view 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whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar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
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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()