// Copyright (c) 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef TOOLS_GN_ITEM_TREE_H_ #define TOOLS_GN_ITEM_TREE_H_ #include "base/containers/hash_tables.h" #include "base/memory/scoped_ptr.h" #include "base/synchronization/lock.h" #include "tools/gn/label.h" class BuildSettings; class Err; class Item; class ItemNode; // Represents the full dependency tree if labeled items in the system. // Generally you will interact with this through the target manager, etc. // // There are two modes for filling out the dependency tree: // // - In greedy mode, every target we encounter will be generated. This means // that we'll recursively load all of its subdependencies. So if you have // a build file that's loaded for any reason, all targets in that build file // will be generated. // // - In non-greedy mode, we'll only generate and load dependncies for targets // that have the should_generate bit set. This allows us to load the minimal // set of buildfiles required for one or more targets. // // The main build is generally run in greedy mode, since people expect to be // be able to write random tests and have them show up in the output. We'll // switch into non-greed mode when doing diagnostics (like displaying the // dependency tree on the command line) and for dependencies on targets in // other toolchains. The toolchain behavior is important, if target A depends // on B with an alternate toolchain, it doesn't mean we should recursively // generate all targets in the buildfile just to get B: we should generate the // and load the minimum number of files in order to resolve B. class ItemTree { public: ItemTree(); ~ItemTree(); // This lock must be held when calling the "Locked" functions below. base::Lock& lock() const { return lock_; } // Returns NULL if the item is not found. // // The lock must be held. ItemNode* GetExistingNodeLocked(const Label& label); // There must not be an item with this label in the tree already. Takes // ownership of the pointer. // // The lock must be held. void AddNodeLocked(ItemNode* node); // Mark the given item as being defined. If it has no unresolved // dependencies, it will be marked resolved, and the resolved state will be // recursively pushed into the dependency tree. Returns an error if there was // an error. bool MarkItemDefinedLocked(const BuildSettings* build_settings, const Label& label, Err* err); // Fills the given vector with all known items. void GetAllItemsLocked(std::vector* dest) const; // Returns an error if there are unresolved dependencies, or no error if // there aren't. // // The lock should not be held. Err CheckForBadItems() const; private: void MarkItemResolvedLocked(ItemNode* node); // Given a set of unresolved nodes, looks for cycles and returns the error // message describing any cycles it found. std::string CheckForCircularDependenciesLocked( const std::vector& bad_nodes) const; mutable base::Lock lock_; typedef base::hash_map StringToNodeHash; StringToNodeHash items_; // Owning pointer. DISALLOW_COPY_AND_ASSIGN(ItemTree); }; #endif // TOOLS_GN_ITEM_TREE_H_