// 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_TOOLCHAIN_MANAGER_H_ #define TOOLS_GN_TOOLCHAIN_MANAGER_H_ #include #include "base/basictypes.h" #include "base/synchronization/lock.h" #include "tools/gn/label.h" #include "tools/gn/location.h" #include "tools/gn/source_file.h" #include "tools/gn/toolchain.h" class Err; class BuildSettings; class ParseNode; class Settings; // The toolchain manager manages the mapping of toolchain names to the // settings and toolchain object. It also loads build files in the context of a // toolchain context of a toolchain, and manages running the build config // script when necessary. // // This class uses the lock from the item tree to manage threadsafety. The // functions requiring this lock to be held are named "Locked" to make this // more clear. The "Unlocked" versions will acquire the lock themselves so will // break if you call it while locked. (The rationale behind which is which is // just based on the needs of the callers, so it can be changed.) There are two // reasons for this: // // The first is that when resolving a target, we do a bunch of script // stuff (slow) and then lookup the target, config, and toolchain dependencies // based on that. The options are to do a lock around each dependency lookup // or do a lock around the entire operation. Given that there's not a huge // amount of work, the "big lock" approach is likely a bit better since it // avoids lots of locking overhead. // // The second reason is that if we had a separate lock here, we would need to // lock around creating a new toolchain. But creating a new toolchain involves // adding it to the item tree, and this needs to be done atomically to prevent // other threads from seeing a partially initialized toolchain. This sets up // having deadlock do to acquiring multiple locks, or recursive locking // problems. class ToolchainManager { public: ToolchainManager(const BuildSettings* build_settings); ~ToolchainManager(); // At the very beginning of processing, this begins loading build files. // This will scheduler loadin the default build config and the given build // file in that context, going out from there. // // This returns immediately, you need to run the Scheduler to actually // process anything. It's assumed this function is called on the main thread // before doing anything, so it does not need locking. void StartLoadingUnlocked(const SourceFile& build_file_name); // Returns the settings object for a given toolchain. This does not // schedule loading the given toolchain if it's not loaded yet: you actually // need to invoke a target with that toolchain to get that. // // On error, returns NULL and sets the error. const Settings* GetSettingsForToolchainLocked(const LocationRange& from_here, const Label& toolchain_name, Err* err); // Returns the toolchain definition or NULL if the toolchain hasn't been // defined yet. const Toolchain* GetToolchainDefinitionUnlocked(const Label& toolchain_name); // Sets the default toolchain. If the default toolchain is already set, // this function will return false and fill in the given err. bool SetDefaultToolchainUnlocked(const Label& dt, const LocationRange& defined_from, Err* err); // Returns the default toolchain name. This will be empty if it hasn't been // set. Label GetDefaultToolchainUnlocked() const; // Saves the given named toolchain (the name will be taken from the toolchain // parameter). This will fail and return false if the given toolchain was // already defined. In this case, the given error will be set. bool SetToolchainDefinitionLocked(const Toolchain& tc, const LocationRange& defined_from, Err* err); // Schedules an invocation of the given file under the given toolchain. The // toolchain file will be loaded if necessary. If the toolchain is an is_null // label, the default toolchain will be used. // // The origin should be the node that will be blamed for this invocation if // an error occurs. If a synchronous error occurs, the given error will be // set and it will return false. If an async error occurs, the error will be // sent to the scheduler. bool ScheduleInvocationLocked(const LocationRange& origin, const Label& toolchain_name, const SourceDir& dir, Err* err); private: enum SettingsState { // Toolchain settings have not requested to be loaded. This means we // haven't seen any targets that require this toolchain yet. Not loading // the settings automatically allows you to define a bunch of toolchains // and potentially not use them without much overhead. TOOLCHAIN_SETTINGS_NOT_LOADED, // The settings have been scheduled to be loaded but have not completed. TOOLCHAIN_SETTINGS_LOADING, // The settings are done being loaded. TOOLCHAIN_SETTINGS_LOADED }; struct Info; static std::string ToolchainToOutputSubdir(const Label& toolchain_name); // Creates a new info struct and saves it in the map. A pointer to the // struct is returned. No loads are scheduled. // // If the label is non-empty, the toolchain will be added to the ItemTree // so that other nodes can depend on it. THe empty label case is for the // default build config file (when the toolchain name isn't known yet). It // will be added later. // // On error, will return NULL and the error will be set. Info* LoadNewToolchainLocked(const LocationRange& specified_from, const Label& toolchain_name, Err* err); // Fixes up the default toolchain names once they're known when processing // the default build config, or throw an error if the default toolchain // hasn't been set. See the StartLoading() implementation for more. void FixupDefaultToolchainLocked(); // Loads the base config for the given toolchain. Run on a background thread // asynchronously. void BackgroundLoadBuildConfig(Info* info, bool is_default, const ParseNode* root); // Invokes the given file for a toolchain with loaded settings. Run on a // background thread asynchronously. void BackgroundInvoke(const Info* info, const SourceFile& file_name, const ParseNode* root); // Returns the lock to use. base::Lock& GetLock() const; const BuildSettings* build_settings_; // We own the info pointers. typedef std::map ToolchainMap; ToolchainMap toolchains_; Label default_toolchain_; LocationRange default_toolchain_defined_here_; DISALLOW_COPY_AND_ASSIGN(ToolchainManager); }; #endif // TOOLS_GN_TOOLCHAIN_MANAGER_H_