Real-life Ansible – chapter one – how to run playbooks on production (more) safely

This is the first blog post in a series presenting some various real-life examples of Ansible in our projects. If you are interested in Ansible going production-ready – stay tuned!

Problem definition

We have a few inventories, like dev, stage and prod. For some of them, stability is not as important as for the others. On the other hand, our playbooks may contain several parameters, and we also want to pass some ansible-playbook parameters (e.g. tags), so a command to perform some action could be pretty long. It’s easy to overlook the crucial ones, especially for the production environment.

ansible-playbook -i inventories/dev app1.yml -e app_version=snapshot -t app --skip-tags maintenance -e serial=2

In such a situation there is a very high risk that we find a command in our shell history and run a playbook forgetting to change the inventory. While running the wrong command on dev is not so painful, we want to prevent accidental playbook running on production.

Confirmation on production

In the next few paragraphs I will show you our solution of making our playbooks production-aware.

Dedicated role

We decided to create a dedicated role named confirm, which is responsible for confirming our production actions. Why a dedicated role? Because we can include it in all playbooks that require confirmation. So to ensure confirmation is prompted, it’s enough to add a role to your playbook.

- hosts: app1 gather_facts: no roles: - confirm tags: - always

We can skip the fact-gathering stage, as we do not depend on any system parameter. Most importantly, by using the always tag, we run this role always, regardless of the tags given in the command line.

Role tasks

I will show you the tasks’ evolution leading to the final version. Firstly, there might be just two simple tasks:

- name: wait for confirmation if required pause: prompt: "You are running playbook for {{ env }}, type environment name to confirm" register: confirm_response - name: fail if wrong confirmation fail: msg: "Aborting due to incorrect input, given <<{{ confirm_response.user_input }}>>, expected <<{{ env }}>>" when: env != confirm_response.user_input

The snippet above shows a simple prompt asking a person to type the environment name to confirm their actions. This gives us the solution to our main goal – getting rid of playbooks that are running mindlessly. After prompt, you must type again the environment name (e.g. prod), so you must be aware that the playbook is run on production. If the confirmation response is wrong, the playbook is aborted.

Running multiple playbooks at once

Sometimes we need to run multiple playbooks at once, e.g.:

ansible-playbook -i inventories/dev app1.yml app2.yml app3.yml

In the solution above, we should confirm our actions in each playbook. To avoid this drawback, let’s introduce a slight modification:

- name: wait for confirmation if required pause: prompt: "You are running playbook for {{ env }}, type environment name to confirm" register: confirm_response when: confirm_response_user_input is not defined - set_fact: confirm_response_user_input: "{{ confirm_response.user_input }}" when: confirm_response_user_input is not defined - name: fail if wrong confirmation fail: msg: "Aborting due to incorrect input, given <<{{ confirm_response_user_input }}>>, expected <<{{ env }}>>" when: env != confirm_response_user_input

Now, we save the confirmation to the variable, so we can confirm only once. Why a dedicated variable? Why can’t we use confirm_response? Because if we skip the first task, confirm_response would contain info about the skipped first task instead of previous user input.

Securing only prod

Securing all playbooks would give us some inconvenience – it’s only important in a prod environment. To run security only on prod, we can wrap all tasks in a block, where we would test if this environment needs securing.

- block: - name: wait for confirmation if required pause: prompt: "You are running playbook for {{ env }}, type environment name to confirm" register: confirm_response when: confirm_response_user_input is not defined - set_fact: confirm_response_user_input: "{{ confirm_response.user_input }}" when: confirm_response_user_input is not defined - name: fail if wrong confirmation fail: msg: "Aborting due to incorrect input, given <<{{ confirm_response_user_input }}>>, expected <<{{ env }}>>" when: env != confirm_response_user_input when: confirm_actions is defined and confirm_actions delegate_to: localhost run_once: true

Now, only production has the variable defined as confirm_actions: true and only production needs manual confirmation before running. We must delegate the whole block to localhost, because we need to set fact – and we want to do it once and for all hosts.

Summary

Using the solution given above, we achieved the following goals:

  • Confirmation is required before running a playbook on production.
  • Even if we run a few playbooks at once, only single confirmation is required.
  • It’s easy to secure additional roles.
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Super Confitura Man

How Super Confitura Man came to be :)

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract Rafał Nowak @RNowak3 and Marcin Jasion @marcinjasion - two TouK employees, that with me formed a team for the hackathon.

Confitura 01

The initial plan was to develop a simple mario-style game, with preceduraly generated levels, random collectible items and enemies. One of the ideas was to introduce Confitura Man as the main character, but due to time constraints, this fall through. We’ve decided to just choose a random available sprite for a character - hence the onion man :)

Confitura 02

How the game is played?

Since we wanted to have a scoreboard and have unique users, we’ve printed out QR codes. A person that would like to play the game could pick up a QR code, show it against a camera attached to the play booth. The start page scanned the QR code and launched the game with username read from paper code.

The rest of the game was playable with gamepad or keyboard.

Confitura game screen

Technicalities

Writing a game takes a lot of time and effort. We wanted to deliver, so we’ve decided to spend some time in the days before the hackathon just to bootstrap the technology stack of our enterprise.

We’ve decided that the game would be written in some Javascript based engine, with Google Chrome as a web platform. There are a lot of HTML5 game engines - list of html5 game engines and you could easily create a game with each and every of them. We’ve decided to use Phaser IO which handles a lot of difficult, game-related stuff on its own. So, we didn’t have to worry about physics, loading and storing assets, animations, object collisions, controls input/output. Go see for yourself, it is really nice and easy to use.

Scoreboard would be a rip-off from JIRA Survivor with stats being served from some web server app. To make things harder, the backend server was written in Clojure. With no experience in that language in the team, it was a bit risky, but the tasks of the server were trivial, so if all that clojure effort failed, it could be rewritten in something we know.

Statistics

During the whole Confitura day there were 69 unique players (69 QR codes were used), and 1237 games were played. The final score looked like this:

  1. Barister Lingerie 158 - 1450 points
  2. Boilerdang Custardbath 386 - 1060 points
  3. Benadryl Clarytin 306 - 870 points

And the obligatory scoreboard screenshot:

Confitura 03

Obstacles

The game, being created in just one day, had to have problems :) It wasn’t play tested enough, there were some rough edges. During the day we had to make a few fixes:

  • the server did not respect the highest score by specific user, it was just overwritting a user’s score with it’s latest one,
  • there was one feature not supported on keyboard, that was available on gamepad - turbo button
  • server was opening a database connection each time it got a request, so after around 5 minutes it would exhaust open file limit for MongoDB (backend database), this was easily fixed - thou the fix is a bit hackish :)

These were easily identified and fixed. Unfortunately there were issues that we were unable to fix while the event was on:

  • google chrome kept asking for the permission to use webcam - this was very annoying, and all the info found on the web did not work - StackOverflow thread
  • it was hard to start the game with QR code - either the codes were too small, or the lighting around that area was inappropriate - I think this issue could be fixed by printing larger codes,

Technology evaluation

All in all we were pretty happy with the chosen stack. Phaser was easy to use and left us with just the fun parts of the game creation process. Finding the right graphics with appropriate licensing was rather hard. We didn’t have enough time to polish all the visual aspects of the game before Confitura.

Writing a server in clojure was the most challenging part, with all the new syntax and new libraries. There were tasks, trivial in java/scala, but hard in Clojure - at least for a whimpy beginners :) Nevertheless Clojure seems like a really handy tool and I’d like to dive deeper into its ecosystem.

Source code

All of the sources for the game can be found here TouK/confitura-man.

The repository is split into two parts:

  • game - HTML5 game
  • server - clojure based backend server

To run the server you need to have a local MongoDB installation. Than in server’s directory run: $ lein ring server-headless This will start a server on http://localhost:3000

To run the game you need to install dependencies with bower and than run $ grunt from game’s directory.

To launch the QR reading part of the game, you enter http://localhost:9000/start.html. After scanning the code you’ll be redirected to http://localhost:9000/index.html - and the game starts.

Conclusion

Summing up, it was a great experience creating the game. It was fun to watch people playing the game. And even with all those glitches and stupid graphics, there were people vigorously playing it, which was awesome.

Thanks to Rafał and Michał for great coding experience, and thanks to all the players of our stupid little game. If you’d like to ask me about anything - feel free to contact me by mail or twitter @zygm0nt

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract >Conclusion