This makes this logically more separate! :) As an aside... I really hate the way golang does dependencies and packages. Yes, some people insist on nesting their code deep into a $GOPATH, which is fine if you're a google dev and are forced to work this way, but annoying for the rest of the world. Your code shouldn't need a git commit to switch to a a different vcs host! Gah I hate this so much.
416 lines
13 KiB
Go
416 lines
13 KiB
Go
// Mgmt
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// Copyright (C) 2013-2016+ James Shubin and the project contributors
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// Written by James Shubin <james@shubin.ca> and the project contributors
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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package resources
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import (
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"bytes"
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"encoding/base64"
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"encoding/gob"
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"fmt"
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"log"
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// TODO: should each resource be a sub-package?
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"github.com/purpleidea/mgmt/converger"
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"github.com/purpleidea/mgmt/event"
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"github.com/purpleidea/mgmt/global"
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)
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//go:generate stringer -type=ResState -output=resstate_stringer.go
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type ResState int
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const (
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ResStateNil ResState = iota
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ResStateWatching
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ResStateEvent // an event has happened, but we haven't poked yet
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ResStateCheckApply
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ResStatePoking
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)
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// ResUUID is a unique identifier for a resource, namely it's name, and the kind ("type").
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type ResUUID interface {
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GetName() string
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Kind() string
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IFF(ResUUID) bool
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Reversed() bool // true means this resource happens before the generator
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}
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// The BaseUUID struct is used to provide a unique resource identifier.
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type BaseUUID struct {
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name string // name and kind are the values of where this is coming from
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kind string
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reversed *bool // piggyback edge information here
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}
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// The AutoEdge interface is used to implement the autoedges feature.
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type AutoEdge interface {
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Next() []ResUUID // call to get list of edges to add
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Test([]bool) bool // call until false
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}
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// MetaParams is a struct will all params that apply to every resource.
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type MetaParams struct {
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AutoEdge bool `yaml:"autoedge"` // metaparam, should we generate auto edges? // XXX should default to true
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AutoGroup bool `yaml:"autogroup"` // metaparam, should we auto group? // XXX should default to true
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Noop bool `yaml:"noop"`
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// NOTE: there are separate Watch and CheckApply retry and delay values,
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// but I've decided to use the same ones for both until there's a proper
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// reason to want to do something differently for the Watch errors.
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Retry int16 `yaml:"retry"` // metaparam, number of times to retry on error. -1 for infinite
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Delay uint64 `yaml:"delay"` // metaparam, number of milliseconds to wait between retries
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}
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// The Base interface is everything that is common to all resources.
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// Everything here only needs to be implemented once, in the BaseRes.
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type Base interface {
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GetName() string // can't be named "Name()" because of struct field
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SetName(string)
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SetKind(string)
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Kind() string
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Meta() *MetaParams
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Events() chan event.Event
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AssociateData(converger.Converger)
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IsWatching() bool
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SetWatching(bool)
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GetState() ResState
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SetState(ResState)
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DoSend(chan event.Event, string) (bool, error)
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SendEvent(event.EventName, bool, bool) bool
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ReadEvent(*event.Event) (bool, bool) // TODO: optional here?
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GroupCmp(Res) bool // TODO: is there a better name for this?
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GroupRes(Res) error // group resource (arg) into self
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IsGrouped() bool // am I grouped?
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SetGrouped(bool) // set grouped bool
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GetGroup() []Res // return everyone grouped inside me
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SetGroup([]Res)
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}
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// Res is the minimum interface you need to implement to define a new resource.
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type Res interface {
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Base // include everything from the Base interface
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Init()
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//Validate() bool // TODO: this might one day be added
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GetUUIDs() []ResUUID // most resources only return one
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Watch(chan event.Event) error // send on channel to signal process() events
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CheckApply(bool) (bool, error)
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AutoEdges() AutoEdge
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Compare(Res) bool
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CollectPattern(string) // XXX: temporary until Res collection is more advanced
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}
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// BaseRes is the base struct that gets used in every resource.
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type BaseRes struct {
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Name string `yaml:"name"`
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MetaParams MetaParams `yaml:"meta"` // struct of all the metaparams
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kind string
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events chan event.Event
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converger converger.Converger // converged tracking
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state ResState
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watching bool // is Watch() loop running ?
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isStateOK bool // whether the state is okay based on events or not
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isGrouped bool // am i contained within a group?
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grouped []Res // list of any grouped resources
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}
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// UUIDExistsInUUIDs wraps the IFF method when used with a list of UUID's.
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func UUIDExistsInUUIDs(uuid ResUUID, uuids []ResUUID) bool {
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for _, u := range uuids {
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if uuid.IFF(u) {
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return true
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}
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}
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return false
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}
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// GetName returns the name of the resource.
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func (obj *BaseUUID) GetName() string {
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return obj.name
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}
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// Kind returns the kind of resource.
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func (obj *BaseUUID) Kind() string {
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return obj.kind
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}
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// IFF looks at two UUID's and if and only if they are equivalent, returns true.
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// If they are not equivalent, it returns false.
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// Most resources will want to override this method, since it does the important
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// work of actually discerning if two resources are identical in function.
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func (obj *BaseUUID) IFF(uuid ResUUID) bool {
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res, ok := uuid.(*BaseUUID)
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if !ok {
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return false
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}
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return obj.name == res.name
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}
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// Reversed is part of the ResUUID interface, and true means this resource
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// happens before the generator.
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func (obj *BaseUUID) Reversed() bool {
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if obj.reversed == nil {
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log.Fatal("Programming error!")
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}
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return *obj.reversed
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}
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// Init initializes structures like channels if created without New constructor.
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func (obj *BaseRes) Init() {
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obj.events = make(chan event.Event) // unbuffered chan size to avoid stale events
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}
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// GetName is used by all the resources to Get the name.
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func (obj *BaseRes) GetName() string {
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return obj.Name
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}
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// SetName is used to set the name of the resource.
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func (obj *BaseRes) SetName(name string) {
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obj.Name = name
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}
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// SetKind sets the kind. This is used internally for exported resources.
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func (obj *BaseRes) SetKind(kind string) {
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obj.kind = kind
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}
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// Kind returns the kind of resource this is.
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func (obj *BaseRes) Kind() string {
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return obj.kind
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}
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// Meta returns the MetaParams as a reference, which we can then get/set on.
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func (obj *BaseRes) Meta() *MetaParams {
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return &obj.MetaParams
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}
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// Events returns the channel of events to listen on.
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func (obj *BaseRes) Events() chan event.Event {
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return obj.events
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}
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// AssociateData associates some data with the object in question.
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func (obj *BaseRes) AssociateData(converger converger.Converger) {
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obj.converger = converger
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}
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// IsWatching tells us if the Watch() function is running.
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func (obj *BaseRes) IsWatching() bool {
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return obj.watching
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}
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// SetWatching stores the status of if the Watch() function is running.
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func (obj *BaseRes) SetWatching(b bool) {
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obj.watching = b
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}
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// GetState returns the state of the resource.
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func (obj *BaseRes) GetState() ResState {
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return obj.state
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}
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// SetState sets the state of the resource.
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func (obj *BaseRes) SetState(state ResState) {
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if global.DEBUG {
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log.Printf("%v[%v]: State: %v -> %v", obj.Kind(), obj.GetName(), obj.GetState(), state)
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}
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obj.state = state
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}
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// DoSend sends off an event, but doesn't block the incoming event queue. It can
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// also recursively call itself when events need processing during the wait.
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// I'm not completely comfortable with this fn, but it will have to do for now.
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func (obj *BaseRes) DoSend(processChan chan event.Event, comment string) (bool, error) {
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resp := event.NewResp()
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processChan <- event.Event{event.EventNil, resp, comment, true} // trigger process
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select {
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case e := <-resp: // wait for the ACK()
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if e != nil { // we got a NACK
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return true, e // exit with error
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}
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case event := <-obj.events:
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// NOTE: this code should match the similar code below!
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//cuuid.SetConverged(false) // TODO ?
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if exit, send := obj.ReadEvent(&event); exit {
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return true, nil // exit, without error
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} else if send {
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return obj.DoSend(processChan, comment) // recurse
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}
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}
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return false, nil // return, no error or exit signal
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}
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// SendEvent pushes an event into the message queue for a particular vertex
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func (obj *BaseRes) SendEvent(ev event.EventName, sync bool, activity bool) bool {
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// TODO: isn't this race-y ?
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if !obj.IsWatching() { // element has already exited
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return false // if we don't return, we'll block on the send
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}
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if !sync {
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obj.events <- event.Event{ev, nil, "", activity}
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return true
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}
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resp := event.NewResp()
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obj.events <- event.Event{ev, resp, "", activity}
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resp.ACKWait() // waits until true (nil) value
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return true
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}
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// ReadEvent processes events when a select gets one, and handles the pause
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// code too! The return values specify if we should exit and poke respectively.
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func (obj *BaseRes) ReadEvent(ev *event.Event) (exit, poke bool) {
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ev.ACK()
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switch ev.Name {
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case event.EventStart:
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return false, true
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case event.EventPoke:
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return false, true
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case event.EventBackPoke:
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return false, true // forward poking in response to a back poke!
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case event.EventExit:
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return true, false
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case event.EventPause:
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// wait for next event to continue
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select {
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case e := <-obj.events:
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e.ACK()
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if e.Name == event.EventExit {
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return true, false
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} else if e.Name == event.EventStart { // eventContinue
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return false, false // don't poke on unpause!
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} else {
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// if we get a poke event here, it's a bug!
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log.Fatalf("%v[%v]: Unknown event: %v, while paused!", obj.Kind(), obj.GetName(), e)
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}
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}
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default:
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log.Fatal("Unknown event: ", ev)
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}
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return true, false // required to keep the stupid go compiler happy
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}
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// GroupCmp compares two resources and decides if they're suitable for grouping
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// You'll probably want to override this method when implementing a resource...
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func (obj *BaseRes) GroupCmp(res Res) bool {
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return false // base implementation assumes false, override me!
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}
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// GroupRes groups resource (arg) into self.
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func (obj *BaseRes) GroupRes(res Res) error {
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if l := len(res.GetGroup()); l > 0 {
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return fmt.Errorf("Res: %v already contains %d grouped resources!", res, l)
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}
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if res.IsGrouped() {
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return fmt.Errorf("Res: %v is already grouped!", res)
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}
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obj.grouped = append(obj.grouped, res)
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res.SetGrouped(true) // i am contained _in_ a group
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return nil
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}
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// IsGrouped determines if we are grouped.
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func (obj *BaseRes) IsGrouped() bool { // am I grouped?
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return obj.isGrouped
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}
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// SetGrouped sets a flag to tell if we are grouped.
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func (obj *BaseRes) SetGrouped(b bool) {
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obj.isGrouped = b
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}
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// GetGroup returns everyone grouped inside me.
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func (obj *BaseRes) GetGroup() []Res { // return everyone grouped inside me
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return obj.grouped
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}
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// SetGroup sets the grouped resources into me.
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func (obj *BaseRes) SetGroup(g []Res) {
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obj.grouped = g
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}
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// Compare is the base compare method, which also handles the metaparams cmp
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func (obj *BaseRes) Compare(res Res) bool {
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// TODO: should the AutoEdge values be compared?
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if obj.Meta().AutoEdge != res.Meta().AutoEdge {
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return false
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}
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if obj.Meta().AutoGroup != res.Meta().AutoGroup {
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return false
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}
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if obj.Meta().Noop != res.Meta().Noop {
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// obj is the existing res, res is the *new* resource
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// if we go from no-noop -> noop, we can re-use the obj
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// if we go from noop -> no-noop, we need to regenerate
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if obj.Meta().Noop { // asymmetrical
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return false // going from noop to no-noop!
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}
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}
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if obj.Meta().Retry != res.Meta().Retry {
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return false
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}
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if obj.Meta().Delay != res.Meta().Delay {
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return false
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}
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return true
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}
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// CollectPattern is used for resource collection.
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func (obj *BaseRes) CollectPattern(pattern string) {
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// XXX: default method is empty
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}
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// ResToB64 encodes a resource to a base64 encoded string (after serialization)
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func ResToB64(res Res) (string, error) {
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b := bytes.Buffer{}
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e := gob.NewEncoder(&b)
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err := e.Encode(&res) // pass with &
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if err != nil {
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return "", fmt.Errorf("Gob failed to encode: %v", err)
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}
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return base64.StdEncoding.EncodeToString(b.Bytes()), nil
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}
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// B64ToRes decodes a resource from a base64 encoded string (after deserialization)
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func B64ToRes(str string) (Res, error) {
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var output interface{}
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bb, err := base64.StdEncoding.DecodeString(str)
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if err != nil {
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return nil, fmt.Errorf("Base64 failed to decode: %v", err)
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}
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b := bytes.NewBuffer(bb)
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d := gob.NewDecoder(b)
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err = d.Decode(&output) // pass with &
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if err != nil {
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return nil, fmt.Errorf("Gob failed to decode: %v", err)
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}
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res, ok := output.(Res)
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if !ok {
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return nil, fmt.Errorf("Output %v is not a Res", res)
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}
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return res, nil
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}
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