ansible/lib/ansible/executor/play_iterator.py
2015-08-11 16:34:58 -04:00

336 lines
13 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 import constants as C
from ansible.errors import *
from ansible.playbook.block import Block
from ansible.playbook.task import Task
from ansible.utils.boolean import boolean
__all__ = ['PlayIterator']
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.run_state = PlayIterator.ITERATING_SETUP
self.fail_state = PlayIterator.FAILED_NONE
self.pending_setup = False
self.child_state = None
def __repr__(self):
return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%d, fail_state=%d, pending_setup=%s, child state? %s" % (
self.cur_block,
self.cur_regular_task,
self.cur_rescue_task,
self.cur_always_task,
self.cur_role,
self.run_state,
self.fail_state,
self.pending_setup,
self.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
new_state.child_state = self.child_state
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, all_vars):
self._play = play
self._blocks = []
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 = {}
for host in inventory.get_hosts(self._play.hosts):
self._host_states[host.name] = HostState(blocks=self._blocks)
# 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:
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):
break
else:
self.get_next_task_for_host(host)
# 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):
s = self.get_host_state(host)
task = None
if s.run_state == self.ITERATING_COMPLETE:
return None
elif s.run_state == self.ITERATING_SETUP:
s.run_state = self.ITERATING_TASKS
s.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):
if not peek:
# mark the host as having gathered facts
host.set_gathered_facts(True)
task = Task()
task.action = 'setup'
task.args = {}
task.set_loader(self._play._loader)
else:
s.pending_setup = False
if not task:
(s, task) = self._get_next_task_from_state(s, peek=peek)
if task and task._role:
# if we had a current role, mark that role as completed
if s.cur_role and 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
if not peek:
self._host_states[host.name] = s
return (s, task)
def _get_next_task_from_state(self, state, peek):
task = None
# if we previously encountered a child block and we have a
# saved child state, try and get the next task from there
if state.child_state:
(state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek)
if task:
return (state.child_state, task)
else:
state.child_state = 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_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 state.fail_state & self.FAILED_TASKS == self.FAILED_TASKS:
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]
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]
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.child_state = None
else:
task = block.always[state.cur_always_task]
state.cur_always_task += 1
elif state.run_state == self.ITERATING_COMPLETE:
return (state, None)
# if the current task is actually a child block, we dive into it
if isinstance(task, Block):
state.child_state = HostState(blocks=[task])
state.child_state.run_state = self.ITERATING_TASKS
state.child_state.cur_role = state.cur_role
(state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek)
# if something above set the task, break out of the loop now
if task:
break
return (state, task)
def mark_host_failed(self, host):
s = self.get_host_state(host)
if s.pending_setup:
s.fail_state |= self.FAILED_SETUP
s.run_state = self.ITERATING_COMPLETE
elif s.run_state == self.ITERATING_TASKS:
s.fail_state |= self.FAILED_TASKS
s.run_state = self.ITERATING_RESCUE
elif s.run_state == self.ITERATING_RESCUE:
s.fail_state |= self.FAILED_RESCUE
s.run_state = self.ITERATING_ALWAYS
elif s.run_state == self.ITERATING_ALWAYS:
s.fail_state |= self.FAILED_ALWAYS
s.run_state = self.ITERATING_COMPLETE
self._host_states[host.name] = s
def get_failed_hosts(self):
return dict((host, True) for (host, state) in self._host_states.iteritems() if state.run_state == self.ITERATING_COMPLETE and state.fail_state != self.FAILED_NONE)
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):
for t in block.block:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
for t in block.rescue:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
for t in block.always:
if isinstance(t, Block):
res = _search_block(t, task)
if res:
return res
elif t._uuid == task._uuid:
return t
return None
s = self.get_host_state(host)
for block in s._blocks:
res = _search_block(block, task)
if res:
return res
for block in self._play.handlers:
res = _search_block(block, task)
if res:
return res
return None
def add_tasks(self, host, task_list):
s = self.get_host_state(host)
target_block = s._blocks[s.cur_block].copy(exclude_parent=True)
if s.run_state == self.ITERATING_TASKS:
before = target_block.block[:s.cur_regular_task]
after = target_block.block[s.cur_regular_task:]
target_block.block = before + task_list + after
elif s.run_state == self.ITERATING_RESCUE:
before = target_block.rescue[:s.cur_rescue_task]
after = target_block.rescue[s.cur_rescue_task:]
target_block.rescue = before + task_list + after
elif s.run_state == self.ITERATING_ALWAYS:
before = target_block.always[:s.cur_always_task]
after = target_block.always[s.cur_always_task:]
target_block.always = before + task_list + after
s._blocks[s.cur_block] = target_block
self._host_states[host.name] = s