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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 16:04:21 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 16:04:21 +0000 |
commit | 8a754e0858d922e955e71b253c139e071ecec432 (patch) | |
tree | 527d16e74bfd1840c85efd675fdecad056c54107 /lib/ansible/executor/play_iterator.py | |
parent | Initial commit. (diff) | |
download | ansible-core-upstream/2.14.3.tar.xz ansible-core-upstream/2.14.3.zip |
Adding upstream version 2.14.3.upstream/2.14.3upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | lib/ansible/executor/play_iterator.py | 652 |
1 files changed, 652 insertions, 0 deletions
diff --git a/lib/ansible/executor/play_iterator.py b/lib/ansible/executor/play_iterator.py new file mode 100644 index 0000000..2449782 --- /dev/null +++ b/lib/ansible/executor/play_iterator.py @@ -0,0 +1,652 @@ +# (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 enum import IntEnum, IntFlag + +from ansible import constants as C +from ansible.errors import AnsibleAssertionError +from ansible.module_utils.parsing.convert_bool import boolean +from ansible.playbook.block import Block +from ansible.playbook.task import Task +from ansible.utils.display import Display + + +display = Display() + + +__all__ = ['PlayIterator', 'IteratingStates', 'FailedStates'] + + +class IteratingStates(IntEnum): + SETUP = 0 + TASKS = 1 + RESCUE = 2 + ALWAYS = 3 + HANDLERS = 4 + COMPLETE = 5 + + +class FailedStates(IntFlag): + NONE = 0 + SETUP = 1 + TASKS = 2 + RESCUE = 4 + ALWAYS = 8 + HANDLERS = 16 + + +class HostState: + def __init__(self, blocks): + self._blocks = blocks[:] + self.handlers = [] + + self.cur_block = 0 + self.cur_regular_task = 0 + self.cur_rescue_task = 0 + self.cur_always_task = 0 + self.cur_handlers_task = 0 + self.run_state = IteratingStates.SETUP + self.fail_state = FailedStates.NONE + self.pre_flushing_run_state = None + self.update_handlers = True + self.pending_setup = False + self.tasks_child_state = None + self.rescue_child_state = None + self.always_child_state = None + self.did_rescue = False + self.did_start_at_task = False + + def __repr__(self): + return "HostState(%r)" % self._blocks + + def __str__(self): + return ("HOST STATE: block=%d, task=%d, rescue=%d, always=%d, handlers=%d, run_state=%s, fail_state=%s, " + "pre_flushing_run_state=%s, update_handlers=%s, pending_setup=%s, " + "tasks child state? (%s), rescue child state? (%s), always child state? (%s), " + "did rescue? %s, did start at task? %s" % ( + self.cur_block, + self.cur_regular_task, + self.cur_rescue_task, + self.cur_always_task, + self.cur_handlers_task, + self.run_state, + self.fail_state, + self.pre_flushing_run_state, + self.update_handlers, + self.pending_setup, + self.tasks_child_state, + self.rescue_child_state, + self.always_child_state, + self.did_rescue, + 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_handlers_task', + 'run_state', 'fail_state', 'pre_flushing_run_state', 'update_handlers', 'pending_setup', + '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.handlers = self.handlers[:] + 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_handlers_task = self.cur_handlers_task + new_state.run_state = self.run_state + new_state.fail_state = self.fail_state + new_state.pre_flushing_run_state = self.pre_flushing_run_state + new_state.update_handlers = self.update_handlers + new_state.pending_setup = self.pending_setup + new_state.did_rescue = self.did_rescue + new_state.did_start_at_task = self.did_start_at_task + 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: + + def __init__(self, inventory, play, play_context, variable_manager, all_vars, start_at_done=False): + self._play = play + self._blocks = [] + self._variable_manager = variable_manager + + setup_block = Block(play=self._play) + # Gathering facts with run_once would copy the facts from one host to + # the others. + setup_block.run_once = False + setup_task = Task(block=setup_block) + setup_task.action = 'gather_facts' + # TODO: hardcoded resolution here, but should use actual resolution code in the end, + # in case of 'legacy' mismatch + setup_task.resolved_action = 'ansible.builtin.gather_facts' + setup_task.name = 'Gathering Facts' + setup_task.args = {} + + # Unless play is specifically tagged, gathering should 'always' run + if not self._play.tags: + setup_task.tags = ['always'] + + # Default options to gather + for option in ('gather_subset', 'gather_timeout', 'fact_path'): + value = getattr(self._play, option, None) + if value is not None: + setup_task.args[option] = value + + setup_task.set_loader(self._play._loader) + # short circuit fact gathering if the entire playbook is conditional + if self._play._included_conditional is not None: + setup_task.when = self._play._included_conditional[:] + setup_block.block = [setup_task] + + setup_block = setup_block.filter_tagged_tasks(all_vars) + self._blocks.append(setup_block) + + # keep flatten (no blocks) list of all tasks from the play + # used for the lockstep mechanism in the linear strategy + self.all_tasks = setup_block.get_tasks() + + for block in self._play.compile(): + new_block = block.filter_tagged_tasks(all_vars) + if new_block.has_tasks(): + self._blocks.append(new_block) + self.all_tasks.extend(new_block.get_tasks()) + + # keep list of all handlers, it is copied into each HostState + # at the beginning of IteratingStates.HANDLERS + # the copy happens at each flush in order to restore the original + # list and remove any included handlers that might not be notified + # at the particular flush + self.handlers = [h for b in self._play.handlers for h in b.block] + + self._host_states = {} + start_at_matched = False + batch = inventory.get_hosts(self._play.hosts, order=self._play.order) + self.batch_size = len(batch) + for host in batch: + self.set_state_for_host(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 and not start_at_done: + while True: + (s, task) = self.get_next_task_for_host(host, peek=True) + if s.run_state == IteratingStates.COMPLETE: + break + if task.name == play_context.start_at_task or (task.name and 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 + self.set_state_for_host(host.name, s) + + # finally, reset the host's state to IteratingStates.SETUP + if start_at_matched: + self._host_states[host.name].did_start_at_task = True + self._host_states[host.name].run_state = IteratingStates.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 + + self.end_play = False + self.cur_task = 0 + + 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.set_state_for_host(host.name, HostState(blocks=[])) + + return self._host_states[host.name].copy() + + def cache_block_tasks(self, block): + display.deprecated( + 'PlayIterator.cache_block_tasks is now noop due to the changes ' + 'in the way tasks are cached and is deprecated.', + version=2.16 + ) + + 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 == IteratingStates.COMPLETE: + display.debug("host %s is done iterating, returning" % host.name) + return (s, None) + + (s, task) = self._get_next_task_from_state(s, host=host) + + if not peek: + self.set_state_for_host(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): + + 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 = IteratingStates.COMPLETE + return (state, None) + + if state.run_state == IteratingStates.SETUP: + # First, we check to see if we were pending setup. If not, this is + # the first trip through IteratingStates.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, strict=False) + + if (gathering == 'implicit' and implied) or \ + (gathering == 'explicit' and boolean(self._play.gather_facts, strict=False)) or \ + (gathering == 'smart' and implied and not (self._variable_manager._fact_cache.get(host.name, {}).get('_ansible_facts_gathered', False))): + # 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] + else: + # This is the second trip through IteratingStates.SETUP, so we clear + # the flag and move onto the next block in the list while setting + # the run state to IteratingStates.TASKS + state.pending_setup = False + + state.run_state = IteratingStates.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.tasks_child_state = None + state.rescue_child_state = None + state.always_child_state = None + + elif state.run_state == IteratingStates.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 getting 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) + 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 == IteratingStates.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 = IteratingStates.RESCUE + elif state.cur_regular_task >= len(block.block): + state.run_state = IteratingStates.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): + state.tasks_child_state = HostState(blocks=[task]) + state.tasks_child_state.run_state = IteratingStates.TASKS + # 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 == IteratingStates.RESCUE: + # The process here is identical to IteratingStates.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) + 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 == IteratingStates.COMPLETE: + state.rescue_child_state = None + continue + else: + if state.fail_state & FailedStates.RESCUE == FailedStates.RESCUE: + state.run_state = IteratingStates.ALWAYS + elif state.cur_rescue_task >= len(block.rescue): + if len(block.rescue) > 0: + state.fail_state = FailedStates.NONE + state.run_state = IteratingStates.ALWAYS + state.did_rescue = True + else: + task = block.rescue[state.cur_rescue_task] + if isinstance(task, Block): + state.rescue_child_state = HostState(blocks=[task]) + state.rescue_child_state.run_state = IteratingStates.TASKS + task = None + state.cur_rescue_task += 1 + + elif state.run_state == IteratingStates.ALWAYS: + # And again, the process here is identical to IteratingStates.TASKS, except + # instead we either move onto the next block in the list, or we set the + # run state to IteratingStates.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) + 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 == IteratingStates.COMPLETE: + state.always_child_state = None + continue + else: + if state.cur_always_task >= len(block.always): + if state.fail_state != FailedStates.NONE: + state.run_state = IteratingStates.COMPLETE + else: + state.cur_block += 1 + state.cur_regular_task = 0 + state.cur_rescue_task = 0 + state.cur_always_task = 0 + state.run_state = IteratingStates.TASKS + state.tasks_child_state = None + state.rescue_child_state = None + state.always_child_state = None + state.did_rescue = False + else: + task = block.always[state.cur_always_task] + if isinstance(task, Block): + state.always_child_state = HostState(blocks=[task]) + state.always_child_state.run_state = IteratingStates.TASKS + task = None + state.cur_always_task += 1 + + elif state.run_state == IteratingStates.HANDLERS: + if state.update_handlers: + # reset handlers for HostState since handlers from include_tasks + # might be there from previous flush + state.handlers = self.handlers[:] + state.update_handlers = False + state.cur_handlers_task = 0 + + if state.fail_state & FailedStates.HANDLERS == FailedStates.HANDLERS: + state.update_handlers = True + state.run_state = IteratingStates.COMPLETE + else: + while True: + try: + task = state.handlers[state.cur_handlers_task] + except IndexError: + task = None + state.run_state = state.pre_flushing_run_state + state.update_handlers = True + break + else: + state.cur_handlers_task += 1 + if task.is_host_notified(host): + break + + elif state.run_state == IteratingStates.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 == IteratingStates.SETUP: + state.fail_state |= FailedStates.SETUP + state.run_state = IteratingStates.COMPLETE + elif state.run_state == IteratingStates.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 |= FailedStates.TASKS + if state._blocks[state.cur_block].rescue: + state.run_state = IteratingStates.RESCUE + elif state._blocks[state.cur_block].always: + state.run_state = IteratingStates.ALWAYS + else: + state.run_state = IteratingStates.COMPLETE + elif state.run_state == IteratingStates.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 |= FailedStates.RESCUE + if state._blocks[state.cur_block].always: + state.run_state = IteratingStates.ALWAYS + else: + state.run_state = IteratingStates.COMPLETE + elif state.run_state == IteratingStates.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 |= FailedStates.ALWAYS + state.run_state = IteratingStates.COMPLETE + elif state.run_state == IteratingStates.HANDLERS: + state.fail_state |= FailedStates.HANDLERS + state.update_handlers = True + if state._blocks[state.cur_block].rescue: + state.run_state = IteratingStates.RESCUE + elif state._blocks[state.cur_block].always: + state.run_state = IteratingStates.ALWAYS + else: + state.run_state = IteratingStates.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.set_state_for_host(host.name, s) + self._play._removed_hosts.append(host.name) + + def get_failed_hosts(self): + return dict((host, True) for (host, state) in self._host_states.items() if self._check_failed_state(state)) + + def _check_failed_state(self, state): + if state is None: + return False + elif state.run_state == IteratingStates.RESCUE and self._check_failed_state(state.rescue_child_state): + return True + elif state.run_state == IteratingStates.ALWAYS and self._check_failed_state(state.always_child_state): + return True + elif state.run_state == IteratingStates.HANDLERS and state.fail_state & FailedStates.HANDLERS == FailedStates.HANDLERS: + return True + elif state.fail_state != FailedStates.NONE: + if state.run_state == IteratingStates.RESCUE and state.fail_state & FailedStates.RESCUE == 0: + return False + elif state.run_state == IteratingStates.ALWAYS and state.fail_state & FailedStates.ALWAYS == 0: + return False + else: + return not (state.did_rescue and state.fail_state & FailedStates.ALWAYS == 0) + elif state.run_state == IteratingStates.TASKS and self._check_failed_state(state.tasks_child_state): + cur_block = state._blocks[state.cur_block] + if len(cur_block.rescue) > 0 and state.fail_state & FailedStates.RESCUE == 0: + return False + else: + return True + return False + + def is_failed(self, host): + s = self.get_host_state(host) + return self._check_failed_state(s) + + def clear_host_errors(self, host): + self._clear_state_errors(self.get_state_for_host(host.name)) + + def _clear_state_errors(self, state: HostState) -> None: + state.fail_state = FailedStates.NONE + + if state.tasks_child_state is not None: + self._clear_state_errors(state.tasks_child_state) + elif state.rescue_child_state is not None: + self._clear_state_errors(state.rescue_child_state) + elif state.always_child_state is not None: + self._clear_state_errors(state.always_child_state) + + def get_active_state(self, state): + ''' + Finds the active state, recursively if necessary when there are child states. + ''' + if state.run_state == IteratingStates.TASKS and state.tasks_child_state is not None: + return self.get_active_state(state.tasks_child_state) + elif state.run_state == IteratingStates.RESCUE and state.rescue_child_state is not None: + return self.get_active_state(state.rescue_child_state) + elif state.run_state == IteratingStates.ALWAYS and state.always_child_state is not None: + return self.get_active_state(state.always_child_state) + return state + + def is_any_block_rescuing(self, state): + ''' + Given the current HostState state, determines if the current block, or any child blocks, + are in rescue mode. + ''' + if state.run_state == IteratingStates.TASKS and state.get_current_block().rescue: + return True + if state.tasks_child_state is not None: + return self.is_any_block_rescuing(state.tasks_child_state) + if state.rescue_child_state is not None: + return self.is_any_block_rescuing(state.rescue_child_state) + if state.always_child_state is not None: + return self.is_any_block_rescuing(state.always_child_state) + return False + + def get_original_task(self, host, task): + display.deprecated( + 'PlayIterator.get_original_task is now noop due to the changes ' + 'in the way tasks are cached and is deprecated.', + version=2.16 + ) + return (None, 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 != FailedStates.NONE and state.run_state == IteratingStates.TASKS) or not task_list: + return state + + if state.run_state == IteratingStates.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() + 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 == IteratingStates.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() + 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 == IteratingStates.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() + 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 + elif state.run_state == IteratingStates.HANDLERS: + state.handlers[state.cur_handlers_task:state.cur_handlers_task] = [h for b in task_list for h in b.block] + + return state + + def add_tasks(self, host, task_list): + self.set_state_for_host(host.name, self._insert_tasks_into_state(self.get_host_state(host), task_list)) + + @property + def host_states(self): + return self._host_states + + def get_state_for_host(self, hostname: str) -> HostState: + return self._host_states[hostname] + + def set_state_for_host(self, hostname: str, state: HostState) -> None: + if not isinstance(state, HostState): + raise AnsibleAssertionError('Expected state to be a HostState but was a %s' % type(state)) + self._host_states[hostname] = state + + def set_run_state_for_host(self, hostname: str, run_state: IteratingStates) -> None: + if not isinstance(run_state, IteratingStates): + raise AnsibleAssertionError('Expected run_state to be a IteratingStates but was %s' % (type(run_state))) + self._host_states[hostname].run_state = run_state + + def set_fail_state_for_host(self, hostname: str, fail_state: FailedStates) -> None: + if not isinstance(fail_state, FailedStates): + raise AnsibleAssertionError('Expected fail_state to be a FailedStates but was %s' % (type(fail_state))) + self._host_states[hostname].fail_state = fail_state |