Index: tools/gn/toolchain_manager.h |
diff --git a/tools/gn/toolchain_manager.h b/tools/gn/toolchain_manager.h |
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+// 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 <map> |
+ |
+#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. |
+ // |
+ // 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<Label, Info*> ToolchainMap; |
+ ToolchainMap toolchains_; |
+ |
+ Label default_toolchain_; |
+ LocationRange default_toolchain_defined_here_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(ToolchainManager); |
+}; |
+ |
+#endif // TOOLS_GN_TOOLCHAIN_MANAGER_H_ |