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use crossbeam_utils::thread;
use std::any::Any;
use std::env;
use std::io;
/// Represents the types of errors that may occur while using build-parallel.
#[derive(Debug)]
pub enum Error<E> {
/// Error occurred while internally performing I/O.
IOError(io::Error),
/// Error occurred during build callback.
BuildError(E),
/// Panic occurred during build callback.
BuildPanic(Box<dyn Any + Send + 'static>),
}
fn compile_object<T, R, E, F>(f: F, obj: &T) -> Result<R, Error<E>>
where
T: 'static + Sync,
R: 'static + Sync + Send,
E: 'static + Sync + Send,
F: Fn(&T) -> Result<R, E> + Sync + Send,
{
f(obj).map_err(Error::BuildError)
}
pub fn compile_objects<T, R, E, F>(f: &F, objs: &[T]) -> Result<Vec<R>, Error<E>>
where
T: 'static + Sync,
R: 'static + Sync + Send,
E: 'static + Sync + Send,
F: Fn(&T) -> Result<R, E> + Sync + Send,
{
use std::sync::atomic::{AtomicBool, Ordering::SeqCst};
use std::sync::Once;
// Limit our parallelism globally with a jobserver. Start off by
// releasing our own token for this process so we can have a bit of an
// easier to write loop below. If this fails, though, then we're likely
// on Windows with the main implicit token, so we just have a bit extra
// parallelism for a bit and don't reacquire later.
let server = jobserver();
let reacquire = server.release_raw().is_ok();
let res = thread::scope(|s| {
// When compiling objects in parallel we do a few dirty tricks to speed
// things up:
//
// * First is that we use the `jobserver` crate to limit the parallelism
// of this build script. The `jobserver` crate will use a jobserver
// configured by Cargo for build scripts to ensure that parallelism is
// coordinated across C compilations and Rust compilations. Before we
// compile anything we make sure to wait until we acquire a token.
//
// Note that this jobserver is cached globally so we only used one per
// process and only worry about creating it once.
//
// * Next we use a raw `thread::spawn` per thread to actually compile
// objects in parallel. We only actually spawn a thread after we've
// acquired a token to perform some work
//
// * Finally though we want to keep the dependencies of this crate
// pretty light, so we avoid using a safe abstraction like `rayon` and
// instead rely on some bits of `unsafe` code. We know that this stack
// frame persists while everything is compiling so we use all the
// stack-allocated objects without cloning/reallocating. We use a
// transmute to `State` with a `'static` lifetime to persist
// everything we need across the boundary, and the join-on-drop
// semantics of `JoinOnDrop` should ensure that our stack frame is
// alive while threads are alive.
//
// With all that in mind we compile all objects in a loop here, after we
// acquire the appropriate tokens, Once all objects have been compiled
// we join on all the threads and propagate the results of compilation.
//
// Note that as a slight optimization we try to break out as soon as
// possible as soon as any compilation fails to ensure that errors get
// out to the user as fast as possible.
let error = AtomicBool::new(false);
let mut handles = Vec::new();
for obj in objs {
if error.load(SeqCst) {
break;
}
let token = server.acquire().map_err(Error::IOError)?;
let state = State { obj, error: &error };
let state = unsafe { std::mem::transmute::<State<T>, State<'static, T>>(state) };
handles.push(s.spawn(|_| {
let state: State<T> = state; // erase the `'static` lifetime
let result = compile_object(f, state.obj);
if result.is_err() {
state.error.store(true, SeqCst);
}
drop(token); // make sure our jobserver token is released after the compile
result
}));
}
let mut output = Vec::new();
for handle in handles {
match handle.join().map_err(Error::BuildPanic)? {
Ok(r) => output.push(r),
Err(err) => return Err(err),
}
}
Ok(output)
})
.map_err(Error::BuildPanic)?;
// Reacquire our process's token before we proceed, which we released
// before entering the loop above.
if reacquire {
server.acquire_raw().map_err(Error::IOError)?;
}
return res;
/// Shared state from the parent thread to the child thread. This
/// package of pointers is temporarily transmuted to a `'static`
/// lifetime to cross the thread boundary and then once the thread is
/// running we erase the `'static` to go back to an anonymous lifetime.
struct State<'a, O> {
obj: &'a O,
error: &'a AtomicBool,
}
/// Returns a suitable `jobserver::Client` used to coordinate
/// parallelism between build scripts.
fn jobserver() -> &'static jobserver::Client {
static INIT: Once = Once::new();
static mut JOBSERVER: Option<jobserver::Client> = None;
fn _assert_sync<T: Sync>() {}
_assert_sync::<jobserver::Client>();
unsafe {
INIT.call_once(|| {
let server = default_jobserver();
JOBSERVER = Some(server);
});
JOBSERVER.as_ref().unwrap()
}
}
unsafe fn default_jobserver() -> jobserver::Client {
// Try to use the environmental jobserver which Cargo typically
// initializes for us...
if let Some(client) = jobserver::Client::from_env() {
return client;
}
// ... but if that fails for whatever reason fall back to the number
// of cpus on the system or the `NUM_JOBS` env var.
let mut parallelism = num_cpus::get();
if let Ok(amt) = env::var("NUM_JOBS") {
if let Ok(amt) = amt.parse() {
parallelism = amt;
}
}
// If we create our own jobserver then be sure to reserve one token
// for ourselves.
let client = jobserver::Client::new(parallelism).expect("failed to create jobserver");
client.acquire_raw().expect("failed to acquire initial");
client
}
}
#[test]
fn it_works() {
struct Object;
let mut v = Vec::new();
for _ in 0..4000 {
v.push(Object);
}
compile_objects::<Object, (), (), _>(
&|_| {
println!("compile {:?}", std::thread::current().id());
Ok(())
},
&v,
)
.unwrap();
}
#[test]
fn test_build_error() {
struct Object;
let mut v = Vec::new();
v.push(Object);
let err = compile_objects::<Object, (), (), _>(
&|_| {
return Err(());
},
&v,
)
.unwrap_err();
match err {
Error::BuildError(_) => {},
_ => panic!("Unexpected error."),
}
}
#[test]
fn test_build_panic() {
struct Object;
let mut v = Vec::new();
v.push(Object);
let err = compile_objects::<Object, (), (), _>(
&|_| {
panic!("Panic.");
},
&v,
)
.unwrap_err();
match err {
Error::BuildPanic(_) => {},
_ => panic!("Unexpected error."),
}
}