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Unified Diff: mojo/public/dart/third_party/barback/lib/src/asset/asset_node.dart

Issue 1346773002: Stop running pub get at gclient sync time and fix build bugs (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 5 years, 3 months ago
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Index: mojo/public/dart/third_party/barback/lib/src/asset/asset_node.dart
diff --git a/mojo/public/dart/third_party/barback/lib/src/asset/asset_node.dart b/mojo/public/dart/third_party/barback/lib/src/asset/asset_node.dart
new file mode 100644
index 0000000000000000000000000000000000000000..45d1b1771c215f165a2e3c001afb4a7ee5715e00
--- /dev/null
+++ b/mojo/public/dart/third_party/barback/lib/src/asset/asset_node.dart
@@ -0,0 +1,283 @@
+// Copyright (c) 2013, the Dart project authors. Please see the AUTHORS file
+// for details. All rights reserved. Use of this source code is governed by a
+// BSD-style license that can be found in the LICENSE file.
+
+library barback.asset.asset_node;
+
+import 'dart:async';
+
+import '../errors.dart';
+import '../graph/transform_node.dart';
+import '../utils.dart';
+import 'asset.dart';
+import 'asset_id.dart';
+
+/// Describes the current state of an asset as part of a transformation graph.
+///
+/// An asset node can be in one of three states (see [AssetState]). It provides
+/// an [onStateChange] stream that emits an event whenever it changes state.
+///
+/// Asset nodes are controlled using [AssetNodeController]s.
+class AssetNode {
+ /// The id of the asset that this node represents.
+ final AssetId id;
+
+ /// The [AssetNode] from which [this] is forwarded.
+ ///
+ /// For nodes that aren't forwarded, this will return [this]. Otherwise, it
+ /// will return the first node in the forwarding chain.
+ ///
+ /// This is used to determine whether two nodes are forwarded from the same
+ /// source.
+ AssetNode get origin => _origin == null ? this : _origin;
+ AssetNode _origin;
+
+ /// The transform that created this asset node.
+ ///
+ /// This is `null` for source assets. It can change if the upstream transform
+ /// that created this asset changes; this change will *not* cause an
+ /// [onStateChange] event.
+ TransformNode get transform => _transform;
+ TransformNode _transform;
+
+ /// The current state of the asset node.
+ AssetState get state => _state;
+ AssetState _state;
+
+ /// The concrete asset that this node represents.
+ ///
+ /// This is null unless [state] is [AssetState.AVAILABLE].
+ Asset get asset => _asset;
+ Asset _asset;
+
+ /// The callback to be called to notify this asset node's creator that the
+ /// concrete asset should be generated.
+ ///
+ /// This is null for non-lazy asset nodes (see [AssetNodeController.lazy]).
+ /// Once this is called, it's set to null and [this] is no longer considered
+ /// lazy.
+ Function _lazyCallback;
+
+ /// Whether this node is lazy, meaning that [force] must be called to
+ /// guarantee that it will eventually become available.
+ bool get isLazy => _lazyCallback != null ||
+ (_origin != null && _origin.isLazy);
+
+ /// A broadcast stream that emits an event whenever the node changes state.
+ ///
+ /// This stream is synchronous to ensure that when a source asset is modified
+ /// or removed, the appropriate portion of the asset graph is dirtied before
+ /// any [Barback.getAssetById] calls emit newly-incorrect values.
+ Stream<AssetState> get onStateChange => _stateChangeController.stream;
+
+ /// This is synchronous so that a source being updated will always be
+ /// propagated through the build graph before anything that depends on it is
+ /// requested.
+ final _stateChangeController =
+ new StreamController<AssetState>.broadcast(sync: true);
+
+ /// Calls [callback] when the node's asset is available.
+ ///
+ /// If the asset is currently available, this calls [callback] synchronously
+ /// to ensure that the asset is still available.
+ ///
+ /// The return value of [callback] is piped to the returned Future. If the
+ /// asset is removed before becoming available, the returned future will throw
+ /// an [AssetNotFoundException].
+ Future whenAvailable(callback(Asset asset)) {
+ return _waitForState((state) => state.isAvailable || state.isRemoved,
+ (state) {
+ if (state.isRemoved) throw new AssetNotFoundException(id);
+ return callback(asset);
+ });
+ }
+
+ /// Calls [callback] when the node's asset is removed.
+ ///
+ /// If the asset is already removed when this is called, it calls [callback]
+ /// synchronously.
+ ///
+ /// The return value of [callback] is piped to the returned Future.
+ Future whenRemoved(callback()) =>
+ _waitForState((state) => state.isRemoved, (_) => callback());
+
+ /// Returns a [Future] that completes when [state] changes from its current
+ /// value to any other value.
+ ///
+ /// The returned [Future] will contain the new state.
+ Future<AssetState> whenStateChanges() {
+ var startState = state;
+ return _waitForState((state) => state != startState, (state) => state);
+ }
+
+ /// Calls [callback] as soon as the node is in a state that matches [test].
+ ///
+ /// [callback] is called synchronously if this is already in such a state.
+ ///
+ /// The return value of [callback] is piped to the returned Future.
+ Future _waitForState(bool test(AssetState state),
+ callback(AssetState state)) {
+ if (test(state)) return syncFuture(() => callback(state));
+ return onStateChange.firstWhere(test).then((_) => callback(state));
+ }
+
+ AssetNode._(this.id, this._transform, this._origin)
+ : _state = AssetState.RUNNING;
+
+ AssetNode._available(Asset asset, this._transform, this._origin)
+ : id = asset.id,
+ _asset = asset,
+ _state = AssetState.AVAILABLE;
+
+ AssetNode._lazy(this.id, this._transform, this._origin, this._lazyCallback)
+ : _state = AssetState.RUNNING;
+
+ /// If [this] is lazy, force it to generate a concrete asset; otherwise, do
+ /// nothing.
+ ///
+ /// See [AssetNodeController.lazy].
+ void force() {
+ if (_origin != null) {
+ _origin.force();
+ } else if (_lazyCallback != null) {
+ _lazyCallback();
+ _lazyCallback = null;
+ }
+ }
+
+ String toString() => "${isLazy ? 'lazy' : state} asset $id";
+}
+
+/// The controller for an [AssetNode].
+///
+/// This controls which state the node is in.
+class AssetNodeController {
+ final AssetNode node;
+
+ /// Creates a controller for a dirty node.
+ AssetNodeController(AssetId id, [TransformNode transform])
+ : node = new AssetNode._(id, transform, null);
+
+ /// Creates a controller for an available node with the given concrete
+ /// [asset].
+ AssetNodeController.available(Asset asset, [TransformNode transform])
+ : node = new AssetNode._available(asset, transform, null);
+
+ /// Creates a controller for a lazy node.
+ ///
+ /// For the most part, this node works like any other dirty node. However, the
+ /// owner of its controller isn't expected to do the work to make it available
+ /// as soon as possible like they would for a non-lazy node. Instead, when its
+ /// value is needed, [callback] will fire to indicate that it should be made
+ /// available as soon as possible.
+ ///
+ /// [callback] is guaranteed to only fire once.
+ AssetNodeController.lazy(AssetId id, void callback(),
+ [TransformNode transform])
+ : node = new AssetNode._lazy(id, transform, null, callback);
+
+ /// Creates a controller for a node whose initial state matches the current
+ /// state of [node].
+ ///
+ /// [AssetNode.origin] of the returned node will automatically be set to
+ /// `node.origin`.
+ ///
+ /// If [node] is lazy, the returned node will also be lazy.
+ AssetNodeController.from(AssetNode node)
+ : node = new AssetNode._(node.id, node.transform, node.origin) {
+ if (node.state.isAvailable) {
+ setAvailable(node.asset);
+ } else if (node.state.isRemoved) {
+ setRemoved();
+ }
+ }
+
+ /// Marks the node as [AssetState.RUNNING].
+ void setDirty() {
+ assert(node._state != AssetState.REMOVED);
+ node._asset = null;
+ node._lazyCallback = null;
+
+ // Don't re-emit a dirty event to avoid cases where we try to dispatch an
+ // event while handling another event (e.g. an output is marked lazy, which
+ // causes it to be forced, which causes it to be marked dirty).
+ if (node._state.isDirty) return;
+ node._state = AssetState.RUNNING;
+ node._stateChangeController.add(AssetState.RUNNING);
+ }
+
+ /// Marks the node as [AssetState.REMOVED].
+ ///
+ /// Once a node is marked as removed, it can't be marked as any other state.
+ /// If a new asset is created with the same id, it will get a new node.
+ void setRemoved() {
+ assert(node._state != AssetState.REMOVED);
+ node._state = AssetState.REMOVED;
+ node._asset = null;
+ node._lazyCallback = null;
+ node._stateChangeController.add(AssetState.REMOVED);
+ }
+
+ /// Marks the node as [AssetState.AVAILABLE] with the given concrete [asset].
+ ///
+ /// It's an error to mark an already-available node as available. It should be
+ /// marked as dirty first.
+ void setAvailable(Asset asset) {
+ assert(asset.id == node.id);
+ assert(node._state != AssetState.REMOVED);
+ assert(node._state != AssetState.AVAILABLE);
+ node._state = AssetState.AVAILABLE;
+ node._asset = asset;
+ node._lazyCallback = null;
+ node._stateChangeController.add(AssetState.AVAILABLE);
+ }
+
+ /// Marks the node as [AssetState.RUNNING] and lazy.
+ ///
+ /// Lazy nodes aren't expected to have their values generated until needed.
+ /// Once it's necessary, [callback] will be called. [callback] is guaranteed
+ /// to be called only once.
+ ///
+ /// See also [AssetNodeController.lazy].
+ void setLazy(void callback()) {
+ assert(node._state != AssetState.REMOVED);
+ node._state = AssetState.RUNNING;
+ node._asset = null;
+ node._lazyCallback = callback;
+ node._stateChangeController.add(AssetState.RUNNING);
+ }
+
+ String toString() => "controller for $node";
+}
+
+// TODO(nweiz): add an error state.
+/// An enum of states that an [AssetNode] can be in.
+class AssetState {
+ /// The node has a concrete asset loaded, available, and up-to-date. The asset
+ /// is accessible via [AssetNode.asset]. An asset can only be marked available
+ /// again from the [AssetState.RUNNING] state.
+ static final AVAILABLE = const AssetState._("available");
+
+ /// The asset is no longer available, possibly for good. A removed asset will
+ /// never enter another state.
+ static final REMOVED = const AssetState._("removed");
+
+ /// The asset will exist in the future (unless it's removed), but the concrete
+ /// asset is not yet available.
+ static final RUNNING = const AssetState._("dirty");
+
+ /// Whether this state is [AssetState.AVAILABLE].
+ bool get isAvailable => this == AssetState.AVAILABLE;
+
+ /// Whether this state is [AssetState.REMOVED].
+ bool get isRemoved => this == AssetState.REMOVED;
+
+ /// Whether this state is [AssetState.RUNNING].
+ bool get isDirty => this == AssetState.RUNNING;
+
+ final String name;
+
+ const AssetState._(this.name);
+
+ String toString() => name;
+}

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