| OLD | NEW |
| 1 // Copyright (c) 2013, the Dart project authors. Please see the AUTHORS file | 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 | 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. | 3 // BSD-style license that can be found in the LICENSE file. |
| 4 | 4 |
| 5 library barback.phase_output; | 5 library barback.phase_output; |
| 6 | 6 |
| 7 import 'dart:async'; | 7 import 'dart:async'; |
| 8 import 'dart:collection'; | 8 import 'dart:collection'; |
| 9 | 9 |
| 10 import 'asset_cascade.dart'; | 10 import 'asset_cascade.dart'; |
| 11 import 'asset_forwarder.dart'; |
| 11 import 'asset_node.dart'; | 12 import 'asset_node.dart'; |
| 12 import 'errors.dart'; | 13 import 'errors.dart'; |
| 13 import 'phase.dart'; | 14 import 'phase.dart'; |
| 14 import 'utils.dart'; | 15 import 'utils.dart'; |
| 15 | 16 |
| 16 /// A class that handles a single output of a phase. | 17 /// A class that handles a single output of a phase. |
| 17 /// | 18 /// |
| 18 /// Normally there's only a single [AssetNode] for a phase's output, but it's | 19 /// Normally there's only a single [AssetNode] for a phase's output, but it's |
| 19 /// possible that multiple transformers in the same phase emit assets with the | 20 /// possible that multiple transformers in the same phase emit assets with the |
| 20 /// same id, causing collisions. This handles those collisions by forwarding the | 21 /// same id, causing collisions. This handles those collisions by forwarding the |
| 21 /// chronologically first asset. | 22 /// chronologically first asset. |
| 23 /// |
| 24 /// When the asset being forwarding changes, the old value of [output] will be |
| 25 /// marked as removed and a new value will replace it. Users of this class can |
| 26 /// be notified of this using [onAsset]. |
| 22 class PhaseOutput { | 27 class PhaseOutput { |
| 23 /// The phase for which this is an output. | 28 /// The phase for which this is an output. |
| 24 final Phase _phase; | 29 final Phase _phase; |
| 25 | 30 |
| 26 /// The asset node for this output. | 31 /// The asset node for this output. |
| 27 AssetNode get output => _outputController.node; | 32 AssetNode get output => _outputForwarder.node; |
| 28 AssetNodeController _outputController; | 33 AssetNodeForwarder _outputForwarder; |
| 34 |
| 35 /// A stream that emits an [AssetNode] each time this output starts forwarding |
| 36 /// a new asset. |
| 37 Stream<AssetNode> get onAsset => _onAssetController.stream; |
| 38 final _onAssetController = new StreamController<AssetNode>(); |
| 29 | 39 |
| 30 /// The assets for this output. | 40 /// The assets for this output. |
| 31 /// | 41 /// |
| 32 /// If there's no collision, this will only have one element. Otherwise, it | 42 /// If there's no collision, this will only have one element. Otherwise, it |
| 33 /// will be ordered by which asset was added first. | 43 /// will be ordered by which asset was added first. |
| 34 final _assets = new Queue<AssetNode>(); | 44 final _assets = new Queue<AssetNode>(); |
| 35 | 45 |
| 36 /// The [AssetCollisionException] for this output, or null if there is no | 46 /// The [AssetCollisionException] for this output, or null if there is no |
| 37 /// collision currently. | 47 /// collision currently. |
| 38 AssetCollisionException get collisionException { | 48 AssetCollisionException get collisionException { |
| 39 if (_assets.length == 1) return null; | 49 if (_assets.length == 1) return null; |
| 40 return new AssetCollisionException( | 50 return new AssetCollisionException( |
| 41 _assets.where((asset) => asset.transform != null) | 51 _assets.where((asset) => asset.transform != null) |
| 42 .map((asset) => asset.transform.info), | 52 .map((asset) => asset.transform.info), |
| 43 output.id); | 53 output.id); |
| 44 } | 54 } |
| 45 | 55 |
| 46 PhaseOutput(this._phase, AssetNode output) | 56 PhaseOutput(this._phase, AssetNode output) |
| 47 : _outputController = new AssetNodeController.from(output) { | 57 : _outputForwarder = new AssetForwarder(output) { |
| 48 assert(!output.state.isRemoved); | 58 assert(!output.state.isRemoved); |
| 49 add(output); | 59 add(output); |
| 50 } | 60 } |
| 51 | 61 |
| 52 /// Adds an asset node as an output with this id. | 62 /// Adds an asset node as an output with this id. |
| 53 void add(AssetNode node) { | 63 void add(AssetNode node) { |
| 54 assert(node.id == output.id); | 64 assert(node.id == output.id); |
| 55 assert(!output.state.isRemoved); | 65 assert(!output.state.isRemoved); |
| 56 _assets.add(node); | 66 _assets.add(node); |
| 57 _watchAsset(node); | 67 _watchAsset(node); |
| 58 } | 68 } |
| 59 | 69 |
| 60 /// Removes all existing listeners on [output] without actually closing | 70 /// Removes all existing listeners on [output] without actually closing |
| 61 /// [this]. | 71 /// [this]. |
| 62 /// | 72 /// |
| 63 /// This marks [output] as removed, but immediately replaces it with a new | 73 /// This marks [output] as removed, but immediately replaces it with a new |
| 64 /// [AssetNode] in the same state as the old output. This is used when adding | 74 /// [AssetNode] in the same state as the old output. This is used when adding |
| 65 /// a new [Phase] to cause consumers of the prior phase's outputs to be to | 75 /// a new [Phase] to cause consumers of the prior phase's outputs to be to |
| 66 /// start consuming the new phase's outputs instead. | 76 /// start consuming the new phase's outputs instead. |
| 67 void removeListeners() { | 77 void removeListeners() { |
| 68 _outputController.setRemoved(); | 78 _outputForwarder.close(); |
| 69 _outputController = new AssetNodeController.from(_assets.first); | 79 _outputForwarder = new AssetForwarder(_assets.first); |
| 80 _onAssetController.add(output); |
| 70 } | 81 } |
| 71 | 82 |
| 72 /// Watches [node] for state changes and adjusts [_assets] and [output] | 83 /// Watches [node] to adjust [_assets] and [output] when it's removed. |
| 73 /// appropriately when they occur. | |
| 74 void _watchAsset(AssetNode node) { | 84 void _watchAsset(AssetNode node) { |
| 75 node.onStateChange.listen((state) { | 85 node.whenRemoved.then((_) { |
| 76 if (state.isRemoved) { | 86 if (_assets.length == 1) { |
| 77 _removeAsset(node); | 87 assert(_assets.single == node); |
| 88 _outputForwarder.close(); |
| 89 _onAssetController.close(); |
| 78 return; | 90 return; |
| 79 } | 91 } |
| 80 if (_assets.first != node) return; | |
| 81 | 92 |
| 82 if (state.isAvailable) { | 93 // If there was more than one asset, we're resolving a collision -- |
| 83 _outputController.setAvailable(node.asset); | 94 // possibly partially. |
| 84 } else { | 95 var wasFirst = _assets.first == node; |
| 85 assert(state.isDirty); | 96 _assets.remove(node); |
| 86 _outputController.setDirty(); | 97 |
| 98 // If this was the first asset, we replace it with the next asset |
| 99 // (chronologically). |
| 100 if (wasFirst) removeListeners(); |
| 101 |
| 102 // If there's still a collision, report it. This lets the user know if |
| 103 // they've successfully resolved the collision or not. |
| 104 if (_assets.length > 1) { |
| 105 // Pump the event queue to ensure that the removal of the input triggers |
| 106 // a new build to which we can attach the error. |
| 107 // TODO(nweiz): report this through the output asset. |
| 108 newFuture(() => _phase.cascade.reportError(collisionException)); |
| 87 } | 109 } |
| 88 }); | 110 }); |
| 89 } | 111 } |
| 90 | |
| 91 /// Removes [node] as an output. | |
| 92 void _removeAsset(AssetNode node) { | |
| 93 if (_assets.length == 1) { | |
| 94 assert(_assets.single == node); | |
| 95 _outputController.setRemoved(); | |
| 96 return; | |
| 97 } | |
| 98 | |
| 99 // If there was more than one asset, we're resolving a collision -- | |
| 100 // possibly partially. | |
| 101 var wasFirst = _assets.first == node; | |
| 102 _assets.remove(node); | |
| 103 | |
| 104 // If this was the first asset, we replace it with the next asset | |
| 105 // (chronologically). | |
| 106 if (wasFirst) { | |
| 107 var newOutput = _assets.first; | |
| 108 _outputController.setOrigin(newOutput.origin); | |
| 109 if (newOutput.state.isAvailable) { | |
| 110 if (output.state.isAvailable) _outputController.setDirty(); | |
| 111 _outputController.setAvailable(newOutput.asset); | |
| 112 } else { | |
| 113 assert(newOutput.isDirty); | |
| 114 if (!output.state.isDirty) _outputController.setDirty(); | |
| 115 } | |
| 116 } | |
| 117 | |
| 118 // If there's still a collision, report it. This lets the user know | |
| 119 // if they've successfully resolved the collision or not. | |
| 120 if (_assets.length > 1) { | |
| 121 // Pump the event queue to ensure that the removal of the input triggers | |
| 122 // a new build to which we can attach the error. | |
| 123 // TODO(nweiz): report this through the output asset. | |
| 124 newFuture(() => _phase.cascade.reportError(collisionException)); | |
| 125 } | |
| 126 } | |
| 127 } | 112 } |
| OLD | NEW |