Files
Vetting/internal/orchestrator/statemachine.go
T
josh d0bfae14c8
CI / Lint + build + test (push) Has been cancelled
Heartbeat-first dispatch: retire WoL-as-default, add WaitingReboot
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>
2026-04-18 01:10:34 -04:00

132 lines
5.1 KiB
Go

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
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},
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},
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.StateWaitingReboot, model.StateBooting,
model.StateInventoryCheck, model.StateSpecValidate, model.StateSMART,
model.StateCPUStress, model.StateStorage, model.StateNetwork,
model.StateGPU, model.StatePSU, model.StateReporting,
}
}