package orchestrator import ( "fmt" "vetting/internal/model" ) // Trigger is an event that drives a state transition. type Trigger string const ( TriggerStartRequested Trigger = "StartRequested" // user clicks Start Vetting TriggerDispatched Trigger = "Dispatched" // dispatcher picked this run TriggerPXEObserved Trigger = "PXEObserved" // iPXE fetched cmdline for MAC TriggerAgentClaimed Trigger = "AgentClaimed" // agent POSTed /claim with valid token TriggerStageFailed Trigger = "StageFailed" // a stage reported failure TriggerStageCompleted Trigger = "StageCompleted" // a stage reported success → advance TriggerAllStagesPassed Trigger = "AllStagesPassed" // final stage passed TriggerOperatorReleased Trigger = "OperatorReleased" // user clicked Release on a held run TriggerOperatorOverride Trigger = "OperatorOverride" // user overrode a held stage; re-enter it ) // stageStates maps the canonical stage name (from DefaultStageOrder) // to the matching RunState. Named differently for historical reasons: // the first stage is "Inventory" (stage row name) but the run state is // "InventoryCheck". Later stages share a name with their state. var stageStates = map[string]model.RunState{ "Inventory": model.StateInventoryCheck, "SpecValidate": model.StateSpecValidate, "SMART": model.StateSMART, "CPUStress": model.StateCPUStress, "Storage": model.StateStorage, "Network": model.StateNetwork, "GPU": model.StateGPU, "PSU": model.StatePSU, "Reporting": model.StateReporting, } // stageOrder is the sequence of RunStates the run walks through from // first stage to Completed. Kept in sync with store.DefaultStageOrder. var stageOrder = []model.RunState{ model.StateInventoryCheck, model.StateSpecValidate, model.StateSMART, model.StateCPUStress, model.StateStorage, model.StateNetwork, model.StateGPU, model.StatePSU, model.StateReporting, } type transition struct { from []model.RunState to model.RunState } var table = map[Trigger]transition{ TriggerStartRequested: {from: []model.RunState{model.StateRegistered}, to: model.StateQueued}, TriggerDispatched: {from: []model.RunState{model.StateQueued}, to: model.StateWaitingWoL}, TriggerPXEObserved: {from: []model.RunState{model.StateWaitingWoL, model.StateBooting}, to: model.StateBooting}, TriggerAgentClaimed: {from: []model.RunState{model.StateBooting, model.StateWaitingWoL}, to: model.StateInventoryCheck}, TriggerStageFailed: {from: allActiveStates(), to: model.StateFailedHolding}, TriggerAllStagesPassed: {from: []model.RunState{model.StateReporting}, to: model.StateCompleted}, TriggerOperatorReleased: {from: []model.RunState{model.StateFailedHolding}, to: model.StateReleased}, } // Next computes the target state for a trigger against the current state. // StageCompleted is handled specially: it advances through stageOrder. func Next(current model.RunState, t Trigger) (model.RunState, error) { if t == TriggerStageCompleted { return nextStageState(current) } tr, ok := table[t] if !ok { return "", fmt.Errorf("unknown trigger %q", t) } for _, s := range tr.from { if s == current { return tr.to, nil } } return "", fmt.Errorf("trigger %q not allowed from %q", t, current) } // NextForOverride returns the state we should jump to when the operator // overrides a held stage. It's separate from the generic table because // the target depends on the failed_stage, not on the current state // (which is always FailedHolding). func NextForOverride(current model.RunState, failedStage string) (model.RunState, error) { if current != model.StateFailedHolding { return "", fmt.Errorf("override not allowed from %q", current) } s, ok := stageStates[failedStage] if !ok { return "", fmt.Errorf("override: unknown failed stage %q", failedStage) } return s, nil } // StateForStage returns the RunState that corresponds to a stage name. // Used by handlers that receive a stage name and want to guard against // stale/out-of-order agent reports. func StateForStage(name string) (model.RunState, bool) { s, ok := stageStates[name] return s, ok } func nextStageState(current model.RunState) (model.RunState, error) { for i, s := range stageOrder { if s == current { if i+1 >= len(stageOrder) { return model.StateCompleted, nil } return stageOrder[i+1], nil } } return "", fmt.Errorf("StageCompleted not valid from %q", current) } func allActiveStates() []model.RunState { return []model.RunState{ model.StateQueued, model.StateWaitingWoL, model.StateBooting, model.StateInventoryCheck, model.StateSpecValidate, model.StateSMART, model.StateCPUStress, model.StateStorage, model.StateNetwork, model.StateGPU, model.StatePSU, model.StateReporting, } }