package resource import ( "log" "math" "time" ) // StateRefreshFunc is a function type used for StateChangeConf that is // responsible for refreshing the item being watched for a state change. // // It returns three results. `result` is any object that will be returned // as the final object after waiting for state change. This allows you to // return the final updated object, for example an EC2 instance after refreshing // it. // // `state` is the latest state of that object. And `err` is any error that // may have happened while refreshing the state. type StateRefreshFunc func() (result interface{}, state string, err error) // StateChangeConf is the configuration struct used for `WaitForState`. type StateChangeConf struct { Delay time.Duration // Wait this time before starting checks Pending []string // States that are "allowed" and will continue trying Refresh StateRefreshFunc // Refreshes the current state Target []string // Target state Timeout time.Duration // The amount of time to wait before timeout MinTimeout time.Duration // Smallest time to wait before refreshes NotFoundChecks int // Number of times to allow not found // This is to work around inconsistent APIs ContinuousTargetOccurence int // Number of times the Target state has to occur continuously } // WaitForState watches an object and waits for it to achieve the state // specified in the configuration using the specified Refresh() func, // waiting the number of seconds specified in the timeout configuration. // // If the Refresh function returns a error, exit immediately with that error. // // If the Refresh function returns a state other than the Target state or one // listed in Pending, return immediately with an error. // // If the Timeout is exceeded before reaching the Target state, return an // error. // // Otherwise, result the result of the first call to the Refresh function to // reach the target state. func (conf *StateChangeConf) WaitForState() (interface{}, error) { log.Printf("[DEBUG] Waiting for state to become: %s", conf.Target) notfoundTick := 0 targetOccurence := 0 // Set a default for times to check for not found if conf.NotFoundChecks == 0 { conf.NotFoundChecks = 20 } if conf.ContinuousTargetOccurence == 0 { conf.ContinuousTargetOccurence = 1 } var result interface{} var resulterr error doneCh := make(chan struct{}) go func() { defer close(doneCh) // Wait for the delay time.Sleep(conf.Delay) var err error for tries := 0; ; tries++ { // Wait between refreshes using an exponential backoff wait := time.Duration(math.Pow(2, float64(tries))) * 100 * time.Millisecond if wait < conf.MinTimeout { wait = conf.MinTimeout } else if wait > 10*time.Second { wait = 10 * time.Second } log.Printf("[TRACE] Waiting %s before next try", wait) time.Sleep(wait) var currentState string result, currentState, err = conf.Refresh() if err != nil { resulterr = err return } // If we're waiting for the absence of a thing, then return if result == nil && len(conf.Target) == 0 { targetOccurence += 1 if conf.ContinuousTargetOccurence == targetOccurence { return } else { continue } } if result == nil { // If we didn't find the resource, check if we have been // not finding it for awhile, and if so, report an error. notfoundTick += 1 if notfoundTick > conf.NotFoundChecks { resulterr = &NotFoundError{ LastError: resulterr, } return } } else { // Reset the counter for when a resource isn't found notfoundTick = 0 found := false for _, allowed := range conf.Target { if currentState == allowed { found = true targetOccurence += 1 if conf.ContinuousTargetOccurence == targetOccurence { return } else { continue } } } for _, allowed := range conf.Pending { if currentState == allowed { found = true targetOccurence = 0 break } } if !found { resulterr = &UnexpectedStateError{ LastError: resulterr, State: currentState, ExpectedState: conf.Target, } return } } } }() select { case <-doneCh: return result, resulterr case <-time.After(conf.Timeout): return nil, &TimeoutError{ LastError: resulterr, ExpectedState: conf.Target, } } }