package terraform import "fmt" // EvalReadState is an EvalNode implementation that reads the // primary InstanceState for a specific resource out of the state. type EvalReadState struct { Name string Output **InstanceState } func (n *EvalReadState) Eval(ctx EvalContext) (interface{}, error) { return readInstanceFromState(ctx, n.Name, n.Output, func(rs *ResourceState) (*InstanceState, error) { return rs.Primary, nil }) } // EvalReadStateDeposed is an EvalNode implementation that reads the // deposed InstanceState for a specific resource out of the state type EvalReadStateDeposed struct { Name string Output **InstanceState // Index indicates which instance in the Deposed list to target, or -1 for // the last item. Index int } func (n *EvalReadStateDeposed) Eval(ctx EvalContext) (interface{}, error) { return readInstanceFromState(ctx, n.Name, n.Output, func(rs *ResourceState) (*InstanceState, error) { // Get the index. If it is negative, then we get the last one idx := n.Index if idx < 0 { idx = len(rs.Deposed) - 1 } if idx >= 0 && idx < len(rs.Deposed) { return rs.Deposed[idx], nil } else { return nil, fmt.Errorf("bad deposed index: %d, for resource: %#v", idx, rs) } }) } // Does the bulk of the work for the various flavors of ReadState eval nodes. // Each node just provides a reader function to get from the ResourceState to the // InstanceState, and this takes care of all the plumbing. func readInstanceFromState( ctx EvalContext, resourceName string, output **InstanceState, readerFn func(*ResourceState) (*InstanceState, error), ) (*InstanceState, error) { state, lock := ctx.State() // Get a read lock so we can access this instance lock.RLock() defer lock.RUnlock() // Look for the module state. If we don't have one, then it doesn't matter. mod := state.ModuleByPath(ctx.Path()) if mod == nil { return nil, nil } // Look for the resource state. If we don't have one, then it is okay. rs := mod.Resources[resourceName] if rs == nil { return nil, nil } // Use the delegate function to get the instance state from the resource state is, err := readerFn(rs) if err != nil { return nil, err } // Write the result to the output pointer if output != nil { *output = is } return is, nil } // EvalRequireState is an EvalNode implementation that early exits // if the state doesn't have an ID. type EvalRequireState struct { State **InstanceState } func (n *EvalRequireState) Eval(ctx EvalContext) (interface{}, error) { if n.State == nil { return nil, EvalEarlyExitError{} } state := *n.State if state == nil || state.ID == "" { return nil, EvalEarlyExitError{} } return nil, nil } // EvalUpdateStateHook is an EvalNode implementation that calls the // PostStateUpdate hook with the current state. type EvalUpdateStateHook struct{} func (n *EvalUpdateStateHook) Eval(ctx EvalContext) (interface{}, error) { state, lock := ctx.State() // Get a full lock. Even calling something like WriteState can modify // (prune) the state, so we need the full lock. lock.Lock() defer lock.Unlock() // Call the hook err := ctx.Hook(func(h Hook) (HookAction, error) { return h.PostStateUpdate(state) }) if err != nil { return nil, err } return nil, nil } // EvalWriteState is an EvalNode implementation that writes the // primary InstanceState for a specific resource into the state. type EvalWriteState struct { Name string ResourceType string Provider string Dependencies []string State **InstanceState } func (n *EvalWriteState) Eval(ctx EvalContext) (interface{}, error) { return writeInstanceToState(ctx, n.Name, n.ResourceType, n.Provider, n.Dependencies, func(rs *ResourceState) error { rs.Primary = *n.State return nil }, ) } // EvalWriteStateDeposed is an EvalNode implementation that writes // an InstanceState out to the Deposed list of a resource in the state. type EvalWriteStateDeposed struct { Name string ResourceType string Provider string Dependencies []string State **InstanceState // Index indicates which instance in the Deposed list to target, or -1 to append. Index int } func (n *EvalWriteStateDeposed) Eval(ctx EvalContext) (interface{}, error) { return writeInstanceToState(ctx, n.Name, n.ResourceType, n.Provider, n.Dependencies, func(rs *ResourceState) error { if n.Index == -1 { rs.Deposed = append(rs.Deposed, *n.State) } else { rs.Deposed[n.Index] = *n.State } return nil }, ) } // Pulls together the common tasks of the EvalWriteState nodes. All the args // are passed directly down from the EvalNode along with a `writer` function // which is yielded the *ResourceState and is responsible for writing an // InstanceState to the proper field in the ResourceState. func writeInstanceToState( ctx EvalContext, resourceName string, resourceType string, provider string, dependencies []string, writerFn func(*ResourceState) error, ) (*InstanceState, error) { state, lock := ctx.State() if state == nil { return nil, fmt.Errorf("cannot write state to nil state") } // Get a write lock so we can access this instance lock.Lock() defer lock.Unlock() // Look for the module state. If we don't have one, create it. mod := state.ModuleByPath(ctx.Path()) if mod == nil { mod = state.AddModule(ctx.Path()) } // Look for the resource state. rs := mod.Resources[resourceName] if rs == nil { rs = &ResourceState{} rs.init() mod.Resources[resourceName] = rs } rs.Type = resourceType rs.Dependencies = dependencies rs.Provider = provider if err := writerFn(rs); err != nil { return nil, err } return nil, nil } // EvalClearPrimaryState is an EvalNode implementation that clears the primary // instance from a resource state. type EvalClearPrimaryState struct { Name string } func (n *EvalClearPrimaryState) Eval(ctx EvalContext) (interface{}, error) { state, lock := ctx.State() // Get a read lock so we can access this instance lock.RLock() defer lock.RUnlock() // Look for the module state. If we don't have one, then it doesn't matter. mod := state.ModuleByPath(ctx.Path()) if mod == nil { return nil, nil } // Look for the resource state. If we don't have one, then it is okay. rs := mod.Resources[n.Name] if rs == nil { return nil, nil } // Clear primary from the resource state rs.Primary = nil return nil, nil } // EvalDeposeState is an EvalNode implementation that takes the primary // out of a state and makes it Deposed. This is done at the beginning of // create-before-destroy calls so that the create can create while preserving // the old state of the to-be-destroyed resource. type EvalDeposeState struct { Name string } // TODO: test func (n *EvalDeposeState) Eval(ctx EvalContext) (interface{}, error) { state, lock := ctx.State() // Get a read lock so we can access this instance lock.RLock() defer lock.RUnlock() // Look for the module state. If we don't have one, then it doesn't matter. mod := state.ModuleByPath(ctx.Path()) if mod == nil { return nil, nil } // Look for the resource state. If we don't have one, then it is okay. rs := mod.Resources[n.Name] if rs == nil { return nil, nil } // If we don't have a primary, we have nothing to depose if rs.Primary == nil { return nil, nil } // Depose rs.Deposed = append(rs.Deposed, rs.Primary) rs.Primary = nil return nil, nil } // EvalUndeposeState is an EvalNode implementation that reads the // InstanceState for a specific resource out of the state. type EvalUndeposeState struct { Name string State **InstanceState } // TODO: test func (n *EvalUndeposeState) Eval(ctx EvalContext) (interface{}, error) { state, lock := ctx.State() // Get a read lock so we can access this instance lock.RLock() defer lock.RUnlock() // Look for the module state. If we don't have one, then it doesn't matter. mod := state.ModuleByPath(ctx.Path()) if mod == nil { return nil, nil } // Look for the resource state. If we don't have one, then it is okay. rs := mod.Resources[n.Name] if rs == nil { return nil, nil } // If we don't have any desposed resource, then we don't have anything to do if len(rs.Deposed) == 0 { return nil, nil } // Undepose idx := len(rs.Deposed) - 1 rs.Primary = rs.Deposed[idx] rs.Deposed[idx] = *n.State return nil, nil }