opentofu/state/remote/state.go
Martin Atkins a3403f2766 terraform: Ugly huge change to weave in new State and Plan types
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.
2018-10-16 19:11:09 -07:00

167 lines
3.7 KiB
Go

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
lineage string
serial uint64
state, readState *states.State
disableLocks bool
}
var _ statemgr.Full = (*State)(nil)
// statemgr.Reader impl.
func (s *State) State() *states.State {
s.mu.Lock()
defer s.mu.Unlock()
return s.state.DeepCopy()
}
// 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
}
// statemgr.Refresher impl.
func (s *State) RefreshState() error {
s.mu.Lock()
defer s.mu.Unlock()
payload, err := s.Client.Get()
if err != nil {
return err
}
// no remote state is OK
if payload == nil {
s.readState = nil
s.state = 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
s.readState = s.state.DeepCopy() // our states must be separate instances so we can track changes
return nil
}
// statemgr.Persister impl.
func (s *State) PersistState() error {
s.mu.Lock()
defer s.mu.Unlock()
if s.readState != nil {
if !statefile.StatesMarshalEqual(s.state, s.readState) {
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.
s.readState = s.state.DeepCopy()
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
}