annotate upmana/mercurial/hbisect.py @ 217:c719a07cd28d beta

Traipse Beta 'OpenRPG' {100430-01} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Patch-2) New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lin node, change title in design mode Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected Daily-01: Again forgot the version number Files affect in last update: Currently selected branch: beta Author: sirebral Files Modified (in update): orpg/chat/commands.py orpg/gametree/gametree.py orpg/gametree/nodehandlers/containers.py orpg/gametree/nodehandlers/minilib.py orpg/pluginhandler.py plugins/xxhiddendice.py plugins/xxsimpleinit.py
author sirebral
date Fri, 30 Apr 2010 05:44:05 -0500
parents dcf4fbe09b70
children
rev   line source
135
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1 # changelog bisection for mercurial
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2 #
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3 # Copyright 2007 Matt Mackall
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4 # Copyright 2005, 2006 Benoit Boissinot <benoit.boissinot@ens-lyon.org>
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5 #
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6 # Inspired by git bisect, extension skeleton taken from mq.py.
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7 #
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8 # This software may be used and distributed according to the terms of the
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9 # GNU General Public License version 2, incorporated herein by reference.
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10
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11 import os
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12 from i18n import _
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13 from node import short, hex
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14 import util
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15
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16 def bisect(changelog, state):
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17 """find the next node (if any) for testing during a bisect search.
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18 returns a (nodes, number, good) tuple.
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19
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20 'nodes' is the final result of the bisect if 'number' is 0.
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21 Otherwise 'number' indicates the remaining possible candidates for
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22 the search and 'nodes' contains the next bisect target.
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23 'good' is True if bisect is searching for a first good changeset, False
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24 if searching for a first bad one.
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25 """
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26
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27 clparents = changelog.parentrevs
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28 skip = set([changelog.rev(n) for n in state['skip']])
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29
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30 def buildancestors(bad, good):
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31 # only the earliest bad revision matters
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32 badrev = min([changelog.rev(n) for n in bad])
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33 goodrevs = [changelog.rev(n) for n in good]
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34 # build ancestors array
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35 ancestors = [[]] * (len(changelog) + 1) # an extra for [-1]
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36
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37 # clear good revs from array
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38 for node in goodrevs:
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39 ancestors[node] = None
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40 for rev in xrange(len(changelog), -1, -1):
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41 if ancestors[rev] is None:
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42 for prev in clparents(rev):
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43 ancestors[prev] = None
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44
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45 if ancestors[badrev] is None:
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46 return badrev, None
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47 return badrev, ancestors
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48
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49 good = 0
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50 badrev, ancestors = buildancestors(state['bad'], state['good'])
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51 if not ancestors: # looking for bad to good transition?
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52 good = 1
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53 badrev, ancestors = buildancestors(state['good'], state['bad'])
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54 bad = changelog.node(badrev)
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55 if not ancestors: # now we're confused
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56 raise util.Abort(_("Inconsistent state, %s:%s is good and bad")
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57 % (badrev, short(bad)))
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58
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59 # build children dict
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60 children = {}
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61 visit = [badrev]
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62 candidates = []
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63 while visit:
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64 rev = visit.pop(0)
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65 if ancestors[rev] == []:
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66 candidates.append(rev)
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67 for prev in clparents(rev):
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68 if prev != -1:
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69 if prev in children:
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70 children[prev].append(rev)
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71 else:
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72 children[prev] = [rev]
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73 visit.append(prev)
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74
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75 candidates.sort()
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76 # have we narrowed it down to one entry?
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77 # or have all other possible candidates besides 'bad' have been skipped?
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78 tot = len(candidates)
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79 unskipped = [c for c in candidates if (c not in skip) and (c != badrev)]
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80 if tot == 1 or not unskipped:
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81 return ([changelog.node(rev) for rev in candidates], 0, good)
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82 perfect = tot // 2
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83
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84 # find the best node to test
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85 best_rev = None
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86 best_len = -1
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87 poison = set()
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88 for rev in candidates:
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89 if rev in poison:
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90 # poison children
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91 poison.update(children.get(rev, []))
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92 continue
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93
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94 a = ancestors[rev] or [rev]
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95 ancestors[rev] = None
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96
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97 x = len(a) # number of ancestors
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98 y = tot - x # number of non-ancestors
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99 value = min(x, y) # how good is this test?
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100 if value > best_len and rev not in skip:
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101 best_len = value
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102 best_rev = rev
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103 if value == perfect: # found a perfect candidate? quit early
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104 break
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105
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106 if y < perfect and rev not in skip: # all downhill from here?
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107 # poison children
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108 poison.update(children.get(rev, []))
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109 continue
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110
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111 for c in children.get(rev, []):
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112 if ancestors[c]:
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113 ancestors[c] = list(set(ancestors[c] + a))
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114 else:
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115 ancestors[c] = a + [c]
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116
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117 assert best_rev is not None
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118 best_node = changelog.node(best_rev)
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119
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120 return ([best_node], tot, good)
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121
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122
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123 def load_state(repo):
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124 state = {'good': [], 'bad': [], 'skip': []}
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125 if os.path.exists(repo.join("bisect.state")):
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126 for l in repo.opener("bisect.state"):
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127 kind, node = l[:-1].split()
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128 node = repo.lookup(node)
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129 if kind not in state:
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130 raise util.Abort(_("unknown bisect kind %s") % kind)
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131 state[kind].append(node)
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132 return state
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133
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134
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135 def save_state(repo, state):
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136 f = repo.opener("bisect.state", "w", atomictemp=True)
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137 wlock = repo.wlock()
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138 try:
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139 for kind in state:
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140 for node in state[kind]:
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141 f.write("%s %s\n" % (kind, hex(node)))
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142 f.rename()
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143 finally:
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144 wlock.release()
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145