5 // Atsushi Enomoto (atsushi@xamarin.com)
7 // Copyright (C) 2013 Xamarin Inc. (http://www.xamarin.com)
9 // Permission is hereby granted, free of charge, to any person obtaining
10 // a copy of this software and associated documentation files (the
11 // "Software"), to deal in the Software without restriction, including
12 // without limitation the rights to use, copy, modify, merge, publish,
13 // distribute, sublicense, and/or sell copies of the Software, and to
14 // permit persons to whom the Software is furnished to do so, subject to
15 // the following conditions:
17 // The above copyright notice and this permission notice shall be
18 // included in all copies or substantial portions of the Software.
20 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
21 // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
22 // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
23 // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
24 // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
25 // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
26 // WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 using System.Collections.Generic;
31 using Microsoft.Build.Execution;
32 using Microsoft.Build.Framework;
33 using System.Threading.Tasks;
34 using System.Threading;
35 using System.Collections.Concurrent;
37 namespace Microsoft.Build.Internal
39 class BuildNodeManager
41 public BuildNodeManager (BuildManager buildManager)
43 BuildManager = buildManager;
44 new Thread (RunLoop) {
46 Name = "xbuild request handler"
53 queue_wait_handle.Set ();
56 public BuildManager BuildManager { get; private set; }
58 List<BuildNode> in_proc_nodes = new List<BuildNode> ();
59 List<BuildNode> out_proc_nodes = new List<BuildNode> ();
60 AutoResetEvent queue_wait_handle = new AutoResetEvent (false);
61 ConcurrentQueue<BuildSubmission> queued_builds = new ConcurrentQueue<BuildSubmission> ();
62 // FIXME: currently it is not in use but it should be stored somewhere for cancellation.
63 Dictionary<BuildSubmission,Task> ongoing_builds = new Dictionary<BuildSubmission, Task> ();
66 readonly TaskFactory<BuildResult> task_factory = new TaskFactory<BuildResult> ();
67 internal TaskFactory<BuildResult> ThreadTaskFactory {
68 get { return task_factory; }
75 if (queued_builds.Count == 0)
76 queue_wait_handle.WaitOne ();
79 BuildSubmission build;
80 if (!queued_builds.TryDequeue (out build))
82 StartOneBuild (build);
83 } catch (Exception ex) {
84 // FIXME: I guess INodeLogger should be used instead.
85 Console.Error.WriteLine ("Uncaught build node exception occured");
86 Console.Error.WriteLine (ex);
94 queue_wait_handle.Set ();
97 public void ResetCaches ()
99 in_proc_nodes.Clear ();
100 out_proc_nodes.Clear ();
103 public void Enqueue (BuildSubmission build)
105 queued_builds.Enqueue (build);
106 queue_wait_handle.Set ();
109 void StartOneBuild (BuildSubmission build)
111 var node = TakeNode (build);
112 // FIXME: Task (non-generic) here causes NotImplementedException in somewhere in Interlocked. It does not make sense.
113 ongoing_builds [build] = task_factory.StartNew (node.ExecuteBuild);
114 //new Thread (() => { node.ExecuteBuild (); }).Start ();
117 void EndOneBuild (BuildNode node)
119 var task = ongoing_builds [node.Build];
120 ongoing_builds [node.Build] = null;
124 // FIXME: take max nodes into account here, and get throttling working.
125 BuildNode TakeNode (BuildSubmission build)
127 var host = BuildManager.OngoingBuildParameters.HostServices;
128 NodeAffinity affinity;
130 affinity = NodeAffinity.Any;
132 affinity = host.GetNodeAffinity (build.BuildRequest.ProjectFullPath);
133 BuildNode n = GetReusableNode (affinity);
137 n = new BuildNode (this, affinity == NodeAffinity.Any ? NodeAffinity.InProc : affinity);
139 if (n.Affinity == NodeAffinity.InProc)
140 in_proc_nodes.Add (n);
142 out_proc_nodes.Add (n);
147 BuildNode GetReusableNode (NodeAffinity affinity)
149 if (!BuildManager.OngoingBuildParameters.EnableNodeReuse)
152 if (affinity != NodeAffinity.OutOfProc)
153 foreach (var n in in_proc_nodes)
154 if (n.IsAvailable && (n.Affinity & affinity) != 0)
156 if (affinity != NodeAffinity.InProc)
157 foreach (var n in out_proc_nodes)
158 if (n.IsAvailable && (n.Affinity & affinity) != 0)
163 internal class BuildNode
165 static Random rnd = new Random ();
167 public BuildNode (BuildNodeManager manager, NodeAffinity affinity)
174 public bool IsAvailable { get; private set; }
175 public int Id { get; private set; }
176 public BuildNodeManager Manager { get; set; }
177 public NodeAffinity Affinity { get; private set; }
178 public BuildSubmission Build { get; private set; }
180 public void Assign (BuildSubmission build)
186 public void Release ()
192 public BuildResult ExecuteBuild ()
196 // FIXME: depending on NodeAffinity, build it through another MSBuild process.
197 if (Affinity == NodeAffinity.OutOfProc)
198 throw new NotImplementedException ();
199 result = Build.InternalExecute ();
200 } catch (Exception ex) {
201 // FIXME: I guess INodeLogger should be used instead.
202 Console.Error.WriteLine ("Uncaught build node exception occured");
203 Console.Error.WriteLine (ex);
206 Manager.EndOneBuild (this);