package state import ( "context" "path" "cuelang.org/go/cue" "go.dagger.io/dagger/compiler" ) // Contents of an environment serialized to a file type State struct { // State path Path string `yaml:"-"` // Project path Project string `yaml:"-"` // Plan Plan Plan `yaml:"plan,omitempty"` // Human-friendly environment name. // A environment may have more than one name. // FIXME: store multiple names? Name string `yaml:"name,omitempty"` // Platform execution Platform string `yaml:"platform,omitempty"` // User Inputs Inputs map[string]Input `yaml:"inputs,omitempty"` // Computed values Computed string `yaml:"-"` } // Cue module containing the environment plan func (s *State) CompilePlan(ctx context.Context) (*compiler.Value, error) { w := s.Project // FIXME: backward compatibility if planModule := s.Plan.Module; planModule != "" { w = path.Join(w, planModule) } // FIXME: universe vendoring // This is already done on `dagger init` and shouldn't be done here too. // However: // 1) As of right now, there's no way to update universe through the // CLI, so we are lazily updating on `dagger up` using the embedded `universe` // 2) For backward compatibility: if the project was `dagger // init`-ed before we added support for vendoring universe, it might not // contain a `cue.mod`. if err := vendorUniverse(ctx, w); err != nil { return nil, err } var args []string if pkg := s.Plan.Package; pkg != "" { args = append(args, pkg) } return compiler.Build(w, nil, args...) } func (s *State) CompileInputs() (*compiler.Value, error) { v := compiler.NewValue() // Prepare inputs for key, input := range s.Inputs { i, err := input.Compile(key, s) if err != nil { return nil, err } if key == "" { err = v.FillPath(cue.MakePath(), i) } else { err = v.FillPath(cue.ParsePath(key), i) } if err != nil { return nil, err } } return v, nil } type Plan struct { Module string `yaml:"module,omitempty"` Package string `yaml:"package,omitempty"` } func (s *State) SetInput(key string, value Input) error { if s.Inputs == nil { s.Inputs = make(map[string]Input) } s.Inputs[key] = value return nil } // Remove all inputs at the given key, including sub-keys. // For example RemoveInputs("foo.bar") will remove all inputs // at foo.bar, foo.bar.baz, etc. func (s *State) RemoveInputs(key string) error { delete(s.Inputs, key) return nil }