This change brings the same typed serialization we use for RPC to the serialization of deployments. This ensures that we get repeatable diffs from one deployment to the next.
313 lines
9 KiB
Go
313 lines
9 KiB
Go
// Copyright 2016-2017, Pulumi Corporation. All rights reserved.
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package environment
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import (
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"bytes"
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"encoding/json"
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"reflect"
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"time"
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"github.com/pulumi/lumi/pkg/resource"
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"github.com/pulumi/lumi/pkg/resource/deploy"
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"github.com/pulumi/lumi/pkg/tokens"
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"github.com/pulumi/lumi/pkg/util/contract"
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)
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// Deployment is a serializable, flattened LumiGL graph structure, representing a deploy. It is similar
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// to the actual Snapshot structure, except that it flattens and rearranges a few data structures for serializability.
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// Over time, we also expect this to gather more information about deploys themselves.
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type Deployment struct {
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Time time.Time `json:"time"` // the time of the deploy.
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Info interface{} `json:"info,omitempty"` // optional information about the source.
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Resources *Resources `json:"resources,omitempty"` // a map of resource.URNs to resource vertices.
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}
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// Resource is a serializable vertex within a LumiGL graph, specifically for resource snapshots.
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type Resource struct {
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ID resource.ID `json:"id"` // the provider ID for this resource, if any.
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Type tokens.Type `json:"type"` // this resource's full type token.
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Inputs map[string]interface{} `json:"inputs,omitempty"` // the input properties from the program.
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Outputs map[string]interface{} `json:"outputs,omitempty"` // the output properties from the resource provider.
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}
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// SerializeDeployment serializes an entire snapshot as a deploy record.
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func SerializeDeployment(snap *deploy.Snapshot) *Deployment {
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// Serialize all vertices and only include a vertex section if non-empty.
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var resm *Resources
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if snapres := snap.Resources; len(snapres) > 0 {
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resm = NewResources()
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for _, res := range snapres {
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urn := res.URN()
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contract.Assertf(string(urn) != "", "Unexpected empty resource resource.URN")
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contract.Assertf(!resm.Has(urn), "Unexpected duplicate resource resource.URN '%v'", urn)
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resm.Add(urn, SerializeResource(res))
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}
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}
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return &Deployment{
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Time: time.Now(),
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Info: snap.Info,
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Resources: resm,
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}
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}
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// SerializeResource turns a resource into a LumiGL data structure suitable for serialization.
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func SerializeResource(res *resource.State) *Resource {
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contract.Assert(res != nil)
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// Serialize all input and output properties recursively, and add them if non-empty.
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var inputs map[string]interface{}
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if inp := res.Inputs(); inp != nil {
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inputs = SerializeProperties(inp)
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}
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var outputs map[string]interface{}
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if outp := res.Outputs(); outp != nil {
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outputs = SerializeProperties(outp)
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}
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return &Resource{
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ID: res.ID(),
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Type: res.Type(),
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Inputs: inputs,
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Outputs: outputs,
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}
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}
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// SerializeProperties serializes a resource property bag so that it's suitable for serialization.
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func SerializeProperties(props resource.PropertyMap) map[string]interface{} {
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dst := make(map[string]interface{})
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for _, k := range props.StableKeys() {
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if v := SerializePropertyValue(props[k]); v != nil {
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dst[string(k)] = v
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}
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}
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return dst
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}
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// SerializePropertyValue serializes a resource property value so that it's suitable for serialization.
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func SerializePropertyValue(prop resource.PropertyValue) interface{} {
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contract.Assert(!prop.IsComputed())
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// Skip nulls and "outputs"; the former needn't be serialized, and the latter happens if there is an output
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// that hasn't materialized (either because we're serializing inputs or the provider didn't give us the value).
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if !prop.HasValue() {
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return nil
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}
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// For arrays, make sure to recurse.
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if prop.IsArray() {
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srcarr := prop.ArrayValue()
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dstarr := make([]interface{}, len(srcarr))
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for i, elem := range prop.ArrayValue() {
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dstarr[i] = SerializePropertyValue(elem)
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}
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return dstarr
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}
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// Also for objects, recurse and use naked properties.
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if prop.IsObject() {
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return SerializeProperties(prop.ObjectValue())
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}
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// For assets, we need to serialize them a little carefully, so we can recover them afterwards.
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if prop.IsAsset() {
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return prop.AssetValue().Serialize()
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} else if prop.IsArchive() {
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return prop.ArchiveValue().Serialize()
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}
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// All others are returned as-is.
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return prop.V
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}
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// DeserializeProperties deserializes an entire map of deploy properties into a resource property map.
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func DeserializeProperties(props map[string]interface{}) resource.PropertyMap {
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result := make(resource.PropertyMap)
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for k, prop := range props {
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result[resource.PropertyKey(k)] = DeserializePropertyValue(prop)
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}
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return result
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}
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// DeserializePropertyValue deserializes a single deploy property into a resource property value.
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func DeserializePropertyValue(v interface{}) resource.PropertyValue {
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if v != nil {
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switch w := v.(type) {
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case bool:
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return resource.NewBoolProperty(w)
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case float64:
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return resource.NewNumberProperty(w)
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case string:
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return resource.NewStringProperty(w)
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case []interface{}:
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var arr []resource.PropertyValue
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for _, elem := range w {
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arr = append(arr, DeserializePropertyValue(elem))
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}
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return resource.NewArrayProperty(arr)
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case map[string]interface{}:
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obj := DeserializeProperties(w)
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// This could be an asset or archive; if so, recover its type.
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objmap := obj.Mappable()
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if asset, isasset := resource.DeserializeAsset(objmap); isasset {
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return resource.NewAssetProperty(asset)
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} else if archive, isarchive := resource.DeserializeArchive(objmap); isarchive {
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return resource.NewArchiveProperty(archive)
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}
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// Otherwise, it's just a weakly typed object map.
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return resource.NewObjectProperty(obj)
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default:
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contract.Failf("Unrecognized property type: %v", reflect.ValueOf(v))
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}
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}
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return resource.NewNullProperty()
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}
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// Resources is a map of URN to resource, that also preserves a stable order of its keys. This ensures
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// enumerations are ordered deterministically, versus Go's built-in map type whose enumeration is randomized.
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// Additionally, because of this stable ordering, marshaling to and from JSON also preserves the order of keys.
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type Resources struct {
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m map[resource.URN]*Resource
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keys []resource.URN
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}
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func NewResources() *Resources {
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return &Resources{m: make(map[resource.URN]*Resource)}
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}
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func (m *Resources) Keys() []resource.URN { return m.keys }
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func (m *Resources) Len() int { return len(m.keys) }
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func (m *Resources) Add(k resource.URN, v *Resource) {
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_, has := m.m[k]
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contract.Assertf(!has, "Unexpected duplicate key '%v' added to map")
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m.m[k] = v
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m.keys = append(m.keys, k)
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}
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func (m *Resources) Delete(k resource.URN) {
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_, has := m.m[k]
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contract.Assertf(has, "Unexpected delete of non-existent key key '%v'")
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delete(m.m, k)
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for i, ek := range m.keys {
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if ek == k {
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newk := m.keys[:i]
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m.keys = append(newk, m.keys[i+1:]...)
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break
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}
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contract.Assertf(i != len(m.keys)-1, "Expected to find deleted key '%v' in map's keys")
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}
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}
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func (m *Resources) Get(k resource.URN) (*Resource, bool) {
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v, has := m.m[k]
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return v, has
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}
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func (m *Resources) Has(k resource.URN) bool {
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_, has := m.m[k]
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return has
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}
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func (m *Resources) Must(k resource.URN) *Resource {
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v, has := m.m[k]
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contract.Assertf(has, "Expected key '%v' to exist in this map", k)
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return v
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}
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func (m *Resources) Set(k resource.URN, v *Resource) {
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_, has := m.m[k]
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contract.Assertf(has, "Expected key '%v' to exist in this map for setting an element", k)
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m.m[k] = v
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}
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func (m *Resources) SetOrAdd(k resource.URN, v *Resource) {
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if _, has := m.m[k]; has {
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m.Set(k, v)
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} else {
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m.Add(k, v)
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}
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}
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type ResourceKV struct {
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Key resource.URN
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Value *Resource
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}
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// Iter can be used to conveniently range over a map's contents stably.
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func (m *Resources) Iter() []ResourceKV {
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var kvps []ResourceKV
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for _, k := range m.Keys() {
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kvps = append(kvps, ResourceKV{k, m.Must(k)})
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}
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return kvps
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}
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func (m *Resources) MarshalJSON() ([]byte, error) {
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var b bytes.Buffer
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b.WriteString("{")
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for i, k := range m.Keys() {
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if i != 0 {
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b.WriteString(",")
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}
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kb, err := json.Marshal(k)
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if err != nil {
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return nil, err
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}
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b.Write(kb)
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b.WriteString(":")
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vb, err := json.Marshal(m.Must(k))
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if err != nil {
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return nil, err
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}
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b.Write(vb)
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}
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b.WriteString("}")
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return b.Bytes(), nil
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}
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func (m *Resources) UnmarshalJSON(b []byte) error {
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contract.Assert(m.m == nil)
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m.m = make(map[resource.URN]*Resource)
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// Do a pass and read keys and values in the right order.
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rdr := bytes.NewReader(b)
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dec := json.NewDecoder(rdr)
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// First, eat the open object curly '{':
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contract.Assert(dec.More())
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opencurly, err := dec.Token()
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if err != nil {
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return err
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}
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contract.Assert(opencurly.(json.Delim) == '{')
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// Parse out every resource key (resource.URN) and element (*Deployment):
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for dec.More() {
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// See if we've reached the closing '}'; if yes, chew on it and break.
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token, err := dec.Token()
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if err != nil {
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return err
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}
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if closecurly, isclose := token.(json.Delim); isclose {
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contract.Assert(closecurly == '}')
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break
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}
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k := resource.URN(token.(string))
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contract.Assert(dec.More())
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var v *Resource
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if err := dec.Decode(&v); err != nil {
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return err
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}
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contract.Assert(!m.Has(k))
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m.Add(k, v)
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}
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return nil
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}
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