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).Start ();
47 public BuildManager BuildManager { get; private set; }
49 List<BuildNode> in_proc_nodes = new List<BuildNode> ();
50 List<BuildNode> out_proc_nodes = new List<BuildNode> ();
51 AutoResetEvent queue_wait_handle = new AutoResetEvent (false);
52 ConcurrentQueue<BuildSubmission> queued_builds = new ConcurrentQueue<BuildSubmission> ();
53 // FIXME: currently it is not in use but it should be stored somewhere for cancellation.
54 Dictionary<BuildSubmission,Task> ongoing_builds = new Dictionary<BuildSubmission, Task> ();
57 readonly TaskFactory<BuildResult> task_factory = new TaskFactory<BuildResult> ();
58 internal TaskFactory<BuildResult> ThreadTaskFactory {
59 get { return task_factory; }
66 if (queued_builds.Count == 0) {
67 queue_wait_handle.WaitOne ();
71 BuildSubmission build;
72 if (!queued_builds.TryDequeue (out build))
74 StartOneBuild (build);
75 } catch (Exception ex) {
76 Console.Error.WriteLine ("Uncaught build node exception occured");
77 Console.Error.WriteLine (ex);
85 queue_wait_handle.Set ();
88 public void ResetCaches ()
90 in_proc_nodes.Clear ();
91 out_proc_nodes.Clear ();
94 public void Enqueue (BuildSubmission build)
96 queued_builds.Enqueue (build);
97 queue_wait_handle.Set ();
100 void StartOneBuild (BuildSubmission build)
102 var node = TakeNode (build);
103 // FIXME: Task here causes NotImplementedException in somewhere in Interlocked. It does not make sense.
104 //ongoing_builds [build] = task_factory.StartNew (node.ExecuteBuild);
105 new Thread (() => { node.ExecuteBuild (); }).Start ();
108 // FIXME: take max nodes into account here, and get throttling working.
109 BuildNode TakeNode (BuildSubmission build)
111 var host = BuildManager.OngoingBuildParameters.HostServices;
112 NodeAffinity affinity;
114 affinity = NodeAffinity.Any;
116 affinity = host.GetNodeAffinity (build.BuildRequest.ProjectFullPath);
117 BuildNode n = GetReusableNode (affinity);
121 n = new BuildNode (this, affinity == NodeAffinity.Any ? NodeAffinity.InProc : affinity);
123 if (n.Affinity == NodeAffinity.InProc)
124 in_proc_nodes.Add (n);
126 out_proc_nodes.Add (n);
131 BuildNode GetReusableNode (NodeAffinity affinity)
133 if (!BuildManager.OngoingBuildParameters.EnableNodeReuse)
136 if (affinity != NodeAffinity.OutOfProc)
137 foreach (var n in in_proc_nodes)
138 if (n.IsAvailable && (n.Affinity & affinity) != 0)
140 if (affinity != NodeAffinity.InProc)
141 foreach (var n in out_proc_nodes)
142 if (n.IsAvailable && (n.Affinity & affinity) != 0)
147 internal class BuildNode
149 static Random rnd = new Random ();
151 public BuildNode (BuildNodeManager manager, NodeAffinity affinity)
158 public bool IsAvailable { get; private set; }
159 public int Id { get; private set; }
160 public BuildNodeManager Manager { get; set; }
161 public NodeAffinity Affinity { get; private set; }
162 public BuildSubmission Build { get; private set; }
164 public void Assign (BuildSubmission build)
170 public BuildResult ExecuteBuild ()
172 // FIXME: depending on NodeAffinity, build it through another MSBuild process.
173 if (Affinity == NodeAffinity.OutOfProc)
174 throw new NotImplementedException ();
175 return Build.Execute ();