package remote import ( "bytes" "fmt" "sync" uuid "github.com/hashicorp/go-uuid" "github.com/hashicorp/terraform/state" "github.com/hashicorp/terraform/states" "github.com/hashicorp/terraform/states/statefile" "github.com/hashicorp/terraform/states/statemgr" ) // State implements the State interfaces in the state package to handle // reading and writing the remote state. This State on its own does no // local caching so every persist will go to the remote storage and local // writes will go to memory. type State struct { mu sync.Mutex Client Client // We track two pieces of meta data in addition to the state itself: // // lineage - the state's unique ID // serial - the monotonic counter of "versions" of the state // // Both of these (along with state) have a sister field // that represents the values read in from an existing source. // All three of these values are used to determine if the new // state has changed from an existing state we read in. lineage, readLineage string serial, readSerial uint64 state, readState *states.State disableLocks bool } var _ statemgr.Full = (*State)(nil) var _ statemgr.Migrator = (*State)(nil) // statemgr.Reader impl. func (s *State) State() *states.State { s.mu.Lock() defer s.mu.Unlock() return s.state.DeepCopy() } // StateForMigration is part of our implementation of statemgr.Migrator. func (s *State) StateForMigration() *statefile.File { s.mu.Lock() defer s.mu.Unlock() return statefile.New(s.state.DeepCopy(), s.lineage, s.serial) } // statemgr.Writer impl. func (s *State) WriteState(state *states.State) error { s.mu.Lock() defer s.mu.Unlock() // We create a deep copy of the state here, because the caller also has // a reference to the given object and can potentially go on to mutate // it after we return, but we want the snapshot at this point in time. s.state = state.DeepCopy() return nil } // WriteStateForMigration is part of our implementation of statemgr.Migrator. func (s *State) WriteStateForMigration(f *statefile.File, force bool) error { s.mu.Lock() defer s.mu.Unlock() // `force` is passed down from the CLI flag and terminates here. Actual // force pushing with the remote backend happens when Put()'ing the contents // in the backend. If force is specified we skip verifications and hand the // context off to the client to use when persitence operations actually take place. c, isForcePusher := s.Client.(ClientForcePusher) if force && isForcePusher { c.EnableForcePush() } else { checkFile := statefile.New(s.state, s.lineage, s.serial) if err := statemgr.CheckValidImport(f, checkFile); err != nil { return err } } // We create a deep copy of the state here, because the caller also has // a reference to the given object and can potentially go on to mutate // it after we return, but we want the snapshot at this point in time. s.state = f.State.DeepCopy() s.lineage = f.Lineage s.serial = f.Serial return nil } // statemgr.Refresher impl. func (s *State) RefreshState() error { s.mu.Lock() defer s.mu.Unlock() return s.refreshState() } // refreshState is the main implementation of RefreshState, but split out so // that we can make internal calls to it from methods that are already holding // the s.mu lock. func (s *State) refreshState() error { payload, err := s.Client.Get() if err != nil { return err } // no remote state is OK if payload == nil { s.readState = nil s.lineage = "" s.serial = 0 return nil } stateFile, err := statefile.Read(bytes.NewReader(payload.Data)) if err != nil { return err } s.lineage = stateFile.Lineage s.serial = stateFile.Serial s.state = stateFile.State // Properties from the remote must be separate so we can // track changes as lineage, serial and/or state are mutated s.readLineage = stateFile.Lineage s.readSerial = stateFile.Serial s.readState = s.state.DeepCopy() return nil } // statemgr.Persister impl. func (s *State) PersistState() error { s.mu.Lock() defer s.mu.Unlock() if s.readState != nil { lineageUnchanged := s.readLineage != "" && s.lineage == s.readLineage serialUnchanged := s.readSerial != 0 && s.serial == s.readSerial stateUnchanged := statefile.StatesMarshalEqual(s.state, s.readState) if stateUnchanged && lineageUnchanged && serialUnchanged { // If the state, lineage or serial haven't changed at all then we have nothing to do. return nil } s.serial++ } else { // We might be writing a new state altogether, but before we do that // we'll check to make sure there isn't already a snapshot present // that we ought to be updating. err := s.refreshState() if err != nil { return fmt.Errorf("failed checking for existing remote state: %s", err) } if s.lineage == "" { // indicates that no state snapshot is present yet lineage, err := uuid.GenerateUUID() if err != nil { return fmt.Errorf("failed to generate initial lineage: %v", err) } s.lineage = lineage s.serial = 0 } } f := statefile.New(s.state, s.lineage, s.serial) var buf bytes.Buffer err := statefile.Write(f, &buf) if err != nil { return err } err = s.Client.Put(buf.Bytes()) if err != nil { return err } // After we've successfully persisted, what we just wrote is our new // reference state until someone calls RefreshState again. // We've potentially overwritten (via force) the state, lineage // and / or serial (and serial was incremented) so we copy over all // three fields so everything matches the new state and a subsequent // operation would correctly detect no changes to the lineage, serial or state. s.readState = s.state.DeepCopy() s.readLineage = s.lineage s.readSerial = s.serial return nil } // Lock calls the Client's Lock method if it's implemented. func (s *State) Lock(info *state.LockInfo) (string, error) { s.mu.Lock() defer s.mu.Unlock() if s.disableLocks { return "", nil } if c, ok := s.Client.(ClientLocker); ok { return c.Lock(info) } return "", nil } // Unlock calls the Client's Unlock method if it's implemented. func (s *State) Unlock(id string) error { s.mu.Lock() defer s.mu.Unlock() if s.disableLocks { return nil } if c, ok := s.Client.(ClientLocker); ok { return c.Unlock(id) } return nil } // DisableLocks turns the Lock and Unlock methods into no-ops. This is intended // to be called during initialization of a state manager and should not be // called after any of the statemgr.Full interface methods have been called. func (s *State) DisableLocks() { s.disableLocks = true } // StateSnapshotMeta returns the metadata from the most recently persisted // or refreshed persistent state snapshot. // // This is an implementation of statemgr.PersistentMeta. func (s *State) StateSnapshotMeta() statemgr.SnapshotMeta { return statemgr.SnapshotMeta{ Lineage: s.lineage, Serial: s.serial, } }