In some cases the primary builder may need to handle missing
dependencies. Add Context.SetAllowMissingDependencies to cause
Blueprint to store the list of missing dependencies without immediately
emitting an error, and ModuleContext.GetMissingDependencies to return
the missing dependencies to the primary builder. If the primary builder
does not call ModuleContext.GetMissingDependencies Blueprint will emit
dependency errors.
When building a subset of a source tree, some of the subdirectories
mentioned in the subdirs variable may be missing. Add support for an
optional_subdirs variable, which won't error out if the requested
directory is missing.
This wrapper script can be used instead of ninja to ensure the build
won't get stuck building the primary builder.
An example of when this would happen:
1. Do a successful build
2. Sync/make a change in the primary builder (soong, etc) that depends
on a blueprint change.
3. The next build would notice that change, and rewind to the primary
stage to rebuild the builder. That build would fail.
4. Sync/fix the blueprint code.
5. The next build would still fail. The bootstrap stage would need to
be run in order to fix the primary stage, but we're still stuck in the
primary stage. The only way to switch stages is to successfully
complete everything required to choose the next stage.
This generally isn't a problem in the main stage, since there is no code
being built in the dependency chain leading up to stage selection.
Any existing wrappers (like soong) can execute this wrapper (optionally
skipping ninja execution) if they're worried about the above situation.
This isn't strictly required -- running ninja directly will still work
in most cases, you'll just need to re-run bootstrap.bash if you get into
a bad state.
Change-Id: I5901d7240a1daa388a786ceb1c8259502fc14058
Turn PackageContext into an interface so that build systems can wrap it
to add more custom helpers.
This does introduce an API change, though it should be fairly simple.
NewPackageContext used to provide an opaque *PackageContext struct, now it
provides a PackageContext interface.
Change-Id: I383c64a303d857ef5e0dec86ad77f791ba4c9639
Embedded anonymous structs have no name, use the type as the name for
now. Eventually we should hide the name completely and put the
properties in the embedding struct.
Allow property structs to contain anonymous embedded structs and
interfaces. Properties in an anonymous embedded struct or interface are
treated as if they were properties in the embedding struct.
ZeroProperties was setting nested structs to their zero value, even if
they contained an interface that should be recursed into, not replaced
with nil.
Removing abandoned files needs to know where the .ninja_log file is
stored. Export the ninja builddir value from Context and use it to
determine the .ninja_log path in any stage.
The ninja builddir (where ninja stores its .ninja_log and .ninja_deps
files) and the bootstrap.BuildDir (where build output files are written)
are distinct, so to reduce confusion replace SetBuildDir with
SetNinjaBuildDir.
Build logic can now implement a RemoveAbandonedFiles, and the bootstrap
logic will only remove abandoned files if that method returns true.
Leaving the method unimplemented will result in the existing behavior of
always removing abandoned files.
ctx.SetBuildDir is called by the bootstrap singleton, which is always
last. In order to allow the primary builder to set the directory for
.ninja_log/.ninja_deps, remove the panic on multiple calls to
ctx.SetBuildDir, and always used the value passed by the first caller.
For implicit dependencies that will be common to all users of a Rule,
add a new field 'CommandDeps' to the RuleParam. This is a list of
strings to be prepended to the implicit dependencies in each BuildParam.
This lets us have the dependencies declared next to where they are used,
instead of duplicated in areas that may be far apart.
I looked at passing this information down to ninja too, but it only
saves us a few percent of ninja file, and requires a modification to the
ninja file format.
Change-Id: Ifd910dee1506d4e32a76ed06206f853c4caec622
Dependency errors were prefixed with ??? because they were associated
with the position of the "deps" property, which is often not used. Use
the position of the module instead.
beforeInModuleList panic'd when checking if a variant was before itself
in the module list. Return a real error instead of calling
beforeInModuleList, and also fix beforeInModuleList to return false for
the same module.
AddReverseDependencies would add modules the target's dependency list in
a non-deterministic order based on the order the modules were parsed.
Redefine AddReverseDependencies to collect dependencies until the end of
the mutator and then add them sorted by name.
PropertyErrorf gets called from build logic, and shouldn't panic if the
build logic reports an error on an unset property. Fall back to using
the module position if the property wasn't set.
Also put the property name into the error message.
When appending properties, it may be necessary to determine if two
property structs are the same "type". A simple Go type comparison is
not sufficient, as there may be interface{} values in the property
structs that contain different types. Add proptools.TypeEqual that
returns true if they have equal types and all embedded pointers to
structs and interfaces to pointers to structs have the same nilitude and
type.
The only append semantics for bool that result in a no-op when the zero
value is appended is to OR the two values together, but that is rarely
the desired semantics. Add support for *bool and *string as property
types, where appending a nil pointer is a no-op. For *bool, appending a
non-nil pointer replaces the destination with the value. For *string,
appending a non-nil pointer appends the value.
This also provides a more reliable replacement for
ModuleContext.ContainsProperty, as the build logic can tell that the
property was set, even if it was set by a mutator and not by the
blueprints file, by testing against nil.
[]string already provides these semantics for lists.
Setting a *bool or *string property from a blueprints file is the same
syntax as setting a bool or a string property.
Add tests for CloneProperties, CloneEmptyProperties and ZeroProperties
and fix detected bugs related to nil pointers to structs and interfaces
containing nil pointers to structs.
It is common for a mutator to append or prepend property structs
together. Add helper functions to append or prepend properties in property
structs. The append operation is defined as appending string and slices
of strings normally, OR-ing bool values, and recursing into embedded
structs, pointers to structs, and interfaces containing pointers to
structs. Appending or prepending the zero value of a property will
always be a no-op.