package structs import ( "fmt" "sort" "time" "github.com/hashicorp/consul/acl" ) // ResourceReference is a reference to a ConfigEntry // with an optional reference to a subsection of that ConfigEntry // that can be specified as SectionName type ResourceReference struct { // Kind is the kind of ConfigEntry that this resource refers to. Kind string // Name is the identifier for the ConfigEntry this resource refers to. Name string // SectionName is a generic subresource identifier that specifies // a subset of the ConfigEntry to which this reference applies. Usage // of this field should be up to the controller that leverages it. If // unused, this should be blank. SectionName string acl.EnterpriseMeta } func (r *ResourceReference) String() string { return fmt.Sprintf("%s:%s/%s/%s/%s", r.Kind, r.PartitionOrDefault(), r.NamespaceOrDefault(), r.Name, r.SectionName) } func (r *ResourceReference) IsSame(other *ResourceReference) bool { if r == nil && other == nil { return true } if r == nil || other == nil { return false } return r.Kind == other.Kind && r.Name == other.Name && r.SectionName == other.SectionName && r.EnterpriseMeta.IsSame(&other.EnterpriseMeta) } // Status is used for propagating back asynchronously calculated // messages from control loops to a user type Status struct { // Conditions is the set of condition objects associated with // a ConfigEntry status. Conditions []Condition } func (s Status) SameConditions(other Status) bool { if len(s.Conditions) != len(other.Conditions) { return false } lessResource := func(one, two *ResourceReference) bool { if one == nil && two == nil { return false } if one == nil { return true } if two == nil { return false } if one.Kind < two.Kind { return true } if one.Kind > two.Kind { return false } if one.Name < two.Name { return true } if one.Name > two.Name { return false } return one.SectionName < two.SectionName } sortConditions := func(conditions []Condition) []Condition { sort.SliceStable(conditions, func(i, j int) bool { if conditions[i].Type < conditions[j].Type { return true } if conditions[i].Type > conditions[j].Type { return false } return lessResource(conditions[i].Resource, conditions[j].Resource) }) return conditions } oneConditions := sortConditions(s.Conditions) twoConditions := sortConditions(other.Conditions) for i, condition := range oneConditions { other := twoConditions[i] if !condition.IsSame(&other) { return false } } return true } // Condition is used for a single message and state associated // with an object. For example, a ConfigEntry that references // multiple other resources may have different statuses with // respect to each of those resources. type Condition struct { // Type is a value from a bounded set of types that an object might have Type string // Status is a value from a bounded set of statuses that an object might have Status string // Reason is a value from a bounded set of reasons for a given status Reason string // Message is a message that gives more detailed information about // why a Condition has a given status and reason Message string // Resource is an optional reference to a resource for which this // condition applies Resource *ResourceReference // LastTransitionTime is the time at which this Condition was created LastTransitionTime *time.Time } func (c *Condition) IsCondition(other *Condition) bool { return c.Type == other.Type && c.Resource.IsSame(other.Resource) } func (c *Condition) IsSame(other *Condition) bool { return c.IsCondition(other) && c.Status == other.Status && c.Reason == other.Reason && c.Message == other.Message } type StatusUpdater struct { entry ControlledConfigEntry status Status } func NewStatusUpdater(entry ControlledConfigEntry) *StatusUpdater { status := entry.GetStatus() return &StatusUpdater{ entry: entry, status: *status.DeepCopy(), } } func (u *StatusUpdater) SetCondition(condition Condition) { for i, c := range u.status.Conditions { if c.IsCondition(&condition) { if !c.IsSame(&condition) { // the conditions aren't identical, merge this one in u.status.Conditions[i] = condition } // we either set the condition or it was already set, so // just return return } } u.status.Conditions = append(u.status.Conditions, condition) } func (u *StatusUpdater) ClearConditions() { u.status.Conditions = []Condition{} } func (u *StatusUpdater) RemoveCondition(condition Condition) { filtered := []Condition{} for _, c := range u.status.Conditions { if !c.IsCondition(&condition) { filtered = append(filtered, c) } } u.status.Conditions = filtered } func (u *StatusUpdater) UpdateEntry() (ControlledConfigEntry, bool) { if u.status.SameConditions(u.entry.GetStatus()) { return nil, false } u.entry.SetStatus(u.status) return u.entry, true }