terraform/terraform/transform_deposed.go

158 lines
3.7 KiB
Go

package terraform
import "fmt"
// DeposedTransformer is a GraphTransformer that adds deposed resources
// to the graph.
type DeposedTransformer struct {
// State is the global state. We'll automatically find the correct
// ModuleState based on the Graph.Path that is being transformed.
State *State
// View, if non-empty, is the ModuleState.View used around the state
// to find deposed resources.
View string
}
func (t *DeposedTransformer) Transform(g *Graph) error {
state := t.State.ModuleByPath(g.Path)
if state == nil {
// If there is no state for our module there can't be any deposed
// resources, since they live in the state.
return nil
}
// If we have a view, apply it now
if t.View != "" {
state = state.View(t.View)
}
// Go through all the resources in our state to look for deposed resources
for k, rs := range state.Resources {
// If we have no deposed resources, then move on
if len(rs.Deposed) == 0 {
continue
}
deposed := rs.Deposed
for i, _ := range deposed {
g.Add(&graphNodeDeposedResource{
Index: i,
ResourceName: k,
ResourceType: rs.Type,
Provider: rs.Provider,
})
}
}
return nil
}
// graphNodeDeposedResource is the graph vertex representing a deposed resource.
type graphNodeDeposedResource struct {
Index int
ResourceName string
ResourceType string
Provider string
}
func (n *graphNodeDeposedResource) Name() string {
return fmt.Sprintf("%s (deposed #%d)", n.ResourceName, n.Index)
}
func (n *graphNodeDeposedResource) ProvidedBy() []string {
return []string{resourceProvider(n.ResourceName, n.Provider)}
}
// GraphNodeEvalable impl.
func (n *graphNodeDeposedResource) EvalTree() EvalNode {
var provider ResourceProvider
var state *InstanceState
seq := &EvalSequence{Nodes: make([]EvalNode, 0, 5)}
// Build instance info
info := &InstanceInfo{Id: n.ResourceName, Type: n.ResourceType}
seq.Nodes = append(seq.Nodes, &EvalInstanceInfo{Info: info})
// Refresh the resource
seq.Nodes = append(seq.Nodes, &EvalOpFilter{
Ops: []walkOperation{walkRefresh},
Node: &EvalSequence{
Nodes: []EvalNode{
&EvalGetProvider{
Name: n.ProvidedBy()[0],
Output: &provider,
},
&EvalReadStateDeposed{
Name: n.ResourceName,
Output: &state,
Index: n.Index,
},
&EvalRefresh{
Info: info,
Provider: &provider,
State: &state,
Output: &state,
},
&EvalWriteStateDeposed{
Name: n.ResourceName,
ResourceType: n.ResourceType,
Provider: n.Provider,
State: &state,
Index: n.Index,
},
},
},
})
// Apply
var diff *InstanceDiff
var err error
seq.Nodes = append(seq.Nodes, &EvalOpFilter{
Ops: []walkOperation{walkApply, walkDestroy},
Node: &EvalSequence{
Nodes: []EvalNode{
&EvalGetProvider{
Name: n.ProvidedBy()[0],
Output: &provider,
},
&EvalReadStateDeposed{
Name: n.ResourceName,
Output: &state,
Index: n.Index,
},
&EvalDiffDestroy{
Info: info,
State: &state,
Output: &diff,
},
&EvalApply{
Info: info,
State: &state,
Diff: &diff,
Provider: &provider,
Output: &state,
Error: &err,
},
// Always write the resource back to the state deposed... if it
// was successfully destroyed it will be pruned. If it was not, it will
// be caught on the next run.
&EvalWriteStateDeposed{
Name: n.ResourceName,
ResourceType: n.ResourceType,
Provider: n.Provider,
State: &state,
Index: n.Index,
},
&EvalReturnError{
Error: &err,
},
&EvalUpdateStateHook{},
},
},
})
return seq
}