This requires breaking changes in gofmt. It is hilarious that this was
changed. Oh well. This also moves to the latest stable etcd. Lastly,
this changes the `go vet` testing to test by package, since the new go
vet changed how it works and now fails without this change.
This giant patch makes some much needed improvements to the code base.
* The engine has been rewritten and lives within engine/graph/
* All of the common interfaces and code now live in engine/
* All of the resources are in one package called engine/resources/
* The Res API can use different "traits" from engine/traits/
* The Res API has been simplified to hide many of the old internals
* The Watch & Process loops were previously inverted, but is now fixed
* The likelihood of package cycles has been reduced drastically
* And much, much more...
Unfortunately, some code had to be temporarily removed. The remote code
had to be taken out, as did the prometheus code. We hope to have these
back in new forms as soon as possible.
This is an initial implementation of the mgmt language. It is a
declarative (immutable) functional, reactive, domain specific
programming language. It is intended to be a language that is:
* safe
* powerful
* easy to reason about
With these properties, we hope this language, and the mgmt engine will
allow you to model the real-time systems that you'd like to automate.
This also includes a number of other associated changes. Sorry for the
large size of this patch.
This allows the implementer of the GAPI to specify three parameters for
every Next message sent on the channel. The Fast parameter tells the
agent if it should do the pause quickly or if it should finish the
sequence. A quick pause means that it will cause a pause immediately
after the currently running resources finish, where as a slow (default)
pause will allow the wave of execution to finish. This is usually
preferred in scenarios where complex graphs are used where we want each
step to complete. The Exit parameter tells the engine to exit, and the
Err parameter tells the engine that an error occurred.
This is something I've wanted to do for a while, but for the reasons
mentioned in the comments, I've been unable to complete yet. I figured
I'd at least merge what does exist so far in case someone else would
like to pick this up. It's a bit of a brain hurdle / monster, because
the tricky part is refactoring the core engine so that this fits in
nicely. Perhaps someone will have more time and/or less tunnel vision
than I to either merge something or sketch out some ideas on the path
forwards. I think it's a useful goal because if recursive resources are
possible, it could force the core engine into a more elegant design.
Happy hacking!