annotate upmana/mercurial/hbisect.py @ 135:dcf4fbe09b70 beta

Traipse Beta 'OpenRPG' {091010-00} 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 (Beta) Added Bookmarks Fix to Remote Admin Commands Minor fix to text based Server Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager default_manifest.xml renamed to default_upmana.xml Cleaner clode for saved repositories New TrueDebug Class in orpg_log (See documentation for usage) Mercurial's hgweb folder is ported to upmana **Pretty important update that can help remove thousands of dead children from your gametree. **Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height />, etc... are all tags now. Check your gametree and look for dead children!! **New Gamtree Recusion method, mapping, and context sensitivity. !!Alpha - Watch out for infinite loops!!
author sirebral
date Tue, 10 Nov 2009 14:11:28 -0600
parents
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