ansible/lib/ansible/executor/play_iterator.py
James Cammarata 699a854bf3 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
2016-02-03 18:42:27 -05:00

514 lines
23 KiB
Python

# (c) 2012-2014, Michael DeHaan <michael.dehaan@gmail.com>
#
# 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 <http://www.gnu.org/licenses/>.
# 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
def __repr__(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" % (
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,
)
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
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 = []
setup_block = Block(play=self._play)
setup_task = Task(block=setup_block)
setup_task.action = 'setup'
setup_task.args = {}
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
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
# Extend the play handlers list to include the handlers defined in roles
self._play.handlers.extend(play.compile_roles_handlers())
def get_host_state(self, host):
try:
return self._host_states[host.name].copy()
except KeyError:
raise AnsibleError("invalid host (%s) specified for playbook iteration" % host)
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)
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._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._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:
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):
# mark the host as having gathered facts
setup_block = self._blocks[0]
if setup_block.has_tasks() and len(setup_block.block) > 0:
task = setup_block.block[0]
if not peek:
host.set_gathered_facts(True)
else:
state.pending_setup = False
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.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
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, 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, host=host, peek=peek)
if task is None:
# check to see if the child state was failed, if so we need to
# fail here too so we don't continue iterating tasks
if state.tasks_child_state.fail_state != self.FAILED_NONE:
state.fail_state |= self.FAILED_TASKS
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:
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:
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, host=host, peek=peek)
if task is None:
# check to see if the child state was failed, if so we need to
# fail here too so we don't continue iterating rescue
if state.rescue_child_state.fail_state != self.FAILED_NONE:
state.fail_state |= self.FAILED_RESCUE
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):
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:
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, host=host, peek=peek)
if task is None:
# check to see if the child state was failed, if so we need to
# fail here too so we don't continue iterating always
if state.always_child_state.fail_state != self.FAILED_NONE:
state.fail_state |= self.FAILED_ALWAYS
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 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)
s = self._set_failed_state(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 state.run_state == self.ITERATING_COMPLETE and state.fail_state != self.FAILED_NONE)
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
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, task):
'''
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):
if child_state is not None:
res = _search_state(child_state, task)
if res:
return res
return None
s = self.get_host_state(host)
res = _search_state(s, task)
if res:
return res
for block in self._play.handlers:
res = _search_block(block, task)
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)