a58467ae9a
Bug: 323021988 Test: Manual tests Change-Id: If5e060d13f7935ced28d556ab248f2b1e6bdb61d
403 lines
11 KiB
Go
403 lines
11 KiB
Go
// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package status tracks actions run by various tools, combining the counts
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// (total actions, currently running, started, finished), and giving that to
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// multiple outputs.
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package status
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import (
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"sync"
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"time"
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)
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// Action describes an action taken (or as Ninja calls them, Edges).
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type Action struct {
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// Description is a shorter, more readable form of the command, meant
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// for users. It's optional, but one of either Description or Command
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// should be set.
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Description string
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// Outputs is the (optional) list of outputs. Usually these are files,
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// but they can be any string.
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Outputs []string
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// Inputs is the (optional) list of inputs. Usually these are files,
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// but they can be any string.
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Inputs []string
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// Command is the actual command line executed to perform the action.
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// It's optional, but one of either Description or Command should be
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// set.
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Command string
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// ChangedInputs is the (optional) list of inputs that have changed
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// since last time this action was run.
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ChangedInputs []string
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}
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// ActionResult describes the result of running an Action.
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type ActionResult struct {
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// Action is a pointer to the original Action struct.
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*Action
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// Output is the output produced by the command (usually stdout&stderr
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// for Actions that run commands)
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Output string
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// Error is nil if the Action succeeded, or set to an error if it
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// failed.
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Error error
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Stats ActionResultStats
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}
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type ActionResultStats struct {
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// Number of milliseconds spent executing in user mode
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UserTime uint32
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// Number of milliseconds spent executing in kernel mode
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SystemTime uint32
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// Max resident set size in kB
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MaxRssKB uint64
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// Minor page faults
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MinorPageFaults uint64
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// Major page faults
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MajorPageFaults uint64
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// IO input in kB
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IOInputKB uint64
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// IO output in kB
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IOOutputKB uint64
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// Voluntary context switches
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VoluntaryContextSwitches uint64
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// Involuntary context switches
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InvoluntaryContextSwitches uint64
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Tags string
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}
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// Counts describes the number of actions in each state
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type Counts struct {
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// TotalActions is the total number of expected changes. This can
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// generally change up or down during a build, but it should never go
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// below the number of StartedActions
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TotalActions int
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// RunningActions are the number of actions that are currently running
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// -- the number that have called StartAction, but not FinishAction.
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RunningActions int
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// StartedActions are the number of actions that have been started with
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// StartAction.
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StartedActions int
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// FinishedActions are the number of actions that have been finished
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// with FinishAction.
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FinishedActions int
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EstimatedTime time.Time
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}
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// ToolStatus is the interface used by tools to report on their Actions, and to
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// present other information through a set of messaging functions.
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type ToolStatus interface {
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// SetTotalActions sets the expected total number of actions that will
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// be started by this tool.
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//
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// This call be will ignored if it sets a number that is less than the
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// current number of started actions.
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SetTotalActions(total int)
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SetEstimatedTime(estimatedTime time.Time)
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// StartAction specifies that the associated action has been started by
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// the tool.
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//
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// A specific *Action should not be specified to StartAction more than
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// once, even if the previous action has already been finished, and the
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// contents rewritten.
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//
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// Do not re-use *Actions between different ToolStatus interfaces
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// either.
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StartAction(action *Action)
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// FinishAction specifies the result of a particular Action.
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//
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// The *Action embedded in the ActionResult structure must have already
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// been passed to StartAction (on this interface).
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//
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// Do not call FinishAction twice for the same *Action.
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FinishAction(result ActionResult)
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// Verbose takes a non-important message that is never printed to the
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// screen, but is in the verbose build log, etc
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Verbose(msg string)
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// Status takes a less important message that may be printed to the
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// screen, but overwritten by another status message. The full message
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// will still appear in the verbose build log.
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Status(msg string)
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// Print takes an message and displays it to the screen and other
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// output logs, etc.
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Print(msg string)
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// Error is similar to Print, but treats it similarly to a failed
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// action, showing it in the error logs, etc.
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Error(msg string)
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// Finish marks the end of all Actions being run by this tool.
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//
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// SetTotalEdges, StartAction, and FinishAction should not be called
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// after Finish.
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Finish()
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}
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// MsgLevel specifies the importance of a particular log message. See the
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// descriptions in ToolStatus: Verbose, Status, Print, Error.
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type MsgLevel int
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const (
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VerboseLvl MsgLevel = iota
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StatusLvl
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PrintLvl
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ErrorLvl
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)
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func (l MsgLevel) Prefix() string {
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switch l {
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case VerboseLvl:
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return "verbose: "
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case StatusLvl:
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return "status: "
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case PrintLvl:
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return ""
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case ErrorLvl:
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return "error: "
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default:
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panic("Unknown message level")
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}
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}
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// StatusOutput is the interface used to get status information as a Status
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// output.
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//
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// All of the functions here are guaranteed to be called by Status while
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// holding it's internal lock, so it's safe to assume a single caller at any
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// time, and that the ordering of calls will be correct. It is not safe to call
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// back into the Status, or one of its ToolStatus interfaces.
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type StatusOutput interface {
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// StartAction will be called once every time ToolStatus.StartAction is
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// called. counts will include the current counters across all
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// ToolStatus instances, including ones that have been finished.
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StartAction(action *Action, counts Counts)
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// FinishAction will be called once every time ToolStatus.FinishAction
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// is called. counts will include the current counters across all
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// ToolStatus instances, including ones that have been finished.
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FinishAction(result ActionResult, counts Counts)
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// Message is the equivalent of ToolStatus.Verbose/Status/Print/Error,
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// but the level is specified as an argument.
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Message(level MsgLevel, msg string)
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// Flush is called when your outputs should be flushed / closed. No
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// output is expected after this call.
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Flush()
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// Write lets StatusOutput implement io.Writer
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Write(p []byte) (n int, err error)
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}
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// Status is the multiplexer / accumulator between ToolStatus instances (via
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// StartTool) and StatusOutputs (via AddOutput). There's generally one of these
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// per build process (though tools like multiproduct_kati may have multiple
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// independent versions).
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type Status struct {
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counts Counts
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outputs []StatusOutput
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// Protects counts and outputs, and allows each output to
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// expect only a single caller at a time.
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lock sync.Mutex
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}
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// AddOutput attaches an output to this object. It's generally expected that an
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// output is attached to a single Status instance.
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func (s *Status) AddOutput(output StatusOutput) {
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if output == nil {
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return
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}
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s.lock.Lock()
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defer s.lock.Unlock()
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s.outputs = append(s.outputs, output)
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}
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// StartTool returns a new ToolStatus instance to report the status of a tool.
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func (s *Status) StartTool() ToolStatus {
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return &toolStatus{
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status: s,
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}
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}
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// Finish will call Flush on all the outputs, generally flushing or closing all
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// of their outputs. Do not call any other functions on this instance or any
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// associated ToolStatus instances after this has been called.
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func (s *Status) Finish() {
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s.lock.Lock()
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defer s.lock.Unlock()
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for _, o := range s.outputs {
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o.Flush()
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}
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}
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func (s *Status) updateTotalActions(diff int) {
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s.lock.Lock()
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defer s.lock.Unlock()
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s.counts.TotalActions += diff
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}
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func (s *Status) SetEstimatedTime(estimatedTime time.Time) {
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s.lock.Lock()
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defer s.lock.Unlock()
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s.counts.EstimatedTime = estimatedTime
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}
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func (s *Status) startAction(action *Action) {
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s.lock.Lock()
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defer s.lock.Unlock()
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s.counts.RunningActions += 1
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s.counts.StartedActions += 1
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for _, o := range s.outputs {
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o.StartAction(action, s.counts)
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}
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}
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func (s *Status) finishAction(result ActionResult) {
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s.lock.Lock()
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defer s.lock.Unlock()
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s.counts.RunningActions -= 1
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s.counts.FinishedActions += 1
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for _, o := range s.outputs {
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o.FinishAction(result, s.counts)
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}
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}
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func (s *Status) message(level MsgLevel, msg string) {
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s.lock.Lock()
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defer s.lock.Unlock()
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for _, o := range s.outputs {
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o.Message(level, msg)
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}
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}
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func (s *Status) Status(msg string) {
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s.message(StatusLvl, msg)
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}
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type toolStatus struct {
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status *Status
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counts Counts
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// Protects counts
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lock sync.Mutex
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}
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var _ ToolStatus = (*toolStatus)(nil)
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func (d *toolStatus) SetTotalActions(total int) {
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diff := 0
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d.lock.Lock()
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if total >= d.counts.StartedActions && total != d.counts.TotalActions {
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diff = total - d.counts.TotalActions
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d.counts.TotalActions = total
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}
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d.lock.Unlock()
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if diff != 0 {
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d.status.updateTotalActions(diff)
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}
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}
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func (d *toolStatus) SetEstimatedTime(estimatedTime time.Time) {
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d.status.SetEstimatedTime(estimatedTime)
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}
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func (d *toolStatus) StartAction(action *Action) {
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totalDiff := 0
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d.lock.Lock()
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d.counts.RunningActions += 1
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d.counts.StartedActions += 1
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if d.counts.StartedActions > d.counts.TotalActions {
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totalDiff = d.counts.StartedActions - d.counts.TotalActions
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d.counts.TotalActions = d.counts.StartedActions
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}
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d.lock.Unlock()
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if totalDiff != 0 {
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d.status.updateTotalActions(totalDiff)
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}
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d.status.startAction(action)
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}
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func (d *toolStatus) FinishAction(result ActionResult) {
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d.lock.Lock()
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d.counts.RunningActions -= 1
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d.counts.FinishedActions += 1
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d.lock.Unlock()
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d.status.finishAction(result)
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}
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func (d *toolStatus) Verbose(msg string) {
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d.status.message(VerboseLvl, msg)
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}
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func (d *toolStatus) Status(msg string) {
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d.status.message(StatusLvl, msg)
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}
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func (d *toolStatus) Print(msg string) {
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d.status.message(PrintLvl, msg)
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}
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func (d *toolStatus) Error(msg string) {
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d.status.message(ErrorLvl, msg)
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}
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func (d *toolStatus) Finish() {
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d.lock.Lock()
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defer d.lock.Unlock()
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if d.counts.TotalActions != d.counts.StartedActions {
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d.status.updateTotalActions(d.counts.StartedActions - d.counts.TotalActions)
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}
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// TODO: update status to correct running/finished edges?
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d.counts.RunningActions = 0
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d.counts.TotalActions = d.counts.StartedActions
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}
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