASKS: # clear the pending setup flag, since we're past that and it didn't fail if state.pending_setup: state.pending_setup = False # First, we check for a child task state that is not failed, and if we # have one recurse into it for the next task. If we're done with the child # state, we clear it and drop back to geting the next task from the list. if state.tasks_child_state: (state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, host=host, peek=peek) if self._check_failed_state(state.tasks_child_state): # failed child state, so clear it and move into the rescue portion state.tasks_child_state = None self._set_failed_state(state) else: # get the next task recursively if task is None or state.tasks_child_state.run_state == self.ITERATING_COMPLETE: # we're done with the child state, so clear it and continue # back to the top of the loop to get the next task state.tasks_child_state = None continue else: # First here, we check to see if we've failed anywhere down the chain # of states we have, and if so we move onto the rescue portion. Otherwise, # we check to see if we've moved past the end of the list of tasks. If so, # we move into the always portion of the block, otherwise we get the next # task from the list. 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 else: task = block.block[state.cur_regular_task] # if the current task is actually a child block, create a child # state for us to recurse into on the next pass if isinstance(task, Block) or state.tasks_child_state is not 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 # since we've created the child state, clear the task # so we can pick up the child state on the next pass task = None state.cur_regular_task += 1 elif state.run_state == self.ITERATING_RESCUE: # The process here is identical to ITERATING_TASKS, except instead # we move into the always portion of the block. if state.rescue_child_state: (state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, host=host, peek=peek) if self._check_failed_state(state.rescue_child_state): state.rescue_child_state = None self._set_failed_state(state) else: if task is None or state.rescue_child_state.run_state == self.ITERATING_COMPLETE: state.rescue_child_state = None continue else: if state.fail_state & self.FAILED_RESCUE == self.FAILED_RESCUE: state.run_state = self.ITERATING_ALWAYS elif state.cur_rescue_task >= len(block.rescue): if len(block.rescue) > 0: state.fail_state = self.FAILED_NONE state.run_state = self.ITERATING_ALWAYS else: task = block.rescue[state.cur_rescue_task] if isinstance(task, Block) or state.rescue_child_state is not 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 task = None state.cur_rescue_task += 1 elif state.run_state == self.ITERATING_ALWAYS: # And again, the process here is identical to ITERATING_TASKS, except # instead we either move onto the next block in the list, or we set the # run state to ITERATING_COMPLETE in the event of any errors, or when we # have hit the end of the list of blocks. if state.always_child_state: (state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, host=host, peek=peek) if self._check_failed_state(state.always_child_state): state.always_child_state = None self._set_failed_state(state) else: if task is None or state.always_child_state.run_state == self.ITERATING_COMPLETE: state.always_child_state = None else: if state.cur_always_task >= len(block.always): if state.fail_state != self.FAILED_NONE: state.run_state = self.ITERATING_COMPLETE else: state.cur_block += 1 state.cur_regular_task = 0 state.cur_rescue_task = 0 state.cur_always_task = 0 state.run_state = self.ITERATING_TASKS 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: 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 task = None state.cur_always_task += 1 elif state.run_state == self.ITERATING_COMPLETE: return (state, None) # 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.run_state == self.ITERATING_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 if state._blocks[state.cur_block].rescue: state.run_state = self.ITERATING_RESCUE elif state._blocks[state.cur_block].always: state.run_state = self.ITERATING_ALWAYS else: state.run_state = self.ITERATING_COMPLETE 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 if state._blocks[state.cur_block].always: state.run_state = self.ITERATING_ALWAYS else: state.run_state = self.ITERATING_COMPLETE 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) display.debug("marking host %s failed, current state: %s" % (host, s)) s = self._set_failed_state(s) display.debug("^ failed state is now: %s" % s) self._host_states[host.name] = s def get_failed_hosts(self): return dict((host, True) for (host, state) in iteritems(self._host_states) if self._check_failed_state(state)) 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: return False else: return True elif state.run_state == self.ITERATING_TASKS and self._check_failed_state(state.tasks_child_state): cur_block = self._blocks[state.cur_block] if len(cur_block.rescue) > 0 and state.fail_state & self.FAILED_RESCUE == 0: return False else: 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 return False def is_failed(self, host): s = self.get_host_state(host) return self._check_failed_state(s) def get_original_task(self, host, task): ''' Finds the task in the task list which matches the UUID of the given task. The executor engine serializes/deserializes objects as they are passed through the different processes, and not all data structures are preserved. This method allows us to find the original task passed into the executor engine. ''' def _search_block(block): ''' 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) if res: return res elif t._uuid == task._uuid: return t return None def _search_state(state): for block in state._blocks: res = _search_block(block) if res: return res for child_state in (state.tasks_child_state, state.rescue_child_state, state.always_child_state): if child_state is not None: res = _search_state(child_state) if res: return res return None s = self.get_host_state(host) res = _search_state(s) if res: return res for block in self._play.handlers: res = _search_block(block) if res: return res return None def _insert_tasks_into_state(self, state, task_list): # if we've failed at all, or if the task list is empty, just return the current state if state.fail_state != self.FAILED_NONE and state.run_state not in (self.ITERATING_RESCUE, self.ITERATING_ALWAYS) or not task_list: return state 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): self._host_states[host.name] = self._insert_tasks_into_state(self.get_host_state(host), task_list)