We weren't marking skipped nodes as failing, so any
grandchild-and-deeper dependencies would still evaluate.
For example:
A -> B -> C -> D
If B failed, C would be skipped, but D would still be evaluated.
This fixes the behavior so C, D, and any further descendents will all be
skipped when B fails.
Addresses crashing aspect of #2955 and likely a lot of other confusing
failure modes.
When you specify `-verbose` you'll get the whole graph of operations,
which gives a better idea of the operations terraform performs and in
what order.
The DOT graph is now generated with a small internal library instead of
simple string building. This allows us to ensure the graph generation is
as consistent as possible, among other benefits.
We set `newrank = true` in the graph, which I've found does just as good
a job organizing things visually as manually attempting to rank the nodes
based on depth.
This also fixes `-module-depth`, which was broken post-AST refector.
Modules are now expanded into subgraphs with labels and borders. We
have yet to regain the plan graphing functionality, so I removed that
from the docs for now.
Finally, if `-draw-cycles` is added, extra colored edges will be drawn
to indicate the path of any cycles detected in the graph.
A notable implementation change included here is that
{Reverse,}DepthFirstWalk has been made deterministic. (Before it was
dependent on `map` ordering.) This turned out to be unnecessary to gain
determinism in the final DOT-level implementation, but it seemed
a desirable enough of a property that I left it in.
Add `-target=resource` flag to core operations, allowing users to
target specific resources in their infrastructure. When `-target` is
used, the operation will only apply to that resource and its
dependencies.
The calculated dependencies are different depending on whether we're
running a normal operation or a `terraform destroy`.
Generally, "dependencies" refers to ancestors: resources falling
_before_ the target in the graph, because their changes are required to
accurately act on the target.
For destroys, "dependencies" are descendents: those resources which fall
_after_ the target. These resources depend on our target, which is going
to be destroyed, so they should also be destroyed.