Update the version constraints for what providers will be downloaded
from the registry, allowing protocol 6 providers to be downloaded from
the registry.
This test would previously fail randomly due to the use of multiple
resource instances. Instance keys are iterated over as a map for
presentation, which has intentionally inconsistent ordering.
To fix this, I changed the test to use different resource addresses for
the three drift cases. I also extracted them to a separate test, and
tweaked the test helper functions to reduce the number of fatal exit
points, to make failed test debugging easier.
This is a whole lot of nothing right now, just stubbing out some control
flow that ultimately just leads to TODOs that cause it to do nothing at
all.
My intent here is to get this cross-cutting skeleton in place and thus
make it easier for us to collaborate on adding the meat to it, so that
it's more likely we can work on different parts separately and still get
a result that tessellates.
We previously built out addrs.UnifyMoveEndpoints with a different
implementation strategy in mind, but that design turns out to not be
viable because it forces us to move to AbsMoveable addresses too soon,
before we've done the analysis required to identify chained and nested
moves.
Instead, UnifyMoveEndpoints will return a new type MoveEndpointInModule
which conceptually represents a matching pattern which either matches or
doesn't match a particular AbsMoveable. It does this by just binding the
unified relative address from the MoveEndpoint to the module where it
was declared, and thus allows us to distinguish between the part of the
module path which applies to any instances of the given modules vs. the
user-specified part which must identify particular module instances.
Since these address types are not directly comparable themselves, we use
an unexported named type around the string representation, whereby the
special type can avoid any ambiguity between string representations of
different types and thus each type only needs to worry about possible
ambiguity of its _own_ string representation.
Many times now we've seen situations where we need to use addresses
as map keys, but not all of our address types are comparable and thus
we tend to end up using string representations as keys instead.
That's problematic because conversion to string uses type information
and some of the address types have string representations that are
ambiguous with one another.
UniqueKey therefore represents an opaque key that is unique for each
functionally-distinct address across all types that implement
UniqueKeyer.
For this initial commit I've implemented UniqueKeyer only for the
Referenceable family of types. These are an easy case because they
were all already comparable (intentionally) anyway. Later commits
can implement UniqueKeyer for other types that are not naturally
comparable, such as any which include a ModuleInstance.
This also includes a new type addrs.Set which wraps a map as a set
of addresses, using the unique keys to ensure that there can be only
one element for each distinct address.
* states: add MoveAbsResource and MoveAbsResourceInstance state functions and corresponding syncState wrapper functions.
* states: add MoveModuleInstance and MaybeMoveModuleInstance
* addrs: adding a new function, ModuleInstance.IsDeclaredByCall, which returns true if the receiver is an instance of the given AbsModuleCall.
* website: Update or remove references to legacy provider docs
We've finally evicted the last of the legacy provider docs from terraform.io!
Let's celebrate by purging all memory of them.
The 0.11 docs are now so thoroughly legacy that I don't believe they need a new
destination for their provider links, so I just removed those.
* website: remove old provider docs index
This will require a redirect in the terraform-website repo.
* Apply suggestions from code review
Co-authored-by: Laura Pacilio <83350965+laurapacilio@users.noreply.github.com>
Co-authored-by: Laura Pacilio <83350965+laurapacilio@users.noreply.github.com>
The logic behind this code took me a while to understand, so I wrote
down what I understand to be the reasoning behind how it works. The
trickiest part is rendering changing objects as updates. I think the
other pieces are fairly common to LCS sequence diff rendering, so I
didn't explain those in detail.