mirror of
https://github.com/ansible-collections/community.general.git
synced 2024-09-14 20:13:21 +02:00
5d92b00d9c
* Properly mark hosts with failures in includes as failed * Don't send callbacks until we're sure we're done, and also fix how we increment stats so failures don't show up as ok's * Fix a bug in the include file logic where a failed include could lead to an infinite loop in the task iteration logic Fixes #12933
433 lines
19 KiB
Python
433 lines
19 KiB
Python
# (c) 2012-2014, Michael DeHaan <michael.dehaan@gmail.com>
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#
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# This file is part of Ansible
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#
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# Ansible is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Ansible is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Ansible. If not, see <http://www.gnu.org/licenses/>.
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# Make coding more python3-ish
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from __future__ import (absolute_import, division, print_function)
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__metaclass__ = type
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import fnmatch
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from ansible.compat.six import iteritems
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from ansible import constants as C
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from ansible.errors import AnsibleError
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from ansible.playbook.block import Block
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from ansible.playbook.task import Task
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from ansible.utils.boolean import boolean
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__all__ = ['PlayIterator']
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try:
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from __main__ import display
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except ImportError:
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from ansible.utils.display import Display
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display = Display()
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class HostState:
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def __init__(self, blocks):
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self._blocks = blocks[:]
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self.cur_block = 0
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self.cur_regular_task = 0
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self.cur_rescue_task = 0
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self.cur_always_task = 0
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self.cur_role = None
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self.run_state = PlayIterator.ITERATING_SETUP
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self.fail_state = PlayIterator.FAILED_NONE
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self.pending_setup = False
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self.tasks_child_state = None
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self.rescue_child_state = None
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self.always_child_state = None
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def __repr__(self):
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return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%d, fail_state=%d, pending_setup=%s, tasks child state? %s, rescue child state? %s, always child state? %s" % (
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self.cur_block,
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self.cur_regular_task,
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self.cur_rescue_task,
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self.cur_always_task,
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self.cur_role,
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self.run_state,
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self.fail_state,
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self.pending_setup,
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self.tasks_child_state,
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self.rescue_child_state,
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self.always_child_state,
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)
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def get_current_block(self):
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return self._blocks[self.cur_block]
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def copy(self):
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new_state = HostState(self._blocks)
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new_state.cur_block = self.cur_block
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new_state.cur_regular_task = self.cur_regular_task
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new_state.cur_rescue_task = self.cur_rescue_task
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new_state.cur_always_task = self.cur_always_task
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new_state.cur_role = self.cur_role
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new_state.run_state = self.run_state
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new_state.fail_state = self.fail_state
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new_state.pending_setup = self.pending_setup
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if self.tasks_child_state is not None:
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new_state.tasks_child_state = self.tasks_child_state.copy()
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if self.rescue_child_state is not None:
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new_state.rescue_child_state = self.rescue_child_state.copy()
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if self.always_child_state is not None:
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new_state.always_child_state = self.always_child_state.copy()
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return new_state
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class PlayIterator:
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# the primary running states for the play iteration
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ITERATING_SETUP = 0
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ITERATING_TASKS = 1
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ITERATING_RESCUE = 2
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ITERATING_ALWAYS = 3
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ITERATING_COMPLETE = 4
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# the failure states for the play iteration, which are powers
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# of 2 as they may be or'ed together in certain circumstances
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FAILED_NONE = 0
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FAILED_SETUP = 1
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FAILED_TASKS = 2
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FAILED_RESCUE = 4
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FAILED_ALWAYS = 8
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def __init__(self, inventory, play, play_context, variable_manager, all_vars, start_at_done=False):
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self._play = play
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self._blocks = []
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for block in self._play.compile():
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new_block = block.filter_tagged_tasks(play_context, all_vars)
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if new_block.has_tasks():
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self._blocks.append(new_block)
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self._host_states = {}
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for host in inventory.get_hosts(self._play.hosts):
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self._host_states[host.name] = HostState(blocks=self._blocks)
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# if the host's name is in the variable manager's fact cache, then set
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# its _gathered_facts flag to true for smart gathering tests later
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if host.name in variable_manager._fact_cache:
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host._gathered_facts = True
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# if we're looking to start at a specific task, iterate through
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# the tasks for this host until we find the specified task
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if play_context.start_at_task is not None and not start_at_done:
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while True:
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(s, task) = self.get_next_task_for_host(host, peek=True)
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if s.run_state == self.ITERATING_COMPLETE:
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break
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if task.name == play_context.start_at_task or fnmatch.fnmatch(task.name, play_context.start_at_task) or \
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task.get_name() == play_context.start_at_task or fnmatch.fnmatch(task.get_name(), play_context.start_at_task):
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# we have our match, so clear the start_at_task field on the
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# play context to flag that we've started at a task (and future
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# plays won't try to advance)
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play_context.start_at_task = None
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break
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else:
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self.get_next_task_for_host(host)
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# finally, reset the host's state to ITERATING_SETUP
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self._host_states[host.name].run_state = self.ITERATING_SETUP
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# Extend the play handlers list to include the handlers defined in roles
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self._play.handlers.extend(play.compile_roles_handlers())
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def get_host_state(self, host):
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try:
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return self._host_states[host.name].copy()
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except KeyError:
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raise AnsibleError("invalid host (%s) specified for playbook iteration" % host)
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def get_next_task_for_host(self, host, peek=False):
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display.debug("getting the next task for host %s" % host.name)
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s = self.get_host_state(host)
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task = None
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if s.run_state == self.ITERATING_COMPLETE:
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display.debug("host %s is done iterating, returning" % host.name)
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return (None, None)
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elif s.run_state == self.ITERATING_SETUP:
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s.run_state = self.ITERATING_TASKS
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s.pending_setup = True
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# Gather facts if the default is 'smart' and we have not yet
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# done it for this host; or if 'explicit' and the play sets
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# gather_facts to True; or if 'implicit' and the play does
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# NOT explicitly set gather_facts to False.
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gathering = C.DEFAULT_GATHERING
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implied = self._play.gather_facts is None or boolean(self._play.gather_facts)
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if (gathering == 'implicit' and implied) or \
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(gathering == 'explicit' and boolean(self._play.gather_facts)) or \
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(gathering == 'smart' and implied and not host._gathered_facts):
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if not peek:
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# mark the host as having gathered facts
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host.set_gathered_facts(True)
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task = Task()
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task.action = 'setup'
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task.args = {}
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task.set_loader(self._play._loader)
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else:
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s.pending_setup = False
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if not task:
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(s, task) = self._get_next_task_from_state(s, peek=peek)
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if task and task._role:
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# if we had a current role, mark that role as completed
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if s.cur_role and task._role != s.cur_role and host.name in s.cur_role._had_task_run and not peek:
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s.cur_role._completed[host.name] = True
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s.cur_role = task._role
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if not peek:
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self._host_states[host.name] = s
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display.debug("done getting next task for host %s" % host.name)
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display.debug(" ^ task is: %s" % task)
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display.debug(" ^ state is: %s" % s)
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return (s, task)
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def _get_next_task_from_state(self, state, peek):
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task = None
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# try and find the next task, given the current state.
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while True:
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# try to get the current block from the list of blocks, and
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# if we run past the end of the list we know we're done with
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# this block
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try:
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block = state._blocks[state.cur_block]
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except IndexError:
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state.run_state = self.ITERATING_COMPLETE
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return (state, None)
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if state.run_state == self.ITERATING_TASKS:
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# clear the pending setup flag, since we're past that and it didn't fail
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if state.pending_setup:
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state.pending_setup = False
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if state.fail_state & self.FAILED_TASKS == self.FAILED_TASKS:
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state.run_state = self.ITERATING_RESCUE
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elif state.cur_regular_task >= len(block.block):
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state.run_state = self.ITERATING_ALWAYS
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else:
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task = block.block[state.cur_regular_task]
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# if the current task is actually a child block, we dive into it
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if isinstance(task, Block) or state.tasks_child_state is not None:
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if state.tasks_child_state is None:
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state.tasks_child_state = HostState(blocks=[task])
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state.tasks_child_state.run_state = self.ITERATING_TASKS
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state.tasks_child_state.cur_role = state.cur_role
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(state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, peek=peek)
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if task is None:
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# check to see if the child state was failed, if so we need to
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# fail here too so we don't continue iterating tasks
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if state.tasks_child_state.fail_state != self.FAILED_NONE:
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state.fail_state |= self.FAILED_TASKS
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state.tasks_child_state = None
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state.cur_regular_task += 1
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continue
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else:
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state.cur_regular_task += 1
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elif state.run_state == self.ITERATING_RESCUE:
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if state.fail_state & self.FAILED_RESCUE == self.FAILED_RESCUE:
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state.run_state = self.ITERATING_ALWAYS
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elif state.cur_rescue_task >= len(block.rescue):
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if len(block.rescue) > 0:
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state.fail_state = self.FAILED_NONE
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state.run_state = self.ITERATING_ALWAYS
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else:
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task = block.rescue[state.cur_rescue_task]
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if isinstance(task, Block) or state.rescue_child_state is not None:
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if state.rescue_child_state is None:
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state.rescue_child_state = HostState(blocks=[task])
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state.rescue_child_state.run_state = self.ITERATING_TASKS
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state.rescue_child_state.cur_role = state.cur_role
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(state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, peek=peek)
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if task is None:
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# check to see if the child state was failed, if so we need to
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# fail here too so we don't continue iterating rescue
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if state.rescue_child_state.fail_state != self.FAILED_NONE:
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state.fail_state |= self.FAILED_RESCUE
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state.rescue_child_state = None
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state.cur_rescue_task += 1
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continue
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else:
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state.cur_rescue_task += 1
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elif state.run_state == self.ITERATING_ALWAYS:
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if state.cur_always_task >= len(block.always):
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if state.fail_state != self.FAILED_NONE:
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state.run_state = self.ITERATING_COMPLETE
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else:
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state.cur_block += 1
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state.cur_regular_task = 0
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state.cur_rescue_task = 0
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state.cur_always_task = 0
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state.run_state = self.ITERATING_TASKS
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state.child_state = None
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else:
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task = block.always[state.cur_always_task]
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if isinstance(task, Block) or state.always_child_state is not None:
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if state.always_child_state is None:
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state.always_child_state = HostState(blocks=[task])
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state.always_child_state.run_state = self.ITERATING_TASKS
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state.always_child_state.cur_role = state.cur_role
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(state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, peek=peek)
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if task is None:
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# check to see if the child state was failed, if so we need to
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# fail here too so we don't continue iterating always
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if state.always_child_state.fail_state != self.FAILED_NONE:
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state.fail_state |= self.FAILED_ALWAYS
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state.always_child_state = None
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state.cur_always_task += 1
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continue
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else:
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state.cur_always_task += 1
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elif state.run_state == self.ITERATING_COMPLETE:
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return (state, None)
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# if something above set the task, break out of the loop now
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if task:
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break
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return (state, task)
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def _set_failed_state(self, state):
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if state.pending_setup:
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state.fail_state |= self.FAILED_SETUP
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state.run_state = self.ITERATING_COMPLETE
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elif state.run_state == self.ITERATING_TASKS:
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if state.tasks_child_state is not None:
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state.tasks_child_state = self._set_failed_state(state.tasks_child_state)
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else:
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state.fail_state |= self.FAILED_TASKS
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state.run_state = self.ITERATING_RESCUE
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elif state.run_state == self.ITERATING_RESCUE:
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if state.rescue_child_state is not None:
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state.rescue_child_state = self._set_failed_state(state.rescue_child_state)
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else:
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state.fail_state |= self.FAILED_RESCUE
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state.run_state = self.ITERATING_ALWAYS
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elif state.run_state == self.ITERATING_ALWAYS:
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if state.always_child_state is not None:
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state.always_child_state = self._set_failed_state(state.always_child_state)
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else:
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state.fail_state |= self.FAILED_ALWAYS
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state.run_state = self.ITERATING_COMPLETE
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return state
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def mark_host_failed(self, host):
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s = self.get_host_state(host)
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s = self._set_failed_state(s)
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self._host_states[host.name] = s
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def get_failed_hosts(self):
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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)
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def get_original_task(self, host, task):
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'''
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Finds the task in the task list which matches the UUID of the given task.
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The executor engine serializes/deserializes objects as they are passed through
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the different processes, and not all data structures are preserved. This method
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allows us to find the original task passed into the executor engine.
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'''
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def _search_block(block, task):
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'''
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helper method to check a block's task lists (block/rescue/always)
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for a given task uuid. If a Block is encountered in the place of a
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task, it will be recursively searched (this happens when a task
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include inserts one or more blocks into a task list).
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'''
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for b in (block.block, block.rescue, block.always):
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for t in b:
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if isinstance(t, Block):
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res = _search_block(t, task)
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if res:
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return res
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elif t._uuid == task._uuid:
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return t
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return None
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def _search_state(state, task):
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for block in state._blocks:
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res = _search_block(block, task)
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if res:
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return res
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for child_state in (state.tasks_child_state, state.rescue_child_state, state.always_child_state):
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if child_state is not None:
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res = _search_state(child_state, task)
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if res:
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return res
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return None
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s = self.get_host_state(host)
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res = _search_state(s, task)
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if res:
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return res
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for block in self._play.handlers:
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res = _search_block(block, task)
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if res:
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return res
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return None
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def _insert_tasks_into_state(self, state, task_list):
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if state.fail_state != self.FAILED_NONE:
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return state
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if state.run_state == self.ITERATING_TASKS:
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if state.tasks_child_state:
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state.tasks_child_state = self._insert_tasks_into_state(state.tasks_child_state, task_list)
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else:
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target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
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before = target_block.block[:state.cur_regular_task]
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after = target_block.block[state.cur_regular_task:]
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target_block.block = before + task_list + after
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state._blocks[state.cur_block] = target_block
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elif state.run_state == self.ITERATING_RESCUE:
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if state.rescue_child_state:
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state.rescue_child_state = self._insert_tasks_into_state(state.rescue_child_state, task_list)
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else:
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target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
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before = target_block.rescue[:state.cur_rescue_task]
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after = target_block.rescue[state.cur_rescue_task:]
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target_block.rescue = before + task_list + after
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state._blocks[state.cur_block] = target_block
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elif state.run_state == self.ITERATING_ALWAYS:
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if state.always_child_state:
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state.always_child_state = self._insert_tasks_into_state(state.always_child_state, task_list)
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else:
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target_block = state._blocks[state.cur_block].copy(exclude_parent=True)
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before = target_block.always[:state.cur_always_task]
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after = target_block.always[state.cur_always_task:]
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target_block.always = before + task_list + after
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state._blocks[state.cur_block] = target_block
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return state
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def add_tasks(self, host, task_list):
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self._host_states[host.name] = self._insert_tasks_into_state(self.get_host_state(host), task_list)
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