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https://github.com/opentofu/opentofu.git
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a3403f2766
Due to how often the state and plan types are referenced throughout Terraform, there isn't a great way to switch them out gradually. As a consequence, this huge commit gets us from the old world to a _compilable_ new world, but still has a large number of known test failures due to key functionality being stubbed out. The stubs here are for anything that interacts with providers, since we now need to do the follow-up work to similarly replace the old terraform.ResourceProvider interface with its replacement in the new "providers" package. That work, along with work to fix the remaining failing tests, will follow in subsequent commits. The aim here was to replace all references to terraform.State and its downstream types with states.State, terraform.Plan with plans.Plan, state.State with statemgr.State, and switch to the new implementations of the state and plan file formats. However, due to the number of times those types are used, this also ended up affecting numerous other parts of core such as terraform.Hook, the backend.Backend interface, and most of the CLI commands. Just as with 5861dbf3fc49b19587a31816eb06f511ab861bb4 before, I apologize in advance to the person who inevitably just found this huge commit while spelunking through the commit history.
167 lines
3.7 KiB
Go
167 lines
3.7 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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// 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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// 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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// 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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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.state = 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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s.serial++
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}
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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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