Mercurial > traipse_dev
view upmana/mercurial/hbisect.py @ 141:2ffc5de126c8 alpha
Traipse Alpha 'OpenRPG' {091123-01}
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 (Cleaning up for 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 Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Mon, 23 Nov 2009 12:19:56 -0600 |
parents | 496dbf12a6cb |
children |
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# changelog bisection for mercurial # # Copyright 2007 Matt Mackall # Copyright 2005, 2006 Benoit Boissinot <benoit.boissinot@ens-lyon.org> # # Inspired by git bisect, extension skeleton taken from mq.py. # # This software may be used and distributed according to the terms of the # GNU General Public License version 2, incorporated herein by reference. import os from i18n import _ from node import short, hex import util def bisect(changelog, state): """find the next node (if any) for testing during a bisect search. returns a (nodes, number, good) tuple. 'nodes' is the final result of the bisect if 'number' is 0. Otherwise 'number' indicates the remaining possible candidates for the search and 'nodes' contains the next bisect target. 'good' is True if bisect is searching for a first good changeset, False if searching for a first bad one. """ clparents = changelog.parentrevs skip = set([changelog.rev(n) for n in state['skip']]) def buildancestors(bad, good): # only the earliest bad revision matters badrev = min([changelog.rev(n) for n in bad]) goodrevs = [changelog.rev(n) for n in good] # build ancestors array ancestors = [[]] * (len(changelog) + 1) # an extra for [-1] # clear good revs from array for node in goodrevs: ancestors[node] = None for rev in xrange(len(changelog), -1, -1): if ancestors[rev] is None: for prev in clparents(rev): ancestors[prev] = None if ancestors[badrev] is None: return badrev, None return badrev, ancestors good = 0 badrev, ancestors = buildancestors(state['bad'], state['good']) if not ancestors: # looking for bad to good transition? good = 1 badrev, ancestors = buildancestors(state['good'], state['bad']) bad = changelog.node(badrev) if not ancestors: # now we're confused raise util.Abort(_("Inconsistent state, %s:%s is good and bad") % (badrev, short(bad))) # build children dict children = {} visit = [badrev] candidates = [] while visit: rev = visit.pop(0) if ancestors[rev] == []: candidates.append(rev) for prev in clparents(rev): if prev != -1: if prev in children: children[prev].append(rev) else: children[prev] = [rev] visit.append(prev) candidates.sort() # have we narrowed it down to one entry? # or have all other possible candidates besides 'bad' have been skipped? tot = len(candidates) unskipped = [c for c in candidates if (c not in skip) and (c != badrev)] if tot == 1 or not unskipped: return ([changelog.node(rev) for rev in candidates], 0, good) perfect = tot // 2 # find the best node to test best_rev = None best_len = -1 poison = set() for rev in candidates: if rev in poison: # poison children poison.update(children.get(rev, [])) continue a = ancestors[rev] or [rev] ancestors[rev] = None x = len(a) # number of ancestors y = tot - x # number of non-ancestors value = min(x, y) # how good is this test? if value > best_len and rev not in skip: best_len = value best_rev = rev if value == perfect: # found a perfect candidate? quit early break if y < perfect and rev not in skip: # all downhill from here? # poison children poison.update(children.get(rev, [])) continue for c in children.get(rev, []): if ancestors[c]: ancestors[c] = list(set(ancestors[c] + a)) else: ancestors[c] = a + [c] assert best_rev is not None best_node = changelog.node(best_rev) return ([best_node], tot, good) def load_state(repo): state = {'good': [], 'bad': [], 'skip': []} if os.path.exists(repo.join("bisect.state")): for l in repo.opener("bisect.state"): kind, node = l[:-1].split() node = repo.lookup(node) if kind not in state: raise util.Abort(_("unknown bisect kind %s") % kind) state[kind].append(node) return state def save_state(repo, state): f = repo.opener("bisect.state", "w", atomictemp=True) wlock = repo.wlock() try: for kind in state: for node in state[kind]: f.write("%s %s\n" % (kind, hex(node))) f.rename() finally: wlock.release()