helper: Add StateChangeConf.ContinuousTargetOccurence (int)
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@ -29,6 +29,9 @@ type StateChangeConf struct {
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Timeout time.Duration // The amount of time to wait before timeout
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MinTimeout time.Duration // Smallest time to wait before refreshes
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NotFoundChecks int // Number of times to allow not found
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// This is to work around inconsistent APIs
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ContinuousTargetOccurence int // Number of times the Target state has to occur continuously
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}
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// WaitForState watches an object and waits for it to achieve the state
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@ -49,12 +52,17 @@ func (conf *StateChangeConf) WaitForState() (interface{}, error) {
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log.Printf("[DEBUG] Waiting for state to become: %s", conf.Target)
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notfoundTick := 0
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targetOccurence := 0
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// Set a default for times to check for not found
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if conf.NotFoundChecks == 0 {
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conf.NotFoundChecks = 20
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}
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if conf.ContinuousTargetOccurence == 0 {
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conf.ContinuousTargetOccurence = 1
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}
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var result interface{}
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var resulterr error
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@ -88,7 +96,12 @@ func (conf *StateChangeConf) WaitForState() (interface{}, error) {
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// If we're waiting for the absence of a thing, then return
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if result == nil && len(conf.Target) == 0 {
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targetOccurence += 1
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if conf.ContinuousTargetOccurence == targetOccurence {
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return
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} else {
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continue
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}
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}
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if result == nil {
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@ -102,17 +115,24 @@ func (conf *StateChangeConf) WaitForState() (interface{}, error) {
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} else {
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// Reset the counter for when a resource isn't found
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notfoundTick = 0
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found := false
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for _, allowed := range conf.Target {
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if currentState == allowed {
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found = true
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targetOccurence += 1
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if conf.ContinuousTargetOccurence == targetOccurence {
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return
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} else {
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continue
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}
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}
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}
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found := false
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for _, allowed := range conf.Pending {
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if currentState == allowed {
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found = true
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targetOccurence = 0
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break
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}
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}
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@ -25,6 +25,87 @@ func SuccessfulStateRefreshFunc() StateRefreshFunc {
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}
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}
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type StateGenerator struct {
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position int
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stateSequence []string
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}
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func (r *StateGenerator) NextState() (int, string, error) {
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p, v := r.position, ""
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if len(r.stateSequence)-1 >= p {
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v = r.stateSequence[p]
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} else {
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return -1, "", errors.New("No more states available")
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}
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r.position += 1
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return p, v, nil
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}
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func NewStateGenerator(sequence []string) *StateGenerator {
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r := &StateGenerator{}
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r.stateSequence = sequence
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return r
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}
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func InconsistentStateRefreshFunc() StateRefreshFunc {
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sequence := []string{
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"done", "replicating",
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"done", "done", "done",
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"replicating",
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"done", "done", "done",
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}
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r := NewStateGenerator(sequence)
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return func() (interface{}, string, error) {
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idx, s, err := r.NextState()
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if err != nil {
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return nil, "", err
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}
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return idx, s, nil
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}
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}
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func TestWaitForState_inconsistent_positive(t *testing.T) {
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conf := &StateChangeConf{
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Pending: []string{"replicating"},
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Target: []string{"done"},
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Refresh: InconsistentStateRefreshFunc(),
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Timeout: 10 * time.Second,
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ContinuousTargetOccurence: 3,
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}
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idx, err := conf.WaitForState()
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if err != nil {
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t.Fatalf("err: %s", err)
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}
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if idx != 4 {
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t.Fatalf("Expected index 4, given %d", idx.(int))
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}
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}
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func TestWaitForState_inconsistent_negative(t *testing.T) {
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conf := &StateChangeConf{
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Pending: []string{"replicating"},
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Target: []string{"done"},
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Refresh: InconsistentStateRefreshFunc(),
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Timeout: 10 * time.Second,
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ContinuousTargetOccurence: 4,
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}
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_, err := conf.WaitForState()
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if err == nil && err.Error() != "timeout while waiting for state to become 'done'" {
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t.Fatalf("err: %s", err)
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}
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}
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func TestWaitForState_timeout(t *testing.T) {
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conf := &StateChangeConf{
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Pending: []string{"pending", "incomplete"},
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