Mercurial > traipse_dev
view upmana/mercurial/hbisect.py @ 216:a00b40ee92fc beta
Traipse Beta 'OpenRPG' {100430-00}
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 (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Fix to Servers parse_incoming_dom which was outdated and did not respect XML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
author | sirebral |
---|---|
date | Fri, 30 Apr 2010 05:40:52 -0500 |
parents | dcf4fbe09b70 |
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()