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575 lines
26 KiB
Python
575 lines
26 KiB
Python
# (c) 2012-2014, Michael DeHaan <michael.dehaan@gmail.com>
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#
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# This file is part of Ansible
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#
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# Ansible is free software: you can redistribute it and/or modify
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# it under the terms of the GNU 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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# Ansible 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 General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Ansible. If not, see <http://www.gnu.org/licenses/>.
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# Make coding more python3-ish
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from __future__ import (absolute_import, division, print_function)
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__metaclass__ = type
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import fnmatch
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from ansible import constants as C
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from ansible.module_utils.six import iteritems
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from ansible.module_utils.parsing.convert_bool import boolean
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from ansible.playbook.block import Block
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from ansible.playbook.task import Task
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try:
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from __main__ import display
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except ImportError:
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from ansible.utils.display import Display
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display = Display()
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__all__ = ['PlayIterator']
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class HostState:
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def __init__(self, blocks):
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self._blocks = blocks[:]
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self.cur_block = 0
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self.cur_regular_task = 0
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self.cur_rescue_task = 0
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self.cur_always_task = 0
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self.cur_dep_chain = None
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self.run_state = PlayIterator.ITERATING_SETUP
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self.fail_state = PlayIterator.FAILED_NONE
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self.pending_setup = False
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self.tasks_child_state = None
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self.rescue_child_state = None
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self.always_child_state = None
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self.did_rescue = False
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self.did_start_at_task = False
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def __repr__(self):
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return "HostState(%r)" % self._blocks
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def __str__(self):
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def _run_state_to_string(n):
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states = ["ITERATING_SETUP", "ITERATING_TASKS", "ITERATING_RESCUE", "ITERATING_ALWAYS", "ITERATING_COMPLETE"]
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try:
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return states[n]
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except IndexError:
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return "UNKNOWN STATE"
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def _failed_state_to_string(n):
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states = {1: "FAILED_SETUP", 2: "FAILED_TASKS", 4: "FAILED_RESCUE", 8: "FAILED_ALWAYS"}
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if n == 0:
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return "FAILED_NONE"
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else:
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ret = []
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for i in (1, 2, 4, 8):
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if n & i:
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ret.append(states[i])
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return "|".join(ret)
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return ("HOST STATE: block=%d, task=%d, rescue=%d, always=%d, run_state=%s, fail_state=%s, pending_setup=%s, tasks child state? (%s), "
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"rescue child state? (%s), always child state? (%s), did rescue? %s, did start at task? %s" % (
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self.cur_block,
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self.cur_regular_task,
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self.cur_rescue_task,
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self.cur_always_task,
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_run_state_to_string(self.run_state),
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_failed_state_to_string(self.fail_state),
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self.pending_setup,
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self.tasks_child_state,
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self.rescue_child_state,
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self.always_child_state,
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self.did_rescue,
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self.did_start_at_task,
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))
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def __eq__(self, other):
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if not isinstance(other, HostState):
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return False
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for attr in ('_blocks', 'cur_block', 'cur_regular_task', 'cur_rescue_task', 'cur_always_task',
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'run_state', 'fail_state', 'pending_setup', 'cur_dep_chain',
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'tasks_child_state', 'rescue_child_state', 'always_child_state'):
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if getattr(self, attr) != getattr(other, attr):
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return False
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return True
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def get_current_block(self):
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return self._blocks[self.cur_block]
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def copy(self):
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new_state = HostState(self._blocks)
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new_state.cur_block = self.cur_block
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new_state.cur_regular_task = self.cur_regular_task
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new_state.cur_rescue_task = self.cur_rescue_task
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new_state.cur_always_task = self.cur_always_task
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new_state.run_state = self.run_state
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new_state.fail_state = self.fail_state
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new_state.pending_setup = self.pending_setup
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new_state.did_rescue = self.did_rescue
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new_state.did_start_at_task = self.did_start_at_task
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if self.cur_dep_chain is not None:
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new_state.cur_dep_chain = self.cur_dep_chain[:]
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if self.tasks_child_state is not None:
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new_state.tasks_child_state = self.tasks_child_state.copy()
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if self.rescue_child_state is not None:
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new_state.rescue_child_state = self.rescue_child_state.copy()
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if self.always_child_state is not None:
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new_state.always_child_state = self.always_child_state.copy()
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return new_state
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class PlayIterator:
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# the primary running states for the play iteration
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ITERATING_SETUP = 0
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ITERATING_TASKS = 1
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ITERATING_RESCUE = 2
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ITERATING_ALWAYS = 3
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ITERATING_COMPLETE = 4
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# the failure states for the play iteration, which are powers
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# of 2 as they may be or'ed together in certain circumstances
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FAILED_NONE = 0
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FAILED_SETUP = 1
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FAILED_TASKS = 2
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FAILED_RESCUE = 4
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FAILED_ALWAYS = 8
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def __init__(self, inventory, play, play_context, variable_manager, all_vars, start_at_done=False):
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self._play = play
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self._blocks = []
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self._variable_manager = variable_manager
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self._task_uuid_cache = dict()
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# Default options to gather
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gather_subset = play_context.gather_subset
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gather_timeout = play_context.gather_timeout
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fact_path = play_context.fact_path
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# Retrieve subset to gather
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if self._play.gather_subset is not None:
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gather_subset = self._play.gather_subset
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# Retrieve timeout for gather
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if self._play.gather_timeout is not None:
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gather_timeout = self._play.gather_timeout
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# Retrieve fact_path
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if self._play.fact_path is not None:
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fact_path = self._play.fact_path
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setup_block = Block(play=self._play)
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setup_task = Task(block=setup_block)
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setup_task.action = 'setup'
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setup_task.name = 'Gathering Facts'
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setup_task.tags = ['always']
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setup_task.args = {
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'gather_subset': gather_subset,
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}
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if gather_timeout:
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setup_task.args['gather_timeout'] = gather_timeout
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if fact_path:
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setup_task.args['fact_path'] = fact_path
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setup_task.set_loader(self._play._loader)
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# short circuit fact gathering if the entire playbook is conditional
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if self._play._included_conditional is not None:
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setup_task.when = self._play._included_conditional[:]
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setup_block.block = [setup_task]
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setup_block = setup_block.filter_tagged_tasks(play_context, all_vars)
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self._blocks.append(setup_block)
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self.cache_block_tasks(setup_block)
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for block in self._play.compile():
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new_block = block.filter_tagged_tasks(play_context, all_vars)
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if new_block.has_tasks():
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self.cache_block_tasks(new_block)
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self._blocks.append(new_block)
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for handler_block in self._play.handlers:
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self.cache_block_tasks(handler_block)
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self._host_states = {}
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start_at_matched = False
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batch = inventory.get_hosts(self._play.hosts)
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self.batch_size = len(batch)
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for host in batch:
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self._host_states[host.name] = HostState(blocks=self._blocks)
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# if we're looking to start at a specific task, iterate through
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# the tasks for this host until we find the specified task
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if play_context.start_at_task is not None and not start_at_done:
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while True:
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(s, task) = self.get_next_task_for_host(host, peek=True)
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if s.run_state == self.ITERATING_COMPLETE:
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break
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if task.name == play_context.start_at_task or fnmatch.fnmatch(task.name, play_context.start_at_task) or \
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task.get_name() == play_context.start_at_task or fnmatch.fnmatch(task.get_name(), play_context.start_at_task):
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start_at_matched = True
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break
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else:
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self.get_next_task_for_host(host)
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# finally, reset the host's state to ITERATING_SETUP
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if start_at_matched:
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self._host_states[host.name].did_start_at_task = True
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self._host_states[host.name].run_state = self.ITERATING_SETUP
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if start_at_matched:
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# we have our match, so clear the start_at_task field on the
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# play context to flag that we've started at a task (and future
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# plays won't try to advance)
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play_context.start_at_task = None
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def get_host_state(self, host):
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# Since we're using the PlayIterator to carry forward failed hosts,
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# in the event that a previous host was not in the current inventory
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# we create a stub state for it now
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if host.name not in self._host_states:
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self._host_states[host.name] = HostState(blocks=[])
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return self._host_states[host.name].copy()
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def cache_block_tasks(self, block):
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def _cache_portion(p):
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for t in p:
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if isinstance(t, Block):
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self.cache_block_tasks(t)
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elif t._uuid not in self._task_uuid_cache:
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self._task_uuid_cache[t._uuid] = t
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for portion in (block.block, block.rescue, block.always):
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if portion is not None:
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_cache_portion(portion)
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def get_next_task_for_host(self, host, peek=False):
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display.debug("getting the next task for host %s" % host.name)
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s = self.get_host_state(host)
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task = None
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if s.run_state == self.ITERATING_COMPLETE:
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display.debug("host %s is done iterating, returning" % host.name)
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return (s, None)
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(s, task) = self._get_next_task_from_state(s, host=host, peek=peek)
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if not peek:
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self._host_states[host.name] = s
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display.debug("done getting next task for host %s" % host.name)
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display.debug(" ^ task is: %s" % task)
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display.debug(" ^ state is: %s" % s)
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return (s, task)
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def _get_next_task_from_state(self, state, host, peek, in_child=False):
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task = None
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# try and find the next task, given the current state.
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while True:
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# try to get the current block from the list of blocks, and
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# if we run past the end of the list we know we're done with
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# this block
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try:
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block = state._blocks[state.cur_block]
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except IndexError:
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state.run_state = self.ITERATING_COMPLETE
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return (state, None)
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if state.run_state == self.ITERATING_SETUP:
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# First, we check to see if we were pending setup. If not, this is
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# the first trip through ITERATING_SETUP, so we set the pending_setup
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# flag and try to determine if we do in fact want to gather facts for
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# the specified host.
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if not state.pending_setup:
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state.pending_setup = True
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# Gather facts if the default is 'smart' and we have not yet
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# done it for this host; or if 'explicit' and the play sets
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# gather_facts to True; or if 'implicit' and the play does
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# NOT explicitly set gather_facts to False.
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gathering = C.DEFAULT_GATHERING
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implied = self._play.gather_facts is None or boolean(self._play.gather_facts, strict=False)
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if (gathering == 'implicit' and implied) or \
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(gathering == 'explicit' and boolean(self._play.gather_facts, strict=False)) or \
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(gathering == 'smart' and implied and not (self._variable_manager._fact_cache.get(host.name, {}).get('module_setup', False))):
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# The setup block is always self._blocks[0], as we inject it
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# during the play compilation in __init__ above.
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setup_block = self._blocks[0]
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if setup_block.has_tasks() and len(setup_block.block) > 0:
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task = setup_block.block[0]
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else:
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# This is the second trip through ITERATING_SETUP, so we clear
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# the flag and move onto the next block in the list while setting
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# the run state to ITERATING_TASKS
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state.pending_setup = False
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state.run_state = self.ITERATING_TASKS
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if not state.did_start_at_task:
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state.cur_block += 1
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state.cur_regular_task = 0
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state.cur_rescue_task = 0
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state.cur_always_task = 0
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state.child_state = None
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elif state.run_state == self.ITERATING_TASKS:
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# clear the pending setup flag, since we're past that and it didn't fail
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if state.pending_setup:
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state.pending_setup = False
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# First, we check for a child task state that is not failed, and if we
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# have one recurse into it for the next task. If we're done with the child
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# state, we clear it and drop back to getting the next task from the list.
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if state.tasks_child_state:
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(state.tasks_child_state, task) = self._get_next_task_from_state(state.tasks_child_state, host=host, peek=peek, in_child=True)
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if self._check_failed_state(state.tasks_child_state):
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# failed child state, so clear it and move into the rescue portion
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state.tasks_child_state = None
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self._set_failed_state(state)
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else:
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# get the next task recursively
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if task is None or state.tasks_child_state.run_state == self.ITERATING_COMPLETE:
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# we're done with the child state, so clear it and continue
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# back to the top of the loop to get the next task
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state.tasks_child_state = None
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continue
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else:
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# First here, we check to see if we've failed anywhere down the chain
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# of states we have, and if so we move onto the rescue portion. Otherwise,
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# we check to see if we've moved past the end of the list of tasks. If so,
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# we move into the always portion of the block, otherwise we get the next
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# task from the list.
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if self._check_failed_state(state):
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state.run_state = self.ITERATING_RESCUE
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elif state.cur_regular_task >= len(block.block):
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state.run_state = self.ITERATING_ALWAYS
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else:
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task = block.block[state.cur_regular_task]
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# if the current task is actually a child block, create a child
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# state for us to recurse into on the next pass
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if isinstance(task, Block) or state.tasks_child_state is not None:
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state.tasks_child_state = HostState(blocks=[task])
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state.tasks_child_state.run_state = self.ITERATING_TASKS
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# since we've created the child state, clear the task
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# so we can pick up the child state on the next pass
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task = None
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state.cur_regular_task += 1
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elif state.run_state == self.ITERATING_RESCUE:
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# The process here is identical to ITERATING_TASKS, except instead
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# we move into the always portion of the block.
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if host.name in self._play._removed_hosts:
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self._play._removed_hosts.remove(host.name)
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if state.rescue_child_state:
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(state.rescue_child_state, task) = self._get_next_task_from_state(state.rescue_child_state, host=host, peek=peek, in_child=True)
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if self._check_failed_state(state.rescue_child_state):
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state.rescue_child_state = None
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self._set_failed_state(state)
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else:
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if task is None or state.rescue_child_state.run_state == self.ITERATING_COMPLETE:
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state.rescue_child_state = None
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continue
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else:
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if state.fail_state & self.FAILED_RESCUE == self.FAILED_RESCUE:
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state.run_state = self.ITERATING_ALWAYS
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elif state.cur_rescue_task >= len(block.rescue):
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if len(block.rescue) > 0:
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state.fail_state = self.FAILED_NONE
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state.run_state = self.ITERATING_ALWAYS
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state.did_rescue = True
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else:
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task = block.rescue[state.cur_rescue_task]
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if isinstance(task, Block) or state.rescue_child_state is not None:
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state.rescue_child_state = HostState(blocks=[task])
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state.rescue_child_state.run_state = self.ITERATING_TASKS
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task = None
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state.cur_rescue_task += 1
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elif state.run_state == self.ITERATING_ALWAYS:
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# And again, the process here is identical to ITERATING_TASKS, except
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# instead we either move onto the next block in the list, or we set the
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# run state to ITERATING_COMPLETE in the event of any errors, or when we
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# have hit the end of the list of blocks.
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if state.always_child_state:
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(state.always_child_state, task) = self._get_next_task_from_state(state.always_child_state, host=host, peek=peek, in_child=True)
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if self._check_failed_state(state.always_child_state):
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state.always_child_state = None
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self._set_failed_state(state)
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else:
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if task is None or state.always_child_state.run_state == self.ITERATING_COMPLETE:
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state.always_child_state = None
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continue
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else:
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if state.cur_always_task >= len(block.always):
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if state.fail_state != self.FAILED_NONE:
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state.run_state = self.ITERATING_COMPLETE
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else:
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state.cur_block += 1
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state.cur_regular_task = 0
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state.cur_rescue_task = 0
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state.cur_always_task = 0
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state.run_state = self.ITERATING_TASKS
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state.tasks_child_state = None
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state.rescue_child_state = None
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state.always_child_state = None
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state.did_rescue = False
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# we're advancing blocks, so if this was an end-of-role block we
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# mark the current role complete
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if block._eor and host.name in block._role._had_task_run and not in_child:
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block._role._completed[host.name] = True
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else:
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task = block.always[state.cur_always_task]
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if isinstance(task, Block) or state.always_child_state is not None:
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state.always_child_state = HostState(blocks=[task])
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state.always_child_state.run_state = self.ITERATING_TASKS
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task = None
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state.cur_always_task += 1
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elif state.run_state == self.ITERATING_COMPLETE:
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return (state, None)
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# if something above set the task, break out of the loop now
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if task:
|
|
break
|
|
|
|
return (state, task)
|
|
|
|
def _set_failed_state(self, state):
|
|
if state.run_state == self.ITERATING_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
|
|
if state._blocks[state.cur_block].rescue:
|
|
state.run_state = self.ITERATING_RESCUE
|
|
elif state._blocks[state.cur_block].always:
|
|
state.run_state = self.ITERATING_ALWAYS
|
|
else:
|
|
state.run_state = self.ITERATING_COMPLETE
|
|
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
|
|
if state._blocks[state.cur_block].always:
|
|
state.run_state = self.ITERATING_ALWAYS
|
|
else:
|
|
state.run_state = self.ITERATING_COMPLETE
|
|
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)
|
|
display.debug("marking host %s failed, current state: %s" % (host, s))
|
|
s = self._set_failed_state(s)
|
|
display.debug("^ failed state is now: %s" % s)
|
|
self._host_states[host.name] = s
|
|
self._play._removed_hosts.append(host.name)
|
|
|
|
def get_failed_hosts(self):
|
|
return dict((host, True) for (host, state) in iteritems(self._host_states) if self._check_failed_state(state))
|
|
|
|
def _check_failed_state(self, state):
|
|
if state is None:
|
|
return False
|
|
elif state.run_state == self.ITERATING_RESCUE and self._check_failed_state(state.rescue_child_state):
|
|
return True
|
|
elif state.run_state == self.ITERATING_ALWAYS and self._check_failed_state(state.always_child_state):
|
|
return True
|
|
elif state.fail_state != self.FAILED_NONE:
|
|
if state.run_state == self.ITERATING_RESCUE and state.fail_state & self.FAILED_RESCUE == 0:
|
|
return False
|
|
elif state.run_state == self.ITERATING_ALWAYS and state.fail_state & self.FAILED_ALWAYS == 0:
|
|
return False
|
|
else:
|
|
return not state.did_rescue
|
|
elif state.run_state == self.ITERATING_TASKS and self._check_failed_state(state.tasks_child_state):
|
|
cur_block = self._blocks[state.cur_block]
|
|
if len(cur_block.rescue) > 0 and state.fail_state & self.FAILED_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 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.
|
|
'''
|
|
|
|
if isinstance(task, Task):
|
|
the_uuid = task._uuid
|
|
else:
|
|
the_uuid = task
|
|
|
|
return self._task_uuid_cache.get(the_uuid, None)
|
|
|
|
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 != self.FAILED_NONE and state.run_state not in (self.ITERATING_RESCUE, self.ITERATING_ALWAYS) or not task_list:
|
|
return state
|
|
|
|
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):
|
|
for b in task_list:
|
|
self.cache_block_tasks(b)
|
|
self._host_states[host.name] = self._insert_tasks_into_state(self.get_host_state(host), task_list)
|