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