| // 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_ |