conditions

package
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Published: Oct 16, 2025 License: Apache-2.0 Imports: 1 Imported by: 0

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Constants

View Source
const (
	// Universal conditions (all resources)
	ConditionReady       = "Ready"       // Resource is ready for use
	ConditionProgressing = "Progressing" // Resource is progressing towards ready state
	ConditionDegraded    = "Degraded"    // Resource is degraded but still operational
	ConditionTerminating = "Terminating" // Resource is being terminated

	// Template-specific conditions
	ConditionValidated        = "Validated"        // Template/spec validation passed
	ConditionTemplateResolved = "TemplateResolved" // Template reference resolved successfully

	// Data handling conditions
	ConditionLargeDataDelegated = "LargeDataDelegated" // Large input/output delegated to engram/impulse

	// Story-specific conditions
	ConditionCompiled = "Compiled" // Story compiled and ready for execution

	// Execution-specific conditions
	ConditionScheduled      = "Scheduled"      // StepRun scheduled for execution
	ConditionResolvedInputs = "ResolvedInputs" // StoryRun inputs resolved successfully
	ConditionStepsCompleted = "StepsCompleted" // All steps completed

	// Impulse-specific conditions
	ConditionListening     = "Listening"     // Impulse is listening for triggers
	ConditionStoryResolved = "StoryResolved" // Story reference resolved successfully

	// Transport-specific conditions
	ConditionTransportReady = "TransportReady" // Transport is configured and ready
)

Standard condition types for all bobrapet resources

View Source
const (
	// Success reasons
	ReasonValidationPassed   = "ValidationPassed"
	ReasonTemplateResolved   = "TemplateResolved"
	ReasonStoryResolved      = "StoryResolved"
	ReasonCompiled           = "Compiled"
	ReasonScheduled          = "Scheduled"
	ReasonListening          = "Listening"
	ReasonCompleted          = "Completed"
	ReasonLargeDataDelegated = "LargeDataDelegated"

	// Error reasons
	ReasonValidationFailed         = "ValidationFailed"
	ReasonTemplateNotFound         = "TemplateNotFound"
	ReasonTemplateResolutionFailed = "TemplateResolutionFailed"
	ReasonStoryNotFound            = "StoryNotFound"
	ReasonStoryReferenceInvalid    = "StoryReferenceInvalid"
	ReasonCompilationFailed        = "CompilationFailed"
	ReasonSchedulingFailed         = "SchedulingFailed"
	ReasonExecutionFailed          = "ExecutionFailed"
	ReasonReferenceNotFound        = "ReferenceNotFound"
	ReasonInvalidConfiguration     = "InvalidConfiguration"
	ReasonDeploymentReady          = "DeploymentReady"

	// Progressing reasons
	ReasonValidating        = "Validating"
	ReasonResolvingTemplate = "ResolvingTemplate"
	ReasonResolvingStory    = "ResolvingStory"
	ReasonCompiling         = "Compiling"
	ReasonStartingExecution = "StartingExecution"
	ReasonProcessingSteps   = "ProcessingSteps"

	// Terminating reasons
	ReasonDeletionRequested = "DeletionRequested"
	ReasonCleaningUp        = "CleaningUp"
	ReasonInputTooLarge     = "InputTooLarge"
	ReasonOutputTooLarge    = "OutputTooLarge"

	// Transport-specific reasons
	ReasonTransportReady  = "TransportReady"
	ReasonTransportFailed = "TransportFailed"
	ReasonReconciling     = "Reconciling"
)

Standard condition reasons

Variables

This section is empty.

Functions

func GetCondition

func GetCondition(conditions []metav1.Condition, conditionType string) *metav1.Condition

GetCondition returns a condition by type

func IsConditionFalse

func IsConditionFalse(conditions []metav1.Condition, conditionType string) bool

IsConditionFalse returns true if the condition is False

func IsConditionTrue

func IsConditionTrue(conditions []metav1.Condition, conditionType string) bool

IsConditionTrue returns true if the condition is True

func IsDegraded

func IsDegraded(conditions []metav1.Condition) bool

IsDegraded returns true if the Degraded condition is True

func IsProgressing

func IsProgressing(conditions []metav1.Condition) bool

IsProgressing returns true if the Progressing condition is True

func IsReady

func IsReady(conditions []metav1.Condition) bool

IsReady returns true if the Ready condition is True

func IsTerminating

func IsTerminating(conditions []metav1.Condition) bool

IsTerminating returns true if the Terminating condition is True

Types

type ConditionManager

type ConditionManager struct {
	// contains filtered or unexported fields
}

ConditionManager provides standard condition management

func NewConditionManager

func NewConditionManager(generation int64) *ConditionManager

NewConditionManager creates a new condition manager

func (*ConditionManager) SetCondition

func (cm *ConditionManager) SetCondition(
	conditions *[]metav1.Condition,
	conditionType string,
	status metav1.ConditionStatus,
	reason,
	message string,
)

SetCondition sets a condition on the conditions slice

func (*ConditionManager) SetDegradedCondition

func (cm *ConditionManager) SetDegradedCondition(
	conditions *[]metav1.Condition,
	degraded bool,
	reason,
	message string,
)

SetDegradedCondition sets the Degraded condition

func (*ConditionManager) SetLargeDataDelegatedCondition

func (cm *ConditionManager) SetLargeDataDelegatedCondition(
	conditions *[]metav1.Condition, delegated bool, reason, message string,
)

SetLargeDataDelegatedCondition sets the LargeDataDelegated condition

func (*ConditionManager) SetProgressingCondition

func (cm *ConditionManager) SetProgressingCondition(
	conditions *[]metav1.Condition,
	progressing bool,
	reason,
	message string,
)

SetProgressingCondition sets the Progressing condition

func (*ConditionManager) SetReadyCondition

func (cm *ConditionManager) SetReadyCondition(conditions *[]metav1.Condition, ready bool, reason, message string)

SetReadyCondition sets the Ready condition

func (*ConditionManager) SetTerminatingCondition

func (cm *ConditionManager) SetTerminatingCondition(
	conditions *[]metav1.Condition,
	terminating bool,
	reason,
	message string,
)

SetTerminatingCondition sets the Terminating condition

func (*ConditionManager) TransitionConditions

func (cm *ConditionManager) TransitionConditions(
	conditions *[]metav1.Condition,
	targetState string,
	reason,
	message string,
)

TransitionConditions handles standard resource state transitions

func (*ConditionManager) UpdateGeneration

func (cm *ConditionManager) UpdateGeneration(generation int64)

UpdateGeneration updates the generation for condition tracking

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