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 (manual-WoL override path; dormant in happy path) TriggerRebootCommanded Trigger = "RebootCommanded" // dispatcher (or heartbeat race) told the reporter to reboot TriggerPXEObserved Trigger = "PXEObserved" // iPXE fetched cmdline for MAC TriggerAgentClaimed Trigger = "AgentClaimed" // agent POSTed /claim with valid token TriggerStageFailed Trigger = "StageFailed" // a stage reported failure TriggerStageMismatch Trigger = "StageMismatch" // agent reported a stage that doesn't match current run state (silent-skip guard) 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 TriggerOperatorCancelled Trigger = "OperatorCancelled" // user clicked Cancel on an active run ) // 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, "Firmware": model.StateFirmware, "SpecValidate": model.StateSpecValidate, "SMART": model.StateSMART, "CPUStress": model.StateCPUStress, "Storage": model.StateStorage, "Network": model.StateNetwork, "Burn": model.StateBurn, "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.StateFirmware, model.StateSpecValidate, model.StateSMART, model.StateCPUStress, model.StateStorage, model.StateNetwork, model.StateBurn, 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}, TriggerRebootCommanded: {from: []model.RunState{model.StateQueued}, to: model.StateWaitingReboot}, TriggerPXEObserved: {from: []model.RunState{model.StateWaitingReboot, model.StateWaitingWoL, model.StateBooting}, to: model.StateBooting}, TriggerAgentClaimed: {from: []model.RunState{model.StateBooting, model.StateWaitingReboot, model.StateWaitingWoL}, to: model.StateInventoryCheck}, TriggerStageFailed: {from: allActiveStates(), to: model.StateFailedHolding}, TriggerStageMismatch: {from: stageExecutionStates(), to: model.StateFailedHolding}, TriggerAllStagesPassed: {from: []model.RunState{model.StateReporting}, to: model.StateCompleted}, TriggerOperatorReleased: {from: []model.RunState{model.StateFailedHolding}, to: model.StateReleased}, TriggerOperatorCancelled: {from: allActiveStates(), to: model.StateCancelled}, } // 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 } // StageNameForState is the inverse of StateForStage: given a run state // that maps to a stage, returns the stage name (e.g. StateCPUStress → // "CPUStress"). Empty string when the state isn't a stage-execution // state (Queued, Booting, FailedHolding, etc.). Used by /result to // detect when an agent submitted a stage name that doesn't match where // the orchestrator thinks the run is — the silent-skip guard. func StageNameForState(s model.RunState) string { for name, state := range stageStates { if state == s { return name } } return "" } 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.StateWaitingReboot, model.StateBooting, model.StateInventoryCheck, model.StateFirmware, model.StateSpecValidate, model.StateSMART, model.StateCPUStress, model.StateStorage, model.StateNetwork, model.StateBurn, model.StateGPU, model.StatePSU, model.StateReporting, } } // stageExecutionStates returns only the stage-execution states — no // pre-stages, no terminals. Used as the valid "from" set for // TriggerStageMismatch: it's nonsensical to fire a stage-mismatch from // Queued or Booting because no stage result should arrive then. func stageExecutionStates() []model.RunState { return append([]model.RunState(nil), stageOrder...) }