opentofu/state/local.go
Martin Atkins 4d53eaa6df state: more robust handling of state Serial
Previously we relied on a constellation of coincidences for everything to
work out correctly with state serials. In particular, callers needed to
be very careful about mutating states (or not) because many different bits
of code shared pointers to the same objects.

Here we move to a model where all of the state managers always use
distinct instances of state, copied when WriteState is called. This means
that they are truly a snapshot of the state as it was at that call, even
if the caller goes on mutating the state that was passed.

We also adjust the handling of serials so that the state managers ignore
any serials in incoming states and instead just treat each Persist as
the next version after what was most recently Refreshed.

(An exception exists for when nothing has been refreshed, e.g. because
we are writing a state to a location for the first time. In that case
we _do_ trust the caller, since the given state is either a new state
or it's a copy of something we're migrating from elsewhere with its
state and lineage intact.)

The intent here is to allow the rest of Terraform to not worry about
serials and state identity, and instead just treat the state as a mutable
structure. We'll just snapshot it occasionally, when WriteState is called,
and deal with serials _only_ at persist time.

This is intended as a more robust version of #15423, which was a quick
hotfix to an issue that resulted from our previous slopping handling
of state serials but arguably makes the problem worse by depending on
an additional coincidental behavior of the local backend's apply
implementation.
2017-07-05 12:34:30 -07:00

302 lines
6.7 KiB
Go

package state
import (
"bytes"
"encoding/json"
"fmt"
"io"
"io/ioutil"
"os"
"path/filepath"
"sync"
"time"
multierror "github.com/hashicorp/go-multierror"
"github.com/hashicorp/terraform/terraform"
)
// LocalState manages a state storage that is local to the filesystem.
type LocalState struct {
mu sync.Mutex
// Path is the path to read the state from. PathOut is the path to
// write the state to. If PathOut is not specified, Path will be used.
// If PathOut already exists, it will be overwritten.
Path string
PathOut string
// the file handle corresponding to PathOut
stateFileOut *os.File
// While the stateFileOut will correspond to the lock directly,
// store and check the lock ID to maintain a strict state.Locker
// implementation.
lockID string
// created is set to true if stateFileOut didn't exist before we created it.
// This is mostly so we can clean up emtpy files during tests, but doesn't
// hurt to remove file we never wrote to.
created bool
state *terraform.State
readState *terraform.State
written bool
}
// SetState will force a specific state in-memory for this local state.
func (s *LocalState) SetState(state *terraform.State) {
s.mu.Lock()
defer s.mu.Unlock()
s.state = state.DeepCopy()
s.readState = state.DeepCopy()
}
// StateReader impl.
func (s *LocalState) State() *terraform.State {
return s.state.DeepCopy()
}
// WriteState for LocalState always persists the state as well.
// TODO: this should use a more robust method of writing state, by first
// writing to a temp file on the same filesystem, and renaming the file over
// the original.
//
// StateWriter impl.
func (s *LocalState) WriteState(state *terraform.State) error {
s.mu.Lock()
defer s.mu.Unlock()
if s.stateFileOut == nil {
if err := s.createStateFiles(); err != nil {
return nil
}
}
defer s.stateFileOut.Sync()
s.state = state.DeepCopy() // don't want mutations before we actually get this written to disk
if s.readState != nil && s.state != nil {
// We don't trust callers to properly manage serials. Instead, we assume
// that a WriteState is always for the next version after what was
// most recently read.
s.state.Serial = s.readState.Serial
}
if _, err := s.stateFileOut.Seek(0, os.SEEK_SET); err != nil {
return err
}
if err := s.stateFileOut.Truncate(0); err != nil {
return err
}
if state == nil {
// if we have no state, don't write anything else.
return nil
}
if !s.state.MarshalEqual(s.readState) {
s.state.Serial++
}
if err := terraform.WriteState(s.state, s.stateFileOut); err != nil {
return err
}
s.written = true
return nil
}
// PersistState for LocalState is a no-op since WriteState always persists.
//
// StatePersister impl.
func (s *LocalState) PersistState() error {
return nil
}
// StateRefresher impl.
func (s *LocalState) RefreshState() error {
s.mu.Lock()
defer s.mu.Unlock()
var reader io.Reader
if !s.written {
// we haven't written a state file yet, so load from Path
f, err := os.Open(s.Path)
if err != nil {
// It is okay if the file doesn't exist, we treat that as a nil state
if !os.IsNotExist(err) {
return err
}
// we need a non-nil reader for ReadState and an empty buffer works
// to return EOF immediately
reader = bytes.NewBuffer(nil)
} else {
defer f.Close()
reader = f
}
} else {
// no state to refresh
if s.stateFileOut == nil {
return nil
}
// we have a state file, make sure we're at the start
s.stateFileOut.Seek(0, os.SEEK_SET)
reader = s.stateFileOut
}
state, err := terraform.ReadState(reader)
// if there's no state we just assign the nil return value
if err != nil && err != terraform.ErrNoState {
return err
}
s.state = state
s.readState = s.state.DeepCopy()
return nil
}
// Lock implements a local filesystem state.Locker.
func (s *LocalState) Lock(info *LockInfo) (string, error) {
s.mu.Lock()
defer s.mu.Unlock()
if s.stateFileOut == nil {
if err := s.createStateFiles(); err != nil {
return "", err
}
}
if s.lockID != "" {
return "", fmt.Errorf("state %q already locked", s.stateFileOut.Name())
}
if err := s.lock(); err != nil {
info, infoErr := s.lockInfo()
if infoErr != nil {
err = multierror.Append(err, infoErr)
}
lockErr := &LockError{
Info: info,
Err: err,
}
return "", lockErr
}
s.lockID = info.ID
return s.lockID, s.writeLockInfo(info)
}
func (s *LocalState) Unlock(id string) error {
s.mu.Lock()
defer s.mu.Unlock()
if s.lockID == "" {
return fmt.Errorf("LocalState not locked")
}
if id != s.lockID {
idErr := fmt.Errorf("invalid lock id: %q. current id: %q", id, s.lockID)
info, err := s.lockInfo()
if err != nil {
err = multierror.Append(idErr, err)
}
return &LockError{
Err: idErr,
Info: info,
}
}
os.Remove(s.lockInfoPath())
fileName := s.stateFileOut.Name()
unlockErr := s.unlock()
s.stateFileOut.Close()
s.stateFileOut = nil
s.lockID = ""
// clean up the state file if we created it an never wrote to it
stat, err := os.Stat(fileName)
if err == nil && stat.Size() == 0 && s.created {
os.Remove(fileName)
}
return unlockErr
}
// Open the state file, creating the directories and file as needed.
func (s *LocalState) createStateFiles() error {
if s.PathOut == "" {
s.PathOut = s.Path
}
// yes this could race, but we only use it to clean up empty files
if _, err := os.Stat(s.PathOut); os.IsNotExist(err) {
s.created = true
}
// Create all the directories
if err := os.MkdirAll(filepath.Dir(s.PathOut), 0755); err != nil {
return err
}
f, err := os.OpenFile(s.PathOut, os.O_RDWR|os.O_CREATE, 0666)
if err != nil {
return err
}
s.stateFileOut = f
return nil
}
// return the path for the lockInfo metadata.
func (s *LocalState) lockInfoPath() string {
stateDir, stateName := filepath.Split(s.Path)
if stateName == "" {
panic("empty state file path")
}
if stateName[0] == '.' {
stateName = stateName[1:]
}
return filepath.Join(stateDir, fmt.Sprintf(".%s.lock.info", stateName))
}
// lockInfo returns the data in a lock info file
func (s *LocalState) lockInfo() (*LockInfo, error) {
path := s.lockInfoPath()
infoData, err := ioutil.ReadFile(path)
if err != nil {
return nil, err
}
info := LockInfo{}
err = json.Unmarshal(infoData, &info)
if err != nil {
return nil, fmt.Errorf("state file %q locked, but could not unmarshal lock info: %s", s.Path, err)
}
return &info, nil
}
// write a new lock info file
func (s *LocalState) writeLockInfo(info *LockInfo) error {
path := s.lockInfoPath()
info.Path = s.Path
info.Created = time.Now().UTC()
err := ioutil.WriteFile(path, info.Marshal(), 0600)
if err != nil {
return fmt.Errorf("could not write lock info for %q: %s", s.Path, err)
}
return nil
}