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Side by Side Diff: tools/gn/item_tree.h

Issue 56433003: GN threading refactor (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 1 month ago
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1 // Copyright (c) 2013 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #ifndef TOOLS_GN_ITEM_TREE_H_
6 #define TOOLS_GN_ITEM_TREE_H_
7
8 #include "base/containers/hash_tables.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "base/synchronization/lock.h"
11 #include "tools/gn/label.h"
12
13 class BuildSettings;
14 class Err;
15 class Item;
16 class ItemNode;
17
18 // Represents the full dependency tree if labeled items in the system.
19 // Generally you will interact with this through the target manager, etc.
20 //
21 // There are two modes for filling out the dependency tree:
22 //
23 // - In greedy mode, every target we encounter will be generated. This means
24 // that we'll recursively load all of its subdependencies. So if you have
25 // a build file that's loaded for any reason, all targets in that build file
26 // will be generated.
27 //
28 // - In non-greedy mode, we'll only generate and load dependncies for targets
29 // that have the should_generate bit set. This allows us to load the minimal
30 // set of buildfiles required for one or more targets.
31 //
32 // The main build is generally run in greedy mode, since people expect to be
33 // be able to write random tests and have them show up in the output. We'll
34 // switch into non-greed mode when doing diagnostics (like displaying the
35 // dependency tree on the command line) and for dependencies on targets in
36 // other toolchains. The toolchain behavior is important, if target A depends
37 // on B with an alternate toolchain, it doesn't mean we should recursively
38 // generate all targets in the buildfile just to get B: we should generate the
39 // and load the minimum number of files in order to resolve B.
40 class ItemTree {
41 public:
42 ItemTree();
43 ~ItemTree();
44
45 // This lock must be held when calling the "Locked" functions below.
46 base::Lock& lock() const { return lock_; }
47
48 // Returns NULL if the item is not found.
49 //
50 // The lock must be held.
51 ItemNode* GetExistingNodeLocked(const Label& label);
52
53 // There must not be an item with this label in the tree already. Takes
54 // ownership of the pointer.
55 //
56 // The lock must be held.
57 void AddNodeLocked(ItemNode* node);
58
59 // Mark the given item as being defined. If it has no unresolved
60 // dependencies, it will be marked resolved, and the resolved state will be
61 // recursively pushed into the dependency tree. Returns an error if there was
62 // an error.
63 bool MarkItemDefinedLocked(const BuildSettings* build_settings,
64 const Label& label,
65 Err* err);
66
67 // Fills the given vector with all known items.
68 void GetAllItemNodesLocked(std::vector<const ItemNode*>* dest) const;
69 void GetAllItemsLocked(std::vector<const Item*>* dest) const;
70
71 // Returns an error if there are unresolved dependencies, or no error if
72 // there aren't.
73 //
74 // The lock should not be held.
75 Err CheckForBadItems() const;
76
77 private:
78 void MarkItemResolvedLocked(ItemNode* node);
79
80 // Given a set of unresolved nodes, looks for cycles and returns the error
81 // message describing any cycles it found.
82 std::string CheckForCircularDependenciesLocked(
83 const std::vector<const ItemNode*>& bad_nodes) const;
84
85 mutable base::Lock lock_;
86
87 typedef base::hash_map<Label, ItemNode*> StringToNodeHash;
88 StringToNodeHash items_; // Owning pointer.
89
90 DISALLOW_COPY_AND_ASSIGN(ItemTree);
91 };
92
93 #endif // TOOLS_GN_ITEM_TREE_H_
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