253 lines
8.9 KiB
C++
253 lines
8.9 KiB
C++
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// Copyright (c) 2013 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "tools/gn/input_file_manager.h"
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#include "base/bind.h"
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#include "base/stl_util.h"
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#include "tools/gn/filesystem_utils.h"
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#include "tools/gn/parser.h"
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#include "tools/gn/scheduler.h"
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#include "tools/gn/scope_per_file_provider.h"
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#include "tools/gn/tokenizer.h"
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namespace {
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void InvokeFileLoadCallback(const InputFileManager::FileLoadCallback& cb,
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const ParseNode* node) {
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cb.Run(node);
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}
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} // namespace
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InputFileManager::InputFileData::InputFileData(const SourceFile& file_name)
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: file(file_name),
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loaded(false),
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sync_invocation(false) {
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}
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InputFileManager::InputFileData::~InputFileData() {
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}
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InputFileManager::InputFileManager() {
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}
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InputFileManager::~InputFileManager() {
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// Should be single-threaded by now.
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STLDeleteContainerPairSecondPointers(input_files_.begin(),
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input_files_.end());
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}
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bool InputFileManager::AsyncLoadFile(const LocationRange& origin,
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const BuildSettings* build_settings,
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const SourceFile& file_name,
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const FileLoadCallback& callback,
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Err* err) {
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// Try not to schedule callbacks while holding the lock. All cases that don't
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// want to schedule should return early. Otherwise, this will be scheduled
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// after we leave the lock.
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base::Closure schedule_this;
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{
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base::AutoLock lock(lock_);
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InputFileMap::const_iterator found = input_files_.find(file_name);
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if (found == input_files_.end()) {
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// New file, schedule load.
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InputFileData* data = new InputFileData(file_name);
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data->scheduled_callbacks.push_back(callback);
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input_files_[file_name] = data;
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schedule_this = base::Bind(&InputFileManager::BackgroundLoadFile,
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this,
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origin,
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build_settings,
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file_name,
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&data->file);
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} else {
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InputFileData* data = found->second;
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// Prevent mixing async and sync loads. See SyncLoadFile for discussion.
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if (data->sync_invocation) {
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g_scheduler->FailWithError(Err(
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origin, "Load type mismatch.",
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"The file \"" + file_name.value() + "\" was previously loaded\n"
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"synchronously (via an import) and now you're trying to load it "
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"asynchronously\n(via a deps rule). This is a class 2 misdemeanor: "
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"a single input file must\nbe loaded the same way each time to "
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"avoid blowing my tiny, tiny mind."));
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return false;
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}
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if (data->loaded) {
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// Can just directly issue the callback on the background thread.
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schedule_this = base::Bind(&InvokeFileLoadCallback, callback,
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data->parsed_root.get());
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} else {
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// Load is pending on this file, schedule the invoke.
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data->scheduled_callbacks.push_back(callback);
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return true;
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}
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}
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}
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g_scheduler->pool()->PostWorkerTaskWithShutdownBehavior(
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FROM_HERE, schedule_this,
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base::SequencedWorkerPool::BLOCK_SHUTDOWN);
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return true;
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}
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const ParseNode* InputFileManager::SyncLoadFile(
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const LocationRange& origin,
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const BuildSettings* build_settings,
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const SourceFile& file_name,
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Err* err) {
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base::AutoLock lock(lock_);
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InputFileData* data = NULL;
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InputFileMap::iterator found = input_files_.find(file_name);
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if (found == input_files_.end()) {
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base::AutoUnlock unlock(lock_);
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// Haven't seen this file yet, start loading right now.
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data = new InputFileData(file_name);
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data->sync_invocation = true;
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input_files_[file_name] = data;
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if (!LoadFile(origin, build_settings, file_name, &data->file, err))
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return NULL;
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} else {
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// This file has either been loaded or is pending loading.
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data = found->second;
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if (!data->sync_invocation) {
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// Don't allow mixing of sync and async loads. If an async load is
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// scheduled and then a bunch of threads need to load it synchronously
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// and block on it loading, it could deadlock or at least cause a lot
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// of wasted CPU while those threads wait for the load to complete (which
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// may be far back in the input queue).
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//
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// We could work around this by promoting the load to a sync load. This
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// requires a bunch of extra code to either check flags and likely do
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// extra locking (bad) or to just do both types of load on the file and
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// deal with the race condition.
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//
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// I have no practical way to test this, and generally we should have
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// all include files processed synchronously and all build files
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// processed asynchronously, so it doesn't happen in practice.
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*err = Err(
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origin, "Load type mismatch.",
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"The file \"" + file_name.value() + "\" was previously loaded\n"
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"asynchronously (via a deps rule) and now you're trying to load it "
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"synchronously.\nThis is a class 2 misdemeanor: a single input file "
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"must be loaded the same way\neach time to avoid blowing my tiny, "
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"tiny mind.");
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return NULL;
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}
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if (!data->loaded) {
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// Wait for the already-pending sync load to complete.
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if (!data->completion_event)
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data->completion_event.reset(new base::WaitableEvent(false, false));
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{
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base::AutoUnlock unlock(lock_);
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data->completion_event->Wait();
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}
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}
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}
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// The other load could have failed. In this case that error will be printed
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// to the console, but we need to return something here, so make up a
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// dummy error.
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if (!data->parsed_root)
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*err = Err(origin, "File parse failed");
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return data->parsed_root.get();
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}
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int InputFileManager::GetInputFileCount() const {
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base::AutoLock lock(lock_);
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return input_files_.size();
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}
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void InputFileManager::GetAllPhysicalInputFileNames(
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std::vector<base::FilePath>* result) const {
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base::AutoLock lock(lock_);
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result->reserve(input_files_.size());
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for (InputFileMap::const_iterator i = input_files_.begin();
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i != input_files_.end(); ++i) {
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if (!i->second->file.physical_name().empty())
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result->push_back(i->second->file.physical_name());
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}
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}
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void InputFileManager::BackgroundLoadFile(const LocationRange& origin,
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const BuildSettings* build_settings,
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const SourceFile& name,
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InputFile* file) {
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Err err;
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if (!LoadFile(origin, build_settings, name, file, &err))
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g_scheduler->FailWithError(err);
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}
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bool InputFileManager::LoadFile(const LocationRange& origin,
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const BuildSettings* build_settings,
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const SourceFile& name,
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InputFile* file,
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Err* err) {
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// Do all of this stuff outside the lock. We should not give out file
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// pointers until the read is complete.
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if (g_scheduler->verbose_logging())
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g_scheduler->Log("Loading", name.value());
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// Read.
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base::FilePath primary_path = build_settings->GetFullPath(name);
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if (!file->Load(primary_path)) {
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if (!build_settings->secondary_source_path().empty()) {
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// Fall back to secondary source tree.
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base::FilePath secondary_path =
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build_settings->GetFullPathSecondary(name);
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if (!file->Load(secondary_path)) {
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*err = Err(origin, "Can't load input file.",
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"Unable to load either \n" +
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FilePathToUTF8(primary_path) + " or \n" +
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FilePathToUTF8(secondary_path));
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return false;
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}
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} else {
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*err = Err(origin,
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"Unable to load \"" + FilePathToUTF8(primary_path) + "\".");
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return false;
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}
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}
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// Tokenize.
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std::vector<Token> tokens = Tokenizer::Tokenize(file, err);
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if (err->has_error())
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return false;
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// Parse.
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scoped_ptr<ParseNode> root = Parser::Parse(tokens, err);
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if (err->has_error())
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return false;
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ParseNode* unowned_root = root.get();
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std::vector<FileLoadCallback> callbacks;
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{
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base::AutoLock lock(lock_);
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DCHECK(input_files_.find(name) != input_files_.end());
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InputFileData* data = input_files_[name];
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data->loaded = true;
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data->tokens.swap(tokens);
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data->parsed_root = root.Pass();
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callbacks.swap(data->scheduled_callbacks);
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}
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// Run pending invocations. Theoretically we could schedule each of these
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// separately to get some parallelism. But normally there will only be one
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// item in the list, so that's extra overhead and complexity for no gain.
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for (size_t i = 0; i < callbacks.size(); i++)
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callbacks[i].Run(unowned_root);
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return true;
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}
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