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