d0bfae14c8
CI / Lint + build + test (push) Has been cancelled
Every supported host runs vetting-reporter in-OS and heartbeats every 30s. WoL was never the thing that started vetting — the heartbeat response's reboot_for_vetting command was. Firing WoL first only crowded the run log with misleading diagnostics when the real failure mode is "reporter isn't installed." - StartRun 409s if the host hasn't heartbeated within 60s, pointing the operator at /register/quick.sh. - Dispatcher re-checks LastSeenAt at dispatch time (run may sit in Queued long enough for the host to go offline); stale hosts mark the run Failed with failed_stage=dispatch instead of looping. - New StateWaitingReboot + TriggerRebootCommanded capture the actual semantics. StateWaitingWoL kept as the hook point for a future manual-override button. - Tile disables the Start button with a quick.sh tooltip when the host is offline, matching the server-side 409. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
132 lines
5.1 KiB
Go
132 lines
5.1 KiB
Go
package orchestrator
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import (
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"fmt"
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"vetting/internal/model"
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)
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// Trigger is an event that drives a state transition.
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type Trigger string
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const (
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TriggerStartRequested Trigger = "StartRequested" // user clicks Start Vetting
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TriggerDispatched Trigger = "Dispatched" // dispatcher picked this run (manual-WoL override path; dormant in happy path)
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TriggerRebootCommanded Trigger = "RebootCommanded" // dispatcher (or heartbeat race) told the reporter to reboot
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TriggerPXEObserved Trigger = "PXEObserved" // iPXE fetched cmdline for MAC
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TriggerAgentClaimed Trigger = "AgentClaimed" // agent POSTed /claim with valid token
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TriggerStageFailed Trigger = "StageFailed" // a stage reported failure
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TriggerStageCompleted Trigger = "StageCompleted" // a stage reported success → advance
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TriggerAllStagesPassed Trigger = "AllStagesPassed" // final stage passed
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TriggerOperatorReleased Trigger = "OperatorReleased" // user clicked Release on a held run
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TriggerOperatorOverride Trigger = "OperatorOverride" // user overrode a held stage; re-enter it
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)
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// stageStates maps the canonical stage name (from DefaultStageOrder)
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// to the matching RunState. Named differently for historical reasons:
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// the first stage is "Inventory" (stage row name) but the run state is
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// "InventoryCheck". Later stages share a name with their state.
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var stageStates = map[string]model.RunState{
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"Inventory": model.StateInventoryCheck,
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"SpecValidate": model.StateSpecValidate,
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"SMART": model.StateSMART,
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"CPUStress": model.StateCPUStress,
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"Storage": model.StateStorage,
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"Network": model.StateNetwork,
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"GPU": model.StateGPU,
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"PSU": model.StatePSU,
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"Reporting": model.StateReporting,
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}
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// stageOrder is the sequence of RunStates the run walks through from
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// first stage to Completed. Kept in sync with store.DefaultStageOrder.
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var stageOrder = []model.RunState{
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model.StateInventoryCheck,
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model.StateSpecValidate,
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model.StateSMART,
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model.StateCPUStress,
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model.StateStorage,
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model.StateNetwork,
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model.StateGPU,
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model.StatePSU,
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model.StateReporting,
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}
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type transition struct {
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from []model.RunState
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to model.RunState
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}
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var table = map[Trigger]transition{
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TriggerStartRequested: {from: []model.RunState{model.StateRegistered}, to: model.StateQueued},
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TriggerDispatched: {from: []model.RunState{model.StateQueued}, to: model.StateWaitingWoL},
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TriggerRebootCommanded: {from: []model.RunState{model.StateQueued}, to: model.StateWaitingReboot},
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TriggerPXEObserved: {from: []model.RunState{model.StateWaitingReboot, model.StateWaitingWoL, model.StateBooting}, to: model.StateBooting},
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TriggerAgentClaimed: {from: []model.RunState{model.StateBooting, model.StateWaitingReboot, model.StateWaitingWoL}, to: model.StateInventoryCheck},
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TriggerStageFailed: {from: allActiveStates(), to: model.StateFailedHolding},
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TriggerAllStagesPassed: {from: []model.RunState{model.StateReporting}, to: model.StateCompleted},
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TriggerOperatorReleased: {from: []model.RunState{model.StateFailedHolding}, to: model.StateReleased},
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}
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// Next computes the target state for a trigger against the current state.
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// StageCompleted is handled specially: it advances through stageOrder.
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func Next(current model.RunState, t Trigger) (model.RunState, error) {
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if t == TriggerStageCompleted {
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return nextStageState(current)
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}
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tr, ok := table[t]
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if !ok {
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return "", fmt.Errorf("unknown trigger %q", t)
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}
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for _, s := range tr.from {
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if s == current {
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return tr.to, nil
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}
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}
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return "", fmt.Errorf("trigger %q not allowed from %q", t, current)
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}
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// NextForOverride returns the state we should jump to when the operator
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// overrides a held stage. It's separate from the generic table because
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// the target depends on the failed_stage, not on the current state
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// (which is always FailedHolding).
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func NextForOverride(current model.RunState, failedStage string) (model.RunState, error) {
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if current != model.StateFailedHolding {
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return "", fmt.Errorf("override not allowed from %q", current)
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}
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s, ok := stageStates[failedStage]
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if !ok {
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return "", fmt.Errorf("override: unknown failed stage %q", failedStage)
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}
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return s, nil
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}
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// StateForStage returns the RunState that corresponds to a stage name.
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// Used by handlers that receive a stage name and want to guard against
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// stale/out-of-order agent reports.
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func StateForStage(name string) (model.RunState, bool) {
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s, ok := stageStates[name]
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return s, ok
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}
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func nextStageState(current model.RunState) (model.RunState, error) {
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for i, s := range stageOrder {
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if s == current {
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if i+1 >= len(stageOrder) {
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return model.StateCompleted, nil
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}
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return stageOrder[i+1], nil
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}
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}
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return "", fmt.Errorf("StageCompleted not valid from %q", current)
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}
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func allActiveStates() []model.RunState {
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return []model.RunState{
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model.StateQueued, model.StateWaitingWoL, model.StateWaitingReboot, model.StateBooting,
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model.StateInventoryCheck, model.StateSpecValidate, model.StateSMART,
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model.StateCPUStress, model.StateStorage, model.StateNetwork,
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model.StateGPU, model.StatePSU, model.StateReporting,
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}
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}
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