// 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_NODE_H_ #define TOOLS_GN_ITEM_NODE_H_ #include #include #include "base/basictypes.h" #include "base/callback.h" #include "base/memory/scoped_ptr.h" #include "tools/gn/location.h" class BuildSettings; class Err; class Item; // Represents a node in the depdency tree. It references an Item which is // the actual thing. // // The items and nodes are split apart so that the ItemTree can manipulate // the dependencies one one thread while the Item itself is been modified on // another. class ItemNode { public: // The state of this node. As more of the load progresses, we'll move // downward in this list toward the resolved state. enum State { // Another item has referenced this one by name, but we have not yet // encountered its definition. REFERENCED = 0, // We've seen the definition of this item but have not requested that its // dependencies be loaded. In non-greedy generation mode (see item_tree.h) // some nodes will stay in this state forever as long as they're not needed // for anything that is required. DEFINED, // The item has been defined and we've requested that all of the // dependencies be loaded. Not all of the dependencies have been resolved, // however, and we're still waiting on some build files to be run (or // perhaps there are undefined dependencies). PENDING_DEPS, // All of this item's transitive dependencies have been found and // resolved. RESOLVED, }; // Stores a set of ItemNodes and the associated range that the dependency // was added from. typedef std::map ItemNodeMap; // Takes ownership of the pointer. // Initial state will be REFERENCED. ItemNode(Item* i); ~ItemNode(); State state() const { return state_; } // This closure will be executed when the item is resolved and it has the // should_generate flag set. void set_resolved_closure(const base::Closure& closure) { resolved_closure_ = closure; } const Item* item() const { return item_.get(); } Item* item() { return item_.get(); } // True if this item should be generated. In greedy mode, this will alwyas // be set. Otherwise, this bit will be "pushed" through the tree to // generate the minimum set of targets required for some special base target. // Initialized to false. // // If this item has been defined, setting this flag will schedule the load // of dependent nodes and also set their should_generate bits. bool should_generate() const { return should_generate_; } bool SetShouldGenerate(const BuildSettings* build_settings, Err* err); // Where this was created from, which might be when it was generated or // when it was first referenced from another target. const LocationRange& originally_referenced_from_here() const { return originally_referenced_from_here_; } void set_originally_referenced_from_here(const LocationRange& r) { originally_referenced_from_here_ = r; } // Where this was generated from. This will be empty for items that have // been referenced but not generated. Note that this has to be one the // ItemNode because it can be changing from multiple threads and we need // to be sure that access is serialized. const LocationRange& generated_from_here() const { return generated_from_here_; } void set_generated_from_here(const LocationRange& r) { generated_from_here_ = r; } const ItemNodeMap& direct_dependencies() const { return direct_dependencies_; } const ItemNodeMap& unresolved_dependencies() const { return unresolved_dependencies_; } bool AddDependency(const BuildSettings* build_settings, const LocationRange& specified_from_here, ItemNode* node, Err* err); // Removes the given dependency from the unresolved list. Does not do // anything else to update waiters. void MarkDirectDependencyResolved(ItemNode* node); // Destructively retrieve the set of waiting nodes. void SwapOutWaitingDependencySet(ItemNodeMap* out_map); // Marks this item state as defined (see above). If the should generate // flag is set, this will schedule a load of the dependencies and // automatically transition to the PENDING_DEPS state. bool SetDefined(const BuildSettings* build_settings, Err* err); // Marks this item state as resolved (see above). void SetResolved(); private: // Schedules loading the dependencies of this node. The current state must // be DEFINED, and this call will transition the state to PENDING_DEPS. // // Requesting deps can fail. On failure returns false and sets the err. bool ScheduleDepsLoad(const BuildSettings* build_settings, Err* err); State state_; scoped_ptr item_; bool should_generate_; // See getter above. LocationRange originally_referenced_from_here_; LocationRange generated_from_here_; // What to run when this item is resolved. base::Closure resolved_closure_; // Everything this item directly depends on. ItemNodeMap direct_dependencies_; // Unresolved things this item directly depends on. ItemNodeMap unresolved_dependencies_; // These items are waiting on us to be resolved before they can be // resolved. This is the backpointer for unresolved_dependencies_. ItemNodeMap waiting_on_resolution_; DISALLOW_COPY_AND_ASSIGN(ItemNode); }; #endif // TOOLS_GN_ITEM_NODE_H_