215 lines
5.2 KiB
Go
215 lines
5.2 KiB
Go
package remote
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import (
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"bytes"
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"fmt"
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"sync"
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uuid "github.com/hashicorp/go-uuid"
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"github.com/hashicorp/terraform/state"
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"github.com/hashicorp/terraform/states"
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"github.com/hashicorp/terraform/states/statefile"
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"github.com/hashicorp/terraform/states/statemgr"
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)
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// State implements the State interfaces in the state package to handle
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// reading and writing the remote state. This State on its own does no
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// local caching so every persist will go to the remote storage and local
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// writes will go to memory.
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type State struct {
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mu sync.Mutex
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Client Client
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lineage string
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serial uint64
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state, readState *states.State
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disableLocks bool
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}
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var _ statemgr.Full = (*State)(nil)
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var _ statemgr.Migrator = (*State)(nil)
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// statemgr.Reader impl.
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func (s *State) State() *states.State {
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s.mu.Lock()
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defer s.mu.Unlock()
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return s.state.DeepCopy()
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}
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// StateForMigration is part of our implementation of statemgr.Migrator.
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func (s *State) StateForMigration() *statefile.File {
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s.mu.Lock()
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defer s.mu.Unlock()
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return statefile.New(s.state.DeepCopy(), s.lineage, s.serial)
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}
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// statemgr.Writer impl.
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func (s *State) WriteState(state *states.State) error {
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s.mu.Lock()
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defer s.mu.Unlock()
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// We create a deep copy of the state here, because the caller also has
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// a reference to the given object and can potentially go on to mutate
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// it after we return, but we want the snapshot at this point in time.
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s.state = state.DeepCopy()
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return nil
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}
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// WriteStateForMigration is part of our implementation of statemgr.Migrator.
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func (s *State) WriteStateForMigration(f *statefile.File, force bool) error {
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s.mu.Lock()
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defer s.mu.Unlock()
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checkFile := statefile.New(s.state, s.lineage, s.serial)
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if !force {
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if err := statemgr.CheckValidImport(f, checkFile); err != nil {
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return err
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}
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}
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// We create a deep copy of the state here, because the caller also has
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// a reference to the given object and can potentially go on to mutate
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// it after we return, but we want the snapshot at this point in time.
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s.state = f.State.DeepCopy()
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s.lineage = f.Lineage
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s.serial = f.Serial
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return nil
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}
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// statemgr.Refresher impl.
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func (s *State) RefreshState() error {
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s.mu.Lock()
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defer s.mu.Unlock()
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return s.refreshState()
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}
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// refreshState is the main implementation of RefreshState, but split out so
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// that we can make internal calls to it from methods that are already holding
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// the s.mu lock.
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func (s *State) refreshState() error {
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payload, err := s.Client.Get()
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if err != nil {
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return err
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}
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// no remote state is OK
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if payload == nil {
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s.readState = nil
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s.lineage = ""
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s.serial = 0
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return nil
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}
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stateFile, err := statefile.Read(bytes.NewReader(payload.Data))
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if err != nil {
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return err
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}
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s.lineage = stateFile.Lineage
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s.serial = stateFile.Serial
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s.state = stateFile.State
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s.readState = s.state.DeepCopy() // our states must be separate instances so we can track changes
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return nil
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}
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// statemgr.Persister impl.
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func (s *State) PersistState() error {
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.readState != nil {
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if statefile.StatesMarshalEqual(s.state, s.readState) {
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// If the state hasn't changed at all then we have nothing to do.
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return nil
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}
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s.serial++
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} else {
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// We might be writing a new state altogether, but before we do that
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// we'll check to make sure there isn't already a snapshot present
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// that we ought to be updating.
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err := s.refreshState()
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if err != nil {
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return fmt.Errorf("failed checking for existing remote state: %s", err)
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}
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if s.lineage == "" { // indicates that no state snapshot is present yet
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lineage, err := uuid.GenerateUUID()
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if err != nil {
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return fmt.Errorf("failed to generate initial lineage: %v", err)
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}
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s.lineage = lineage
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s.serial = 0
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}
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}
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f := statefile.New(s.state, s.lineage, s.serial)
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var buf bytes.Buffer
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err := statefile.Write(f, &buf)
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if err != nil {
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return err
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}
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err = s.Client.Put(buf.Bytes())
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if err != nil {
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return err
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}
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// After we've successfully persisted, what we just wrote is our new
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// reference state until someone calls RefreshState again.
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s.readState = s.state.DeepCopy()
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return nil
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}
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// Lock calls the Client's Lock method if it's implemented.
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func (s *State) Lock(info *state.LockInfo) (string, error) {
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.disableLocks {
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return "", nil
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}
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if c, ok := s.Client.(ClientLocker); ok {
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return c.Lock(info)
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}
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return "", nil
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}
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// Unlock calls the Client's Unlock method if it's implemented.
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func (s *State) Unlock(id string) error {
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.disableLocks {
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return nil
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}
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if c, ok := s.Client.(ClientLocker); ok {
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return c.Unlock(id)
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}
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return nil
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}
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// DisableLocks turns the Lock and Unlock methods into no-ops. This is intended
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// to be called during initialization of a state manager and should not be
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// called after any of the statemgr.Full interface methods have been called.
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func (s *State) DisableLocks() {
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s.disableLocks = true
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}
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// StateSnapshotMeta returns the metadata from the most recently persisted
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// or refreshed persistent state snapshot.
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//
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// This is an implementation of statemgr.PersistentMeta.
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func (s *State) StateSnapshotMeta() statemgr.SnapshotMeta {
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return statemgr.SnapshotMeta{
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Lineage: s.lineage,
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Serial: s.serial,
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}
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}
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