module Bundler::Molinillo class Resolver # A specific resolution from a given {Resolver} class Resolution # A conflict that the resolution process encountered # @attr [Object] requirement the requirement that immediately led to the conflict # @attr [{String,Nil=>[Object]}] requirements the requirements that caused the conflict # @attr [Object, nil] existing the existing spec that was in conflict with # the {#possibility} # @attr [Object] possibility the spec that was unable to be activated due # to a conflict # @attr [Object] locked_requirement the relevant locking requirement. # @attr [Array>] requirement_trees the different requirement # trees that led to every requirement for the conflicting name. # @attr [{String=>Object}] activated_by_name the already-activated specs. Conflict = Struct.new( :requirement, :requirements, :existing, :possibility, :locked_requirement, :requirement_trees, :activated_by_name ) # @return [SpecificationProvider] the provider that knows about # dependencies, requirements, specifications, versions, etc. attr_reader :specification_provider # @return [UI] the UI that knows how to communicate feedback about the # resolution process back to the user attr_reader :resolver_ui # @return [DependencyGraph] the base dependency graph to which # dependencies should be 'locked' attr_reader :base # @return [Array] the dependencies that were explicitly required attr_reader :original_requested # @param [SpecificationProvider] specification_provider # see {#specification_provider} # @param [UI] resolver_ui see {#resolver_ui} # @param [Array] requested see {#original_requested} # @param [DependencyGraph] base see {#base} 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 # Resolves the {#original_requested} dependencies into a full dependency # graph # @raise [ResolverError] if successful resolution is impossible # @return [DependencyGraph] the dependency graph of successfully resolved # dependencies 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 # @return [Integer] the number of resolver iterations in between calls to # {#resolver_ui}'s {UI#indicate_progress} method attr_accessor :iteration_rate private :iteration_rate # @return [Time] the time at which resolution began attr_accessor :started_at private :started_at # @return [Array] the stack of states for the resolution attr_accessor :states private :states private # Sets up the resolution process # @return [void] def start_resolution @started_at = Time.now handle_missing_or_push_dependency_state(initial_state) debug { "Starting resolution (#{@started_at})" } resolver_ui.before_resolution end # Ends the resolution process # @return [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 require 'bundler/vendor/molinillo/lib/molinillo/state' require 'bundler/vendor/molinillo/lib/molinillo/modules/specification_provider' ResolutionState.new.members.each do |member| define_method member do |*args, &block| current_state = state || ResolutionState.empty current_state.send(member, *args, &block) end end SpecificationProvider.instance_methods(false).each do |instance_method| define_method instance_method do |*args, &block| begin specification_provider.send(instance_method, *args, &block) rescue NoSuchDependencyError => error if state vertex = activated.vertex_named(name_for error.dependency) error.required_by += vertex.incoming_edges.map { |e| e.origin.name } error.required_by << name_for_explicit_dependency_source unless vertex.explicit_requirements.empty? end raise end end end # Processes the topmost available {RequirementState} on the stack # @return [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 # @return [Object] the current possibility that the resolution is trying # to activate def possibility possibilities.last end # @return [RequirementState] the current state the resolution is # operating upon def state states.last end # Creates the initial state for the resolution, based upon the # {#requested} dependencies # @return [DependencyState] the initial state for the resolution def initial_state graph = DependencyGraph.new.tap do |dg| original_requested.each { |r| dg.add_vertex(name_for(r), nil, true).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 # Unwinds the states stack because a conflict has been encountered # @return [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 # @return [Integer] The index to which the resolution should unwind in the # case of conflict. 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 # @return [Object] the requirement that led to `requirement` being added # to the list of requirements. def parent_of(requirement) return nil unless requirement seen = false state = states.reverse_each.find do |s| seen ||= s.requirement == requirement || s.requirements.include?(requirement) seen && s.requirement != requirement && !s.requirements.include?(requirement) end state && state.requirement end # @return [Object] the requirement that led to a version of a possibility # with the given name being activated. 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 # @return [ResolutionState] the state whose `requirement` is the given # `requirement`. def find_state_for(requirement) return nil unless requirement states.reverse_each.find { |i| requirement == i.requirement && i.is_a?(DependencyState) } end # @return [Boolean] whether or not the given state has any possibilities # left. def state_any?(state) state && state.possibilities.any? end # @return [Conflict] a {Conflict} that reflects the failure to activate # the {#possibility} in conjunction with the current {#state} 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.requirement) } conflicts[name] = Conflict.new( requirement, Hash[requirements.select { |_, r| !r.empty? }], vertex.payload, possibility, locked_requirement_named(name), requirement_trees, Hash[activated.map { |v| [v.name, v.payload] }.select(&:last)] ) end # @return [Array>] The different requirement # trees that led to every requirement for the current spec. def requirement_trees vertex = activated.vertex_named(name) vertex.requirements.map { |r| requirement_tree_for(r) } end # @return [Array] the list of requirements that led to # `requirement` being required. def requirement_tree_for(requirement) tree = [] while requirement tree.unshift(requirement) requirement = parent_of(requirement) end tree end # Indicates progress roughly once every second # @return [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 # Calls the {#resolver_ui}'s {UI#debug} method # @param [Integer] depth the depth of the {#states} stack # @param [Proc] block a block that yields a {#to_s} # @return [void] def debug(depth = 0, &block) resolver_ui.debug(depth, &block) end # Attempts to activate the current {#possibility} # @return [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 # Attempts to activate the current {#possibility} (given that it has # already been activated) # @return [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, false) else return if attempt_to_swap_possibility create_conflict debug(depth) { "Unsatisfied by existing spec (#{existing_node.payload})" } unwind_for_conflict end end # Attempts to swp the current {#possibility} with the already-activated # spec with the given name # @return [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 # Attempts to activate the current {#possibility} (given that it hasn't # already been activated) # @return [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 # @param [String] requirement_name the spec name to search for # @return [Object] the locked spec named `requirement_name`, if one # is found on {#base} def locked_requirement_named(requirement_name) vertex = base.vertex_named(requirement_name) vertex && vertex.payload end # Add the current {#possibility} to the dependency graph of the current # {#state} # @return [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 # Requires the dependencies that the recently activated spec has # @param [Object] activated_spec the specification that has just been # activated # @return [void] 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, nested_dependencies.size > 0) end # Pushes a new {DependencyState} that encapsulates both existing and new # requirements # @param [Array] new_requirements # @return [void] def push_state_for_requirements(new_requirements, requires_sort = true, new_activated = activated.dup) new_requirements = sort_dependencies(new_requirements.uniq, new_activated, conflicts) if requires_sort new_requirement = new_requirements.shift new_name = new_requirement ? name_for(new_requirement) : '' possibilities = new_requirement ? search_for(new_requirement) : [] handle_missing_or_push_dependency_state DependencyState.new( new_name, new_requirements, new_activated, new_requirement, possibilities, depth, conflicts.dup ) end # Pushes a new {DependencyState}. # If the {#specification_provider} says to # {SpecificationProvider#allow_missing?} that particular requirement, and # there are no possibilities for that requirement, then `state` is not # pushed, and the node in {#activated} is removed, and we continue # resolving the remaining requirements. # @param [DependencyState] state # @return [void] def handle_missing_or_push_dependency_state(state) if state.requirement && state.possibilities.empty? && allow_missing?(state.requirement) state.activated.detach_vertex_named(state.name) push_state_for_requirements(state.requirements.dup, false, state.activated) else states.push state end end end end end