"""SCons.Taskmaster Generic Taskmaster. """ # # Copyright (c) 2001 Steven Knight # # 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. # __revision__ = "__FILE__ __REVISION__ __DATE__ __DEVELOPER__" import SCons.Node class Task: """Default SCons build engine task.""" def __init__(self,target): self.target = target def execute(self): self.target.build() def set_state(self, state): return self.target.set_state(state) def current(node): """Default SCons build engine is-it-current function. This returns "always out of date," so every node is always built/visited. """ return None class Taskmaster: """A generic Taskmaster for handling a bunch of targets. Classes that override methods of this class should call the base class method, so this class can do it's thing. """ def __init__(self, targets=[], tasker=Task, current=current): self.walkers = map(SCons.Node.Walker, targets) self.tasker = tasker self.current = current self.targets = targets def next_task(self): while self.walkers: n = self.walkers[0].next() if n == None: self.walkers.pop(0) elif n.get_state() == SCons.Node.up_to_date: self.up_to_date(n, self.walkers[0].is_done()) elif n.get_state() == SCons.Node.failed: # XXX do the right thing here pass elif n.get_state() == SCons.Node.executing: # XXX do the right thing here pass elif n.get_state() == SCons.Node.executed: # skip this node because it has already been executed pass elif self.current(n): n.set_state(SCons.Node.up_to_date) self.up_to_date(n, self.walkers[0].is_done()) else: n.set_state(SCons.Node.executing) return self.tasker(n) return None def is_blocked(self): return 0 def up_to_date(self, node): pass def executed(self, task): task.set_state(SCons.Node.executed) def failed(self, task): self.walkers = [] task.set_state(SCons.Node.failed)