view upmana/mercurial/hbisect.py @ 121:496dbf12a6cb alpha

Traipse Alpha 'OpenRPG' {091030-00} 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 (Cleaning up for Beta): Adds Bookmarks (Alpha) with cool Smiley Star and Plus Symbol images! Changes made to the map for increased portability. SnowDog has changes planned in Core, though. Added an initial push to the BCG. Not much to see, just shows off how it is re-writing Main code. Fix to remote admin commands Minor fix to texted based server, works in /System/ folder Some Core changes to gametree to correctly disply Pretty Print, thanks David! Fix to Splitter Nodes not being created. Added images to Plugin Control panel for Autostart feature Fix to massive amounts of images loading; from Core fix to gsclient so with_statement imports Added 'boot' command to remote admin Prep work in Pass tool for remote admin rankings and different passwords, ei, Server, Admin, Moderator, etc. Remote Admin Commands more organized, more prep work. Added Confirmation window for sent nodes. Minor changes to allow for portability to an OpenSUSE linux OS (hopefully without breaking) {091028} Made changes to gametree to start working with Element Tree, mostly from Core Minor changes to Map to start working with Element Tree, from Core Preliminary changes to map efficiency, from FlexiRPG Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Changes to main.py to start working with Element Tree {091029} Changes made to server to start working with Element Tree. Changes made to Meta Server Lib. Prepping test work for a multi meta network page. Minor bug fixed with mini to gametree Zoom Mouse plugin added. {091030} Getting ready for Beta. Server needs debugging so Alpha remains bugged. Plugin UI code cleaned. Auto start works with a graphic, pop-up asks to enable or disable plugin. Update Manager now has a partially working Status Bar. Status Bar captures terminal text, so Merc out put is visible. Manifest.xml file, will be renamed, is now much cleaner. Debug Console has a clear button and a Report Bug button. Prep work for a Term2Win class in Debug Console. Known: Current Alpha fails in Windows.
author sirebral
date Fri, 30 Oct 2009 22:21:40 -0500
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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()