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-rw-r--r--lib/ansible/executor/play_iterator.py652
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diff --git a/lib/ansible/executor/play_iterator.py b/lib/ansible/executor/play_iterator.py
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+++ b/lib/ansible/executor/play_iterator.py
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+# (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