summaryrefslogtreecommitdiff
path: root/lib/ansible/executor/play_iterator.py
blob: 340f8efd548af86b183ad9d5550a696021bfa732 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
# (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 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']

try:
    from __main__ import display
except ImportError:
    from ansible.utils.display import Display
    display = Display()


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.tasks_child_state  = None
        self.rescue_child_state = None
        self.always_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, tasks child state? %s, rescue child state? %s, always 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.tasks_child_state,
            self.rescue_child_state,
            self.always_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
        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:

    # 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)
                 # finally, reset the host's state to ITERATING_SETUP
                 self._host_states[host.name].run_state = self.ITERATING_SETUP

        # 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):

        display.debug("getting the next task for host %s" % host.name)
        s = self.get_host_state(host)

        task = None
        if s.run_state == self.ITERATING_COMPLETE:
            display.debug("host %s is done iterating, returning" % host.name)
            return (None, 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 host.name in s.cur_role._had_task_run and not peek:
                s.cur_role._completed[host.name] = True
            s.cur_role = task._role

        if not peek:
            self._host_states[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, peek):

        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 = 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]
                    # if the current task is actually a child block, we dive into it
                    if isinstance(task, Block) or state.tasks_child_state is not None:
                        if state.tasks_child_state is None:
                            state.tasks_child_state = HostState(blocks=[task])
                            state.tasks_child_state.run_state = self.ITERATING_TASKS
                            state.tasks_child_state.cur_role = state.cur_role
                        (state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, peek=peek)
                        if task is None:
                            state.tasks_child_state = None
                            state.cur_regular_task += 1
                            continue
                    else:
                        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]
                    if isinstance(task, Block) or state.rescue_child_state is not None:
                        if state.rescue_child_state is None:
                            state.rescue_child_state = HostState(blocks=[task])
                            state.rescue_child_state.run_state = self.ITERATING_TASKS
                            state.rescue_child_state.cur_role = state.cur_role
                        (state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, peek=peek)
                        if task is None:
                            state.rescue_child_state = None
                            state.cur_rescue_task += 1
                            continue
                    else:
                        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]
                    if isinstance(task, Block) or state.always_child_state is not None:
                        if state.always_child_state is None:
                            state.always_child_state = HostState(blocks=[task])
                            state.always_child_state.run_state = self.ITERATING_TASKS
                            state.always_child_state.cur_role = state.cur_role
                        (state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, peek=peek)
                        if task is None:
                            state.always_child_state = None
                            state.cur_always_task += 1
                            continue
                    else:
                        state.cur_always_task += 1

            elif state.run_state == self.ITERATING_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.pending_setup:
            state.fail_state |= self.FAILED_SETUP
            state.run_state = self.ITERATING_COMPLETE
        elif state.run_state == self.ITERATING_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 |= self.FAILED_TASKS
                state.run_state = self.ITERATING_RESCUE
        elif state.run_state == self.ITERATING_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 |= self.FAILED_RESCUE
                state.run_state = self.ITERATING_ALWAYS
        elif state.run_state == self.ITERATING_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 |= self.FAILED_ALWAYS
                state.run_state = self.ITERATING_COMPLETE
        return state

    def mark_host_failed(self, host):
        s = self.get_host_state(host)
        s = self._set_failed_state(s)
        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):
            '''
            helper method to check a block's task lists (block/rescue/always)
            for a given task uuid. If a Block is encountered in the place of a
            task, it will be recursively searched (this happens when a task
            include inserts one or more blocks into a task list).
            '''
            for b in (block.block, block.rescue, block.always):
                for t in b:
                    if isinstance(t, Block):
                        res = _search_block(t, task)
                        if res:
                            return res
                    elif t._uuid == task._uuid:
                        return t
            return None

        def _search_state(state, task):
            for block in state._blocks:
                res = _search_block(block, task)
                if res:
                    return res
            for child_state in (state.tasks_child_state, state.rescue_child_state, state.always_child_state):
                res = _search_state(child_state, task)
                if res:
                    return res
            return None

        s = self.get_host_state(host)
        res = _search_state(s, task)
        if res:
            return res

        for block in self._play.handlers:
            res = _search_block(block, task)
            if res:
                return res

        return None

    def _insert_tasks_into_state(self, state, task_list):
        if state.run_state == self.ITERATING_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(exclude_parent=True)
                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 == self.ITERATING_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(exclude_parent=True)
                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 == self.ITERATING_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(exclude_parent=True)
                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
        return state

    def add_tasks(self, host, task_list):
        self._host_states[host.name] = self._insert_tasks_into_state(self.get_host_state(host), task_list)