Make sure the state is locked before it is used
Both the `taint` and `untaint` commands had a small logical error that caused them you first get the state and then lock it.
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813b5fd27f
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@ -77,10 +77,6 @@ func (c *TaintCommand) Run(args []string) int {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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return 1
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}
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}
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if err := st.RefreshState(); err != nil {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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}
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if c.stateLock {
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if c.stateLock {
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stateLocker := clistate.NewLocker(context.Background(), c.stateLockTimeout, c.Ui, c.Colorize())
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stateLocker := clistate.NewLocker(context.Background(), c.stateLockTimeout, c.Ui, c.Colorize())
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@ -91,6 +87,11 @@ func (c *TaintCommand) Run(args []string) int {
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defer stateLocker.Unlock(nil)
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defer stateLocker.Unlock(nil)
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}
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}
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if err := st.RefreshState(); err != nil {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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}
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// Get the actual state structure
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// Get the actual state structure
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s := st.State()
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s := st.State()
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if s.Empty() {
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if s.Empty() {
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@ -65,10 +65,6 @@ func (c *UntaintCommand) Run(args []string) int {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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return 1
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}
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}
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if err := st.RefreshState(); err != nil {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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}
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if c.stateLock {
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if c.stateLock {
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stateLocker := clistate.NewLocker(context.Background(), c.stateLockTimeout, c.Ui, c.Colorize())
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stateLocker := clistate.NewLocker(context.Background(), c.stateLockTimeout, c.Ui, c.Colorize())
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@ -79,6 +75,11 @@ func (c *UntaintCommand) Run(args []string) int {
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defer stateLocker.Unlock(nil)
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defer stateLocker.Unlock(nil)
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}
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}
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if err := st.RefreshState(); err != nil {
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c.Ui.Error(fmt.Sprintf("Failed to load state: %s", err))
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return 1
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}
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// Get the actual state structure
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// Get the actual state structure
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s := st.State()
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s := st.State()
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if s.Empty() {
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if s.Empty() {
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