class Bundler::Molinillo::Resolver::Resolution
A specific resolution from a given {Resolver}
def activate_spec
-
(void)
-
def activate_spec conflicts.delete(name) debug(depth) { 'Activated ' + name + ' at ' + possibility.to_s } vertex = activated.vertex_named(name) vertex.payload = possibility require_nested_dependencies_for(possibility) end
def attempt_to_activate
-
(void)
-
def attempt_to_activate debug(depth) { 'Attempting to activate ' + possibility.to_s } existing_node = activated.vertex_named(name) if existing_node.payload debug(depth) { "Found existing spec (#{existing_node.payload})" } attempt_to_activate_existing_spec(existing_node) else attempt_to_activate_new_spec end end
def attempt_to_activate_existing_spec(existing_node)
-
(void)
-
def attempt_to_activate_existing_spec(existing_node) existing_spec = existing_node.payload if requirement_satisfied_by?(requirement, activated, existing_spec) new_requirements = requirements.dup push_state_for_requirements(new_requirements) else return if attempt_to_swap_possibility create_conflict debug(depth) { "Unsatisfied by existing spec (#{existing_node.payload})" } unwind_for_conflict end end
def attempt_to_activate_new_spec
-
(void)
-
def attempt_to_activate_new_spec satisfied = begin locked_requirement = locked_requirement_named(name) requested_spec_satisfied = requirement_satisfied_by?(requirement, activated, possibility) locked_spec_satisfied = !locked_requirement || requirement_satisfied_by?(locked_requirement, activated, possibility) debug(depth) { 'Unsatisfied by requested spec' } unless requested_spec_satisfied debug(depth) { 'Unsatisfied by locked spec' } unless locked_spec_satisfied requested_spec_satisfied && locked_spec_satisfied end if satisfied activate_spec else create_conflict unwind_for_conflict end end
def attempt_to_swap_possibility
-
(Boolean)
- Whether the possibility was swapped into {#activated}
def attempt_to_swap_possibility swapped = activated.dup swapped.vertex_named(name).payload = possibility return unless swapped.vertex_named(name).requirements. all? { |r| requirement_satisfied_by?(r, swapped, possibility) } attempt_to_activate_new_spec end
def create_conflict
-
(Conflict)
- a {Conflict} that reflects the failure to activate
def create_conflict vertex = activated.vertex_named(name) requirements = { name_for_explicit_dependency_source => vertex.explicit_requirements, name_for_locking_dependency_source => Array(locked_requirement_named(name)), } vertex.incoming_edges.each { |edge| (requirements[edge.origin.payload] ||= []).unshift(*edge.requirements) } conflicts[name] = Conflict.new( requirement, Hash[requirements.select { |_, r| !r.empty? }], vertex.payload, possibility, locked_requirement_named(name), requirement_trees ) end
def debug(depth = 0, &block)
-
(void)
-
Parameters:
-
block
(Proc
) -- a block that yields a {#to_s} -
depth
(Integer
) -- the depth of the {#states} stack
def debug(depth = 0, &block) resolver_ui.debug(depth, &block) end
def end_resolution
-
(void)
-
def end_resolution resolver_ui.after_resolution debug do "Finished resolution (#{@iteration_counter} steps) " \ "(Took #{(ended_at = Time.now) - @started_at} seconds) (#{ended_at})" end debug { 'Unactivated: ' + Hash[activated.vertices.reject { |_n, v| v.payload }].keys.join(', ') } if state debug { 'Activated: ' + Hash[activated.vertices.select { |_n, v| v.payload }].keys.join(', ') } if state end
def find_state_for(requirement)
-
(ResolutionState)
- the state whose `requirement` is the given
def find_state_for(requirement) return nil unless requirement states.reverse_each.find { |i| requirement == i.requirement && i.is_a?(DependencyState) } end
def indicate_progress
-
(void)
-
def indicate_progress @iteration_counter += 1 @progress_rate ||= resolver_ui.progress_rate if iteration_rate.nil? if Time.now - started_at >= @progress_rate self.iteration_rate = @iteration_counter end end if iteration_rate && (@iteration_counter % iteration_rate) == 0 resolver_ui.indicate_progress end end
def initial_state
-
(DependencyState)
- the initial state for the resolution
def initial_state graph = DependencyGraph.new.tap do |dg| original_requested.each { |r| dg.add_root_vertex(name_for(r), nil).tap { |v| v.explicit_requirements << r } } end requirements = sort_dependencies(original_requested, graph, {}) initial_requirement = requirements.shift DependencyState.new( initial_requirement && name_for(initial_requirement), requirements, graph, initial_requirement, initial_requirement && search_for(initial_requirement), 0, {} ) end
def initialize(specification_provider, resolver_ui, requested, base)
-
base
(DependencyGraph
) -- see {#base} -
requested
(Array
) -- see {#original_requested} -
resolver_ui
(UI
) -- see {#resolver_ui} -
specification_provider
(SpecificationProvider
) --
def initialize(specification_provider, resolver_ui, requested, base) @specification_provider = specification_provider @resolver_ui = resolver_ui @original_requested = requested @base = base @states = [] @iteration_counter = 0 end
def locked_requirement_named(requirement_name)
-
(Object)
- the locked spec named `requirement_name`, if one
Parameters:
-
requirement_name
(String
) -- the spec name to search for
def locked_requirement_named(requirement_name) vertex = base.vertex_named(requirement_name) vertex && vertex.payload end
def parent_of(requirement)
-
(Object)
- the requirement that led to `requirement` being added
def parent_of(requirement) return nil unless requirement seen = false state = states.reverse_each.find do |s| seen ||= s.requirement == requirement seen && s.requirement != requirement && !s.requirements.include?(requirement) end state && state.requirement end
def possibility
-
(Object)
- the current possibility that the resolution is trying
def possibility possibilities.last end
def process_topmost_state
-
(void)
-
def process_topmost_state if possibility attempt_to_activate else create_conflict if state.is_a? PossibilityState unwind_for_conflict until possibility && state.is_a?(DependencyState) end end
def push_state_for_requirements(new_requirements)
-
(void)
-
Parameters:
-
new_requirements
(Array
) --
def push_state_for_requirements(new_requirements) new_requirements = sort_dependencies(new_requirements.uniq, activated, conflicts) new_requirement = new_requirements.shift states.push DependencyState.new( new_requirement ? name_for(new_requirement) : '', new_requirements, activated.dup, new_requirement, new_requirement ? search_for(new_requirement) : [], depth, conflicts.dup ) end
def require_nested_dependencies_for(activated_spec)
-
(void)
-
Parameters:
-
activated_spec
(Object
) -- the specification that has just been
def require_nested_dependencies_for(activated_spec) nested_dependencies = dependencies_for(activated_spec) debug(depth) { "Requiring nested dependencies (#{nested_dependencies.map(&:to_s).join(', ')})" } nested_dependencies.each { |d| activated.add_child_vertex name_for(d), nil, [name_for(activated_spec)], d } push_state_for_requirements(requirements + nested_dependencies) end
def requirement_for_existing_name(name)
-
(Object)
- the requirement that led to a version of a possibility
def requirement_for_existing_name(name) return nil unless activated.vertex_named(name).payload states.reverse_each.find { |s| !s.activated.vertex_named(name).payload }.requirement end
def requirement_tree_for(requirement)
-
(Array
- the list of requirements that led to
def requirement_tree_for(requirement) tree = [] while requirement tree.unshift(requirement) requirement = parent_of(requirement) end tree end
def requirement_trees
-
(Array
- The different requirement>)
def requirement_trees activated.vertex_named(name).requirements.map { |r| requirement_tree_for(r) } end
def resolve
-
(DependencyGraph)
- the dependency graph of successfully resolved
Raises:
-
(ResolverError)
- if successful resolution is impossible
def resolve start_resolution while state break unless state.requirements.any? || state.requirement indicate_progress if state.respond_to?(:pop_possibility_state) # DependencyState debug(depth) { "Creating possibility state for #{requirement} (#{possibilities.count} remaining)" } state.pop_possibility_state.tap { |s| states.push(s) if s } end process_topmost_state end activated.freeze ensure end_resolution end
def start_resolution
-
(void)
-
def start_resolution @started_at = Time.now states.push(initial_state) debug { "Starting resolution (#{@started_at})" } resolver_ui.before_resolution end
def state
-
(RequirementState)
- the current state the resolution is
def state states.last end
def state_any?(state)
-
(Boolean)
- whether or not the given state has any possibilities
def state_any?(state) state && state.possibilities.any? end
def state_index_for_unwind
-
(Integer)
- The index to which the resolution should unwind in the
def state_index_for_unwind current_requirement = requirement existing_requirement = requirement_for_existing_name(name) until current_requirement.nil? current_state = find_state_for(current_requirement) return states.index(current_state) if state_any?(current_state) current_requirement = parent_of(current_requirement) end until existing_requirement.nil? existing_state = find_state_for(existing_requirement) return states.index(existing_state) if state_any?(existing_state) existing_requirement = parent_of(existing_requirement) end -1 end
def unwind_for_conflict
-
(void)
-
def unwind_for_conflict debug(depth) { "Unwinding for conflict: #{requirement}" } conflicts.tap do |c| states.slice!((state_index_for_unwind + 1)..-1) raise VersionConflict.new(c) unless state state.conflicts = c end end