Beispiel #1
0
// CheckAndUpdate checks whether we should update Please and does so if needed.
// If it requires an update it will never return, it will either die on failure or on success will exec the new Please.
// Conversely, if an update isn't required it will return. It may adjust the version in the configuration.
// updatesEnabled indicates whether updates are enabled (i.e. not run with --noupdate)
// updateCommand indicates whether an update is specifically requested (due to e.g. `plz update`)
// forceUpdate indicates whether the user passed --force on the command line, in which case we
// will always update even if the version exists.
func CheckAndUpdate(config *core.Configuration, updatesEnabled, updateCommand, forceUpdate bool) {
	if !forceUpdate && !shouldUpdate(config, updatesEnabled, updateCommand) {
		return
	}
	word := describe(config.Please.Version, core.PleaseVersion, true)
	log.Warning("%s to Please version %s (currently %s)", word, config.Please.Version, core.PleaseVersion)

	// Must lock here so that the update process doesn't race when running two instances
	// simultaneously.
	core.AcquireRepoLock()
	defer core.ReleaseRepoLock()

	// If the destination exists and the user passed --force, remove it to force a redownload.
	newDir := core.ExpandHomePath(path.Join(config.Please.Location, config.Please.Version.String()))
	log.Notice("%s", newDir)
	if forceUpdate && core.PathExists(newDir) {
		if err := os.RemoveAll(newDir); err != nil {
			log.Fatalf("Failed to remove existing directory: %s", err)
		}
	}

	// Download it.
	newPlease := downloadAndLinkPlease(config)

	// Now run the new one.
	args := append([]string{newPlease}, os.Args[1:]...)
	log.Info("Executing %s", strings.Join(args, " "))
	if err := syscall.Exec(newPlease, args, os.Environ()); err != nil {
		log.Fatalf("Failed to exec new Please version %s: %s", newPlease, err)
	}
	// Shouldn't ever get here. We should have either exec'd or died above.
	panic("please update failed in an an unexpected and exciting way")
}
Beispiel #2
0
func Please(targets []core.BuildLabel, config *core.Configuration, prettyOutput, shouldBuild, shouldTest bool) (bool, *core.BuildState) {
	if opts.BuildFlags.NumThreads > 0 {
		config.Please.NumThreads = opts.BuildFlags.NumThreads
	} else if config.Please.NumThreads <= 0 {
		config.Please.NumThreads = runtime.NumCPU() + 2
	}
	if opts.NoCacheCleaner {
		config.Cache.DirCacheCleaner = ""
	}
	if opts.BuildFlags.Config != "" {
		config.Build.Config = opts.BuildFlags.Config
	}
	var c *core.Cache
	if !opts.FeatureFlags.NoCache {
		c = cache.NewCache(config)
	}
	state := core.NewBuildState(config.Please.NumThreads, c, opts.OutputFlags.Verbosity, config)
	state.VerifyHashes = !opts.FeatureFlags.NoHashVerification
	state.NumTestRuns = opts.Test.NumRuns + opts.Cover.NumRuns            // Only one of these can be passed.
	state.TestArgs = append(opts.Test.Args.Args, opts.Cover.Args.Args...) // Similarly here.
	state.NeedCoverage = !opts.Cover.Args.Target.IsEmpty()
	state.NeedBuild = shouldBuild
	state.NeedTests = shouldTest
	state.NeedHashesOnly = len(opts.Hash.Args.Targets) > 0
	state.PrepareOnly = opts.Build.Prepare
	state.CleanWorkdirs = !opts.FeatureFlags.KeepWorkdirs
	state.ForceRebuild = len(opts.Rebuild.Args.Targets) > 0
	state.ShowTestOutput = opts.Test.ShowOutput || opts.Cover.ShowOutput
	state.ShowAllOutput = opts.OutputFlags.ShowAllOutput
	state.SetIncludeAndExclude(opts.BuildFlags.Include, opts.BuildFlags.Exclude)
	metrics.InitFromConfig(config)
	// Acquire the lock before we start building
	if (shouldBuild || shouldTest) && !opts.FeatureFlags.NoLock {
		core.AcquireRepoLock()
		defer core.ReleaseRepoLock()
	}
	if opts.BuildFlags.Engine != "" {
		state.Config.Please.ParserEngine = opts.BuildFlags.Engine
	}
	// Start looking for the initial targets to kick the build off
	go findOriginalTasks(state, targets)
	// Start up all the build workers
	var wg sync.WaitGroup
	wg.Add(config.Please.NumThreads)
	for i := 0; i < config.Please.NumThreads; i++ {
		go func(tid int) {
			please(tid, state, opts.ParsePackageOnly, opts.BuildFlags.Include, opts.BuildFlags.Exclude)
			wg.Done()
		}(i)
	}
	// Wait until they've all exited, which they'll do once they have no tasks left.
	go func() {
		wg.Wait()
		close(state.Results) // This will signal MonitorState (below) to stop.
	}()
	// Draw stuff to the screen while there are still results coming through.
	shouldRun := !opts.Run.Args.Target.IsEmpty()
	success := output.MonitorState(state, config.Please.NumThreads, !prettyOutput, opts.BuildFlags.KeepGoing, shouldBuild, shouldTest, shouldRun, opts.OutputFlags.TraceFile)
	metrics.Stop()
	if c != nil {
		(*c).Shutdown()
	}
	return success, state
}