# (c) 2012-2014, Michael DeHaan # # 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 . # Make coding more python3-ish from __future__ import (absolute_import, division, print_function) __metaclass__ = type import fnmatch from ansible import constants as C from ansible.errors import * from ansible.playbook.block import Block from ansible.playbook.task import Task from ansible.utils.boolean import boolean __all__ = ['PlayIterator'] class HostState: def __init__(self, blocks): self._blocks = blocks[:] self.cur_block = 0 self.cur_regular_task = 0 self.cur_rescue_task = 0 self.cur_always_task = 0 self.cur_role = None self.run_state = PlayIterator.ITERATING_SETUP self.fail_state = PlayIterator.FAILED_NONE self.pending_setup = False self.child_state = None def __repr__(self): return "HOST STATE: block=%d, task=%d, rescue=%d, always=%d, role=%s, run_state=%d, fail_state=%d, pending_setup=%s, child state? %s" % ( self.cur_block, self.cur_regular_task, self.cur_rescue_task, self.cur_always_task, self.cur_role, self.run_state, self.fail_state, self.pending_setup, self.child_state, ) def get_current_block(self): return self._blocks[self.cur_block] def copy(self): new_state = HostState(self._blocks) new_state.cur_block = self.cur_block new_state.cur_regular_task = self.cur_regular_task new_state.cur_rescue_task = self.cur_rescue_task new_state.cur_always_task = self.cur_always_task new_state.cur_role = self.cur_role new_state.run_state = self.run_state new_state.fail_state = self.fail_state new_state.pending_setup = self.pending_setup new_state.child_state = self.child_state return new_state class PlayIterator: # the primary running states for the play iteration ITERATING_SETUP = 0 ITERATING_TASKS = 1 ITERATING_RESCUE = 2 ITERATING_ALWAYS = 3 ITERATING_COMPLETE = 4 # the failure states for the play iteration, which are powers # of 2 as they may be or'ed together in certain circumstances FAILED_NONE = 0 FAILED_SETUP = 1 FAILED_TASKS = 2 FAILED_RESCUE = 4 FAILED_ALWAYS = 8 def __init__(self, inventory, play, play_context, all_vars): self._play = play self._blocks = [] for block in self._play.compile(): new_block = block.filter_tagged_tasks(play_context, all_vars) if new_block.has_tasks(): self._blocks.append(new_block) self._host_states = {} for host in inventory.get_hosts(self._play.hosts): self._host_states[host.name] = HostState(blocks=self._blocks) # if we're looking to start at a specific task, iterate through # the tasks for this host until we find the specified task if play_context.start_at_task is not None: while True: (s, task) = self.get_next_task_for_host(host, peek=True) if s.run_state == self.ITERATING_COMPLETE: break if task.name == play_context.start_at_task or fnmatch.fnmatch(task.name, play_context.start_at_task): break else: self.get_next_task_for_host(host) # Extend the play handlers list to include the handlers defined in roles self._play.handlers.extend(play.compile_roles_handlers()) def get_host_state(self, host): try: return self._host_states[host.name].copy() except KeyError: raise AnsibleError("invalid host (%s) specified for playbook iteration" % host) def get_next_task_for_host(self, host, peek=False): s = self.get_host_state(host) task = None if s.run_state == self.ITERATING_COMPLETE: return None elif s.run_state == self.ITERATING_SETUP: s.run_state = self.ITERATING_TASKS s.pending_setup = True # Gather facts if the default is 'smart' and we have not yet # done it for this host; or if 'explicit' and the play sets # gather_facts to True; or if 'implicit' and the play does # NOT explicitly set gather_facts to False. gathering = C.DEFAULT_GATHERING implied = self._play.gather_facts is None or boolean(self._play.gather_facts) if (gathering == 'implicit' and implied) or \ (gathering == 'explicit' and boolean(self._play.gather_facts)) or \ (gathering == 'smart' and implied and not host._gathered_facts): if not peek: # mark the host as having gathered facts host.set_gathered_facts(True) task = Task() task.action = 'setup' task.args = {} task.set_loader(self._play._loader) else: s.pending_setup = False if not task: (s, task) = self._get_next_task_from_state(s, peek=peek) if task and task._role: # if we had a current role, mark that role as completed if s.cur_role and task._role != s.cur_role and s.cur_role._had_task_run and not peek: s.cur_role._completed = True s.cur_role = task._role if not peek: self._host_states[host.name] = s return (s, task) def _get_next_task_from_state(self, state, peek): task = None # if we previously encountered a child block and we have a # saved child state, try and get the next task from there if state.child_state: (state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek) if task: return (state.child_state, task) else: state.child_state = None # try and find the next task, given the current state. while True: # try to get the current block from the list of blocks, and # if we run past the end of the list we know we're done with # this block try: block = state._blocks[state.cur_block] except IndexError: state.run_state = self.ITERATING_COMPLETE return (state, None) if state.run_state == self.ITERATING_TASKS: # clear the pending setup flag, since we're past that and it didn't fail if state.pending_setup: state.pending_setup = False if state.fail_state & self.FAILED_TASKS == self.FAILED_TASKS: state.run_state = self.ITERATING_RESCUE elif state.cur_regular_task >= len(block.block): state.run_state = self.ITERATING_ALWAYS else: task = block.block[state.cur_regular_task] state.cur_regular_task += 1 elif state.run_state == self.ITERATING_RESCUE: if state.fail_state & self.FAILED_RESCUE == self.FAILED_RESCUE: state.run_state = self.ITERATING_ALWAYS elif state.cur_rescue_task >= len(block.rescue): if len(block.rescue) > 0: state.fail_state = self.FAILED_NONE state.run_state = self.ITERATING_ALWAYS else: task = block.rescue[state.cur_rescue_task] state.cur_rescue_task += 1 elif state.run_state == self.ITERATING_ALWAYS: if state.cur_always_task >= len(block.always): if state.fail_state != self.FAILED_NONE: state.run_state = self.ITERATING_COMPLETE else: state.cur_block += 1 state.cur_regular_task = 0 state.cur_rescue_task = 0 state.cur_always_task = 0 state.run_state = self.ITERATING_TASKS state.child_state = None else: task = block.always[state.cur_always_task] state.cur_always_task += 1 elif state.run_state == self.ITERATING_COMPLETE: return (state, None) # if the current task is actually a child block, we dive into it if isinstance(task, Block): state.child_state = HostState(blocks=[task]) state.child_state.run_state = self.ITERATING_TASKS state.child_state.cur_role = state.cur_role (state.child_state, task) = self._get_next_task_from_state(state.child_state, peek=peek) # if something above set the task, break out of the loop now if task: break return (state, task) def mark_host_failed(self, host): s = self.get_host_state(host) if s.pending_setup: s.fail_state |= self.FAILED_SETUP s.run_state = self.ITERATING_COMPLETE elif s.run_state == self.ITERATING_TASKS: s.fail_state |= self.FAILED_TASKS s.run_state = self.ITERATING_RESCUE elif s.run_state == self.ITERATING_RESCUE: s.fail_state |= self.FAILED_RESCUE s.run_state = self.ITERATING_ALWAYS elif s.run_state == self.ITERATING_ALWAYS: s.fail_state |= self.FAILED_ALWAYS s.run_state = self.ITERATING_COMPLETE self._host_states[host.name] = s def get_failed_hosts(self): return dict((host, True) for (host, state) in self._host_states.iteritems() if state.run_state == self.ITERATING_COMPLETE and state.fail_state != self.FAILED_NONE) def get_original_task(self, host, task): ''' Finds the task in the task list which matches the UUID of the given task. The executor engine serializes/deserializes objects as they are passed through the different processes, and not all data structures are preserved. This method allows us to find the original task passed into the executor engine. ''' def _search_block(block, task): for t in block.block: if isinstance(t, Block): res = _search_block(t, task) if res: return res elif t._uuid == task._uuid: return t for t in block.rescue: if isinstance(t, Block): res = _search_block(t, task) if res: return res elif t._uuid == task._uuid: return t for t in block.always: if isinstance(t, Block): res = _search_block(t, task) if res: return res elif t._uuid == task._uuid: return t return None s = self.get_host_state(host) for block in s._blocks: res = _search_block(block, task) if res: return res for block in self._play.handlers: res = _search_block(block, task) if res: return res return None def add_tasks(self, host, task_list): s = self.get_host_state(host) target_block = s._blocks[s.cur_block].copy(exclude_parent=True) if s.run_state == self.ITERATING_TASKS: before = target_block.block[:s.cur_regular_task] after = target_block.block[s.cur_regular_task:] target_block.block = before + task_list + after elif s.run_state == self.ITERATING_RESCUE: before = target_block.rescue[:s.cur_rescue_task] after = target_block.rescue[s.cur_rescue_task:] target_block.rescue = before + task_list + after elif s.run_state == self.ITERATING_ALWAYS: before = target_block.always[:s.cur_always_task] after = target_block.always[s.cur_always_task:] target_block.always = before + task_list + after s._blocks[s.cur_block] = target_block self._host_states[host.name] = s