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| 1 // Copyright (c) 2013, the Dart project authors. Please see the AUTHORS file |
| 2 // for details. All rights reserved. Use of this source code is governed by a |
| 3 // BSD-style license that can be found in the LICENSE file. |
| 4 |
| 5 library barback.phase_output; |
| 6 |
| 7 import 'dart:async'; |
| 8 import 'dart:collection'; |
| 9 |
| 10 import 'asset_cascade.dart'; |
| 11 import 'asset_id.dart'; |
| 12 import 'asset_node.dart'; |
| 13 import 'errors.dart'; |
| 14 import 'phase_input.dart'; |
| 15 import 'stream_pool.dart'; |
| 16 import 'transformer.dart'; |
| 17 import 'utils.dart'; |
| 18 |
| 19 /// A class that handles a single output of a phase. |
| 20 /// |
| 21 /// Normally there's only a single [AssetNode] for a phase's output, but it's |
| 22 /// possible that multiple transformers in the same phase emit assets with the |
| 23 /// same id, causing collisions. This handles those collisions by forwarding the |
| 24 /// chronologically first asset. |
| 25 class PhaseOutput { |
| 26 /// The phase for which this is an output. |
| 27 final Phase _phase; |
| 28 |
| 29 /// The asset node for this output. |
| 30 AssetNode get output => _outputController.node; |
| 31 final AssetNodeController _outputController; |
| 32 |
| 33 /// The assets for this output. |
| 34 /// |
| 35 /// If there's no collision, this will only have one element. Otherwise, it |
| 36 /// will be ordered by which asset was added first. |
| 37 final _assets = new Queue<AssetNode>(); |
| 38 |
| 39 /// The [AssetCollisionException] for this output, or null if there is no |
| 40 /// collision currently. |
| 41 AssetCollisionException get collisionException { |
| 42 if (_assets.length == 1) return null; |
| 43 return new AssetCollisionException( |
| 44 _assets.where((asset) => asset.transform != null) |
| 45 .map((asset) => asset.transform.info), |
| 46 output.id); |
| 47 } |
| 48 |
| 49 PhaseOutput(this._phase, AssetNode output) |
| 50 : _outputController = new AssetNodeController.from(output) { |
| 51 assert(!output.state.isRemoved); |
| 52 add(output); |
| 53 } |
| 54 |
| 55 /// Adds an asset node as an output with this id. |
| 56 void add(AssetNode node) { |
| 57 assert(node.id == output.id); |
| 58 _assets.add(node); |
| 59 _watchAsset(node); |
| 60 } |
| 61 |
| 62 /// Watches [node] for state changes and adjusts [_assets] and [output] |
| 63 /// appropriately when they occur. |
| 64 void _watchAsset(AssetNode node) { |
| 65 node.onStateChange.listen((state) { |
| 66 if (state.isRemoved) { |
| 67 _removeAsset(node); |
| 68 return; |
| 69 } |
| 70 if (_assets.first != node) return; |
| 71 |
| 72 if (state.isAvailable) { |
| 73 _outputController.setAvailable(node.asset); |
| 74 } else { |
| 75 assert(state.isDirty); |
| 76 _outputController.setDirty(); |
| 77 } |
| 78 }); |
| 79 } |
| 80 |
| 81 /// Removes [node] as an output. |
| 82 void _removeAsset(AssetNode node) { |
| 83 if (_assets.length == 1) { |
| 84 assert(_assets.single == node); |
| 85 _outputController.setRemoved(); |
| 86 return; |
| 87 } |
| 88 |
| 89 // If there was more than one asset, we're resolving a collision -- |
| 90 // possibly partially. |
| 91 var wasFirst = _assets.first == node; |
| 92 _assets.remove(node); |
| 93 |
| 94 // If this was the first asset, we replace it with the next asset |
| 95 // (chronologically). |
| 96 if (wasFirst) { |
| 97 var newOutput = _assets.first; |
| 98 _outputController.setTransform(newOutput.transform); |
| 99 if (newOutput.state.isAvailable) { |
| 100 if (output.state.isAvailable) _outputController.setDirty(); |
| 101 _outputController.setAvailable(newOutput.asset); |
| 102 } else { |
| 103 assert(newOutput.isDirty); |
| 104 if (!output.isDirty) _outputController.setDirty(); |
| 105 } |
| 106 } |
| 107 |
| 108 // If there's still a collision, report it. This lets the user know |
| 109 // if they've successfully resolved the collision or not. |
| 110 if (_assets.length > 1) { |
| 111 // Pump the event queue to ensure that the removal of the input triggers |
| 112 // a new build to which we can attach the error. |
| 113 // TODO(nweiz): report this through the output asset. |
| 114 newFuture(() => _phase.cascade.reportError(collisionException)); |
| 115 } |
| 116 } |
| 117 } |
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