24f91d9077
* copyright headers for agent folder * Ignore test data files * fix proto files and remove headers in agent/uiserver folder * ignore deep-copy files * copyright headers for agent folder * fix merge conflicts * copyright headers for agent folder * Ignore test data files * fix proto files * ignore agent/uiserver folder for now * copyright headers for agent folder * Add copyright headers for acl, api and bench folders
61 lines
2.1 KiB
Go
61 lines
2.1 KiB
Go
// Copyright (c) HashiCorp, Inc.
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// SPDX-License-Identifier: MPL-2.0
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package api
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import (
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"time"
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)
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// ResourceReference is a reference to a ConfigEntry
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// with an optional reference to a subsection of that ConfigEntry
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// that can be specified as SectionName
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type ResourceReference struct {
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// Kind is the kind of ConfigEntry that this resource refers to.
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Kind string
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// Name is the identifier for the ConfigEntry this resource refers to.
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Name string
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// SectionName is a generic subresource identifier that specifies
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// a subset of the ConfigEntry to which this reference applies. Usage
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// of this field should be up to the controller that leverages it. If
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// unused, this should be blank.
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SectionName string
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// Partition is the partition the config entry is associated with.
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// Partitioning is a Consul Enterprise feature.
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Partition string `json:",omitempty"`
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// Namespace is the namespace the config entry is associated with.
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// Namespacing is a Consul Enterprise feature.
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Namespace string `json:",omitempty"`
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}
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// ConfigEntryStatus is used for propagating back asynchronously calculated
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// messages from control loops to a user
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type ConfigEntryStatus struct {
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// Conditions is the set of condition objects associated with
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// a ConfigEntry status.
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Conditions []Condition
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}
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// Condition is used for a single message and state associated
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// with an object. For example, a ConfigEntry that references
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// multiple other resources may have different statuses with
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// respect to each of those resources.
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type Condition struct {
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// Type is a value from a bounded set of types that an object might have
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Type string
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// Status is a value from a bounded set of statuses that an object might have
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Status string
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// Reason is a value from a bounded set of reasons for a given status
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Reason string
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// Message is a message that gives more detailed information about
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// why a Condition has a given status and reason
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Message string
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// Resource is an optional reference to a resource for which this
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// condition applies
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Resource *ResourceReference
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// LastTransitionTime is the time at which this Condition was created
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LastTransitionTime *time.Time
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}
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