6bdd276d05
Former-commit-id: fd56571888259555122d8a0f58c68838229cea2b
216 lines
6.1 KiB
C#
216 lines
6.1 KiB
C#
//
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// BuildNodeManager.cs
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//
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// Author:
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// Atsushi Enomoto (atsushi@xamarin.com)
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//
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// Copyright (C) 2013 Xamarin Inc. (http://www.xamarin.com)
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the
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// "Software"), to deal in the Software without restriction, including
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// without limitation the rights to use, copy, modify, merge, publish,
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// distribute, sublicense, and/or sell copies of the Software, and to
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// permit persons to whom the Software is furnished to do so, subject to
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// the following conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Build.Execution;
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using Microsoft.Build.Framework;
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using System.Threading.Tasks;
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using System.Threading;
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using System.Collections.Concurrent;
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namespace Microsoft.Build.Internal
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{
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class BuildNodeManager
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{
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public BuildNodeManager (BuildManager buildManager)
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{
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BuildManager = buildManager;
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new Thread (RunLoop) {
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IsBackground = true,
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Name = "xbuild request handler"
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}.Start ();
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}
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~BuildNodeManager ()
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{
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run_loop = false;
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queue_wait_handle.Set ();
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}
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public BuildManager BuildManager { get; private set; }
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List<BuildNode> in_proc_nodes = new List<BuildNode> ();
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List<BuildNode> out_proc_nodes = new List<BuildNode> ();
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AutoResetEvent queue_wait_handle = new AutoResetEvent (false);
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ConcurrentQueue<BuildSubmission> queued_builds = new ConcurrentQueue<BuildSubmission> ();
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// FIXME: currently it is not in use but it should be stored somewhere for cancellation.
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Dictionary<BuildSubmission,Task> ongoing_builds = new Dictionary<BuildSubmission, Task> ();
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bool run_loop = true;
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readonly TaskFactory<BuildResult> task_factory = new TaskFactory<BuildResult> ();
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internal TaskFactory<BuildResult> ThreadTaskFactory {
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get { return task_factory; }
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}
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void RunLoop ()
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{
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while (run_loop) {
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try {
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if (queued_builds.Count == 0)
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queue_wait_handle.WaitOne ();
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if (!run_loop)
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break;
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BuildSubmission build;
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if (!queued_builds.TryDequeue (out build))
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continue;
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StartOneBuild (build);
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} catch (ThreadAbortException) {
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// do nothing
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break;
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} catch (Exception ex) {
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// FIXME: I guess INodeLogger should be used instead.
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Console.Error.WriteLine ("Uncaught build node exception occured");
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Console.Error.WriteLine (ex);
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}
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}
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}
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public void Stop ()
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{
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run_loop = false;
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queue_wait_handle.Set ();
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}
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public void ResetCaches ()
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{
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in_proc_nodes.Clear ();
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out_proc_nodes.Clear ();
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}
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public void Enqueue (BuildSubmission build)
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{
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queued_builds.Enqueue (build);
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queue_wait_handle.Set ();
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}
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void StartOneBuild (BuildSubmission build)
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{
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var node = TakeNode (build);
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// FIXME: Task (non-generic) here causes NotImplementedException in somewhere in Interlocked. It does not make sense.
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ongoing_builds [build] = task_factory.StartNew (node.ExecuteBuild);
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//new Thread (() => { node.ExecuteBuild (); }).Start ();
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}
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void EndOneBuild (BuildNode node)
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{
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var task = ongoing_builds [node.Build];
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ongoing_builds [node.Build] = null;
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node.Release ();
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}
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// FIXME: take max nodes into account here, and get throttling working.
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BuildNode TakeNode (BuildSubmission build)
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{
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var host = BuildManager.OngoingBuildParameters.HostServices;
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NodeAffinity affinity;
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if (host == null)
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affinity = NodeAffinity.Any;
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else
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affinity = host.GetNodeAffinity (build.BuildRequest.ProjectFullPath);
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BuildNode n = GetReusableNode (affinity);
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if (n != null)
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n.Assign (build);
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else {
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n = new BuildNode (this, affinity == NodeAffinity.Any ? NodeAffinity.InProc : affinity);
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n.Assign (build);
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if (n.Affinity == NodeAffinity.InProc)
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in_proc_nodes.Add (n);
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else
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out_proc_nodes.Add (n);
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}
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return n;
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}
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BuildNode GetReusableNode (NodeAffinity affinity)
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{
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if (!BuildManager.OngoingBuildParameters.EnableNodeReuse)
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return null;
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if (affinity != NodeAffinity.OutOfProc)
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foreach (var n in in_proc_nodes)
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if (n.IsAvailable && (n.Affinity & affinity) != 0)
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return n;
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if (affinity != NodeAffinity.InProc)
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foreach (var n in out_proc_nodes)
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if (n.IsAvailable && (n.Affinity & affinity) != 0)
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return n;
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return null;
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}
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internal class BuildNode
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{
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static Random rnd = new Random ();
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public BuildNode (BuildNodeManager manager, NodeAffinity affinity)
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{
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Manager = manager;
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Affinity = affinity;
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Id = rnd.Next ();
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}
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public bool IsAvailable { get; private set; }
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public int Id { get; private set; }
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public BuildNodeManager Manager { get; set; }
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public NodeAffinity Affinity { get; private set; }
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public BuildSubmission Build { get; private set; }
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public void Assign (BuildSubmission build)
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{
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IsAvailable = false;
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Build = build;
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}
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public void Release ()
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{
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Build = null;
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IsAvailable = true;
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}
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public BuildResult ExecuteBuild ()
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{
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BuildResult result;
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try {
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// FIXME: depending on NodeAffinity, build it through another MSBuild process.
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if (Affinity == NodeAffinity.OutOfProc)
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throw new NotImplementedException ();
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result = Build.InternalExecute ();
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} catch (Exception ex) {
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// FIXME: I guess INodeLogger should be used instead.
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Console.Error.WriteLine ("Uncaught build node exception occured");
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Console.Error.WriteLine (ex);
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result = null;
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} finally {
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Manager.EndOneBuild (this);
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}
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return result;
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}
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}
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}
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}
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