当前位置: 首页>>代码示例>>Golang>>正文


Golang RemoteStateWatcher.RemoteStateChanged方法代码示例

本文整理汇总了Golang中github.com/juju/juju/worker/uniter/remotestate.RemoteStateWatcher.RemoteStateChanged方法的典型用法代码示例。如果您正苦于以下问题:Golang RemoteStateWatcher.RemoteStateChanged方法的具体用法?Golang RemoteStateWatcher.RemoteStateChanged怎么用?Golang RemoteStateWatcher.RemoteStateChanged使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在github.com/juju/juju/worker/uniter/remotestate.RemoteStateWatcher的用法示例。


在下文中一共展示了RemoteStateWatcher.RemoteStateChanged方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。

示例1: loop


//.........这里部分代码省略.........
			// the "Continue" state, which indicates that
			// there is nothing to do and we're not in an
			// error state.
			return nil
		}
		return setAgentStatus(u, status.StatusIdle, "", nil)
	}

	clearResolved := func() error {
		if err := u.unit.ClearResolved(); err != nil {
			return errors.Trace(err)
		}
		watcher.ClearResolvedMode()
		return nil
	}

	for {
		if err = restartWatcher(); err != nil {
			err = errors.Annotate(err, "(re)starting watcher")
			break
		}

		uniterResolver := NewUniterResolver(ResolverConfig{
			ClearResolved:       clearResolved,
			ReportHookError:     u.reportHookError,
			FixDeployer:         u.deployer.Fix,
			ShouldRetryHooks:    u.hookRetryStrategy.ShouldRetry,
			StartRetryHookTimer: retryHookTimer.Start,
			StopRetryHookTimer:  retryHookTimer.Reset,
			Actions:             actions.NewResolver(),
			Leadership:          uniterleadership.NewResolver(),
			Relations:           relation.NewRelationsResolver(u.relations),
			Storage:             storage.NewResolver(u.storage),
			Commands: runcommands.NewCommandsResolver(
				u.commands, watcher.CommandCompleted,
			),
		})

		// We should not do anything until there has been a change
		// to the remote state. The watcher will trigger at least
		// once initially.
		select {
		case <-u.catacomb.Dying():
			return u.catacomb.ErrDying()
		case <-watcher.RemoteStateChanged():
		}

		localState := resolver.LocalState{
			CharmURL:             charmURL,
			CharmModifiedVersion: charmModifiedVersion,
		}
		for err == nil {
			err = resolver.Loop(resolver.LoopConfig{
				Resolver:      uniterResolver,
				Watcher:       watcher,
				Executor:      u.operationExecutor,
				Factory:       u.operationFactory,
				Abort:         u.catacomb.Dying(),
				OnIdle:        onIdle,
				CharmDirGuard: u.charmDirGuard,
			}, &localState)
			switch cause := errors.Cause(err); cause {
			case nil:
				// Loop back around.
			case resolver.ErrLoopAborted:
				err = u.catacomb.ErrDying()
			case operation.ErrNeedsReboot:
				err = worker.ErrRebootMachine
			case operation.ErrHookFailed:
				// Loop back around. The resolver can tell that it is in
				// an error state by inspecting the operation state.
				err = nil
			case resolver.ErrTerminate:
				err = u.terminate()
			case resolver.ErrRestart:
				// make sure we update the two values used above in
				// creating LocalState.
				charmURL = localState.CharmURL
				charmModifiedVersion = localState.CharmModifiedVersion
				// leave err assigned, causing loop to break
			default:
				// We need to set conflicted from here, because error
				// handling is outside of the resolver's control.
				if operation.IsDeployConflictError(cause) {
					localState.Conflicted = true
					err = setAgentStatus(u, status.StatusError, "upgrade failed", nil)
				} else {
					reportAgentError(u, "resolver loop error", err)
				}
			}
		}

		if errors.Cause(err) != resolver.ErrRestart {
			break
		}
	}

	logger.Infof("unit %q shutting down: %s", u.unit, err)
	return err
}
开发者ID:xushiwei,项目名称:juju,代码行数:101,代码来源:uniter.go

示例2: loop


//.........这里部分代码省略.........
		defer watcherMu.Unlock()

		if watcher != nil {
			return watcher.Stop()
		}
		return nil
	})

	onIdle := func() error {
		opState := u.operationExecutor.State()
		if opState.Kind != operation.Continue {
			// We should only set idle status if we're in
			// the "Continue" state, which indicates that
			// there is nothing to do and we're not in an
			// error state.
			return nil
		}
		return setAgentStatus(u, params.StatusIdle, "", nil)
	}

	clearResolved := func() error {
		if err := u.unit.ClearResolved(); err != nil {
			return errors.Trace(err)
		}
		watcher.ClearResolvedMode()
		return nil
	}

	for {
		if err = restartWatcher(); err != nil {
			err = errors.Annotate(err, "(re)starting watcher")
			break
		}

		uniterResolver := &uniterResolver{
			clearResolved:      clearResolved,
			reportHookError:    u.reportHookError,
			fixDeployer:        u.deployer.Fix,
			actionsResolver:    actions.NewResolver(),
			leadershipResolver: uniterleadership.NewResolver(),
			relationsResolver:  relation.NewRelationsResolver(u.relations),
			storageResolver:    storage.NewResolver(u.storage),
		}

		// We should not do anything until there has been a change
		// to the remote state. The watcher will trigger at least
		// once initially.
		select {
		case <-u.tomb.Dying():
			return tomb.ErrDying
		case <-watcher.RemoteStateChanged():
		}

		localState := resolver.LocalState{CharmURL: charmURL}
		for err == nil {
			err = resolver.Loop(resolver.LoopConfig{
				Resolver:       uniterResolver,
				Watcher:        watcher,
				Executor:       u.operationExecutor,
				Factory:        u.operationFactory,
				Dying:          u.tomb.Dying(),
				OnIdle:         onIdle,
				CharmDirLocker: u.charmDirLocker,
			}, &localState)
			switch cause := errors.Cause(err); cause {
			case nil:
				// Loop back around.
			case tomb.ErrDying:
				err = tomb.ErrDying
			case operation.ErrNeedsReboot:
				err = worker.ErrRebootMachine
			case operation.ErrHookFailed:
				// Loop back around. The resolver can tell that it is in
				// an error state by inspecting the operation state.
				err = nil
			case resolver.ErrTerminate:
				err = u.terminate()
			case resolver.ErrRestart:
				charmURL = localState.CharmURL
				// leave err assigned, causing loop to break
			default:
				// We need to set conflicted from here, because error
				// handling is outside of the resolver's control.
				if operation.IsDeployConflictError(cause) {
					localState.Conflicted = true
					err = setAgentStatus(u, params.StatusError, "upgrade failed", nil)
				} else {
					reportAgentError(u, "resolver loop error", err)
				}
			}
		}

		if errors.Cause(err) != resolver.ErrRestart {
			break
		}
	}

	logger.Infof("unit %q shutting down: %s", u.unit, err)
	return err
}
开发者ID:kakamessi99,项目名称:juju,代码行数:101,代码来源:uniter.go


注:本文中的github.com/juju/juju/worker/uniter/remotestate.RemoteStateWatcher.RemoteStateChanged方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。