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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/>.
from __future__ import annotations
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 # NOTE not in use anymore
class HostState:
def __init__(self, blocks):
self._blocks = blocks[:]
self.handlers = []
self.handler_notifications = []
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.handler_notifications = self.handler_notifications[:]
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'
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 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(" ^ 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._facts_gathered_for_host(host.name)):
# 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
while True:
try:
task = state.handlers[state.cur_handlers_task]
except IndexError:
task = None
state.cur_handlers_task = 0
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):
return state, task
elif state.run_state == IteratingStates.COMPLETE:
return (state, None)
# if something above set the task, break out of the loop now
if task:
# skip implicit flush_handlers if there are no handlers notified
if (
task.implicit
and task._get_meta() == 'flush_handlers'
and (
# the state store in the `state` variable could be a nested state,
# notifications are always stored in the top level state, get it here
not self.get_state_for_host(host.name).handler_notifications
# in case handlers notifying other handlers, the notifications are not
# saved in `handler_notifications` and handlers are notified directly
# to prevent duplicate handler runs, so check whether any handler
# is notified
and all(not h.notified_hosts for h in self.handlers)
)
):
display.debug("No handler notifications for %s, skipping." % host.name)
elif (
(role := task._role)
and role._metadata.allow_duplicates is False
and host.name in self._play._get_cached_role(role)._completed
):
display.debug("'%s' skipped because role has already run" % task)
else:
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
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))
if s.run_state == IteratingStates.HANDLERS:
# we are failing `meta: flush_handlers`, so just reset the state to whatever
# it was before and let `_set_failed_state` figure out the next state
s.run_state = s.pre_flushing_run_state
s.update_handlers = True
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.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 _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(exclude_tasks=True)
target_block.block[state.cur_regular_task:state.cur_regular_task] = task_list
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(exclude_tasks=True)
target_block.rescue[state.cur_rescue_task:state.cur_rescue_task] = task_list
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(exclude_tasks=True)
target_block.always[state.cur_always_task:state.cur_always_task] = task_list
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
def add_notification(self, hostname: str, notification: str) -> None:
# preserve order
host_state = self._host_states[hostname]
if notification not in host_state.handler_notifications:
host_state.handler_notifications.append(notification)
def clear_notification(self, hostname: str, notification: str) -> None:
self._host_states[hostname].handler_notifications.remove(notification)
def end_host(self, hostname: str) -> None:
"""Used by ``end_host``, ``end_batch`` and ``end_play`` meta tasks to end executing given host."""
state = self.get_active_state(self.get_state_for_host(hostname))
if state.run_state == IteratingStates.RESCUE:
# This is a special case for when ending a host occurs in rescue.
# By definition the meta task responsible for ending the host
# is the last task, so we need to clear the fail state to mark
# the host as rescued.
# The reason we need to do that is because this operation is
# normally done when PlayIterator transitions from rescue to
# always when only then we can say that rescue didn't fail
# but with ending a host via meta task, we don't get to that transition.
self.set_fail_state_for_host(hostname, FailedStates.NONE)
self.set_run_state_for_host(hostname, IteratingStates.COMPLETE)
self._play._removed_hosts.append(hostname)
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