forceBuildableUpdate = $force_buildable_update; return $this; } public function shouldForceBuildableUpdate() { return $this->forceBuildableUpdate; } public function queueNewBuildTarget(HarbormasterBuildTarget $target) { $this->newBuildTargets[] = $target; return $this; } public function getNewBuildTargets() { return $this->newBuildTargets; } public function setViewer(PhabricatorUser $viewer) { $this->viewer = $viewer; return $this; } public function getViewer() { return $this->viewer; } public function setBuild(HarbormasterBuild $build) { $this->build = $build; return $this; } public function getBuild() { return $this->build; } public function continueBuild() { $viewer = $this->getViewer(); $build = $this->getBuild(); $lock_key = 'harbormaster.build:'.$build->getID(); $lock = PhabricatorGlobalLock::newLock($lock_key)->lock(15); $build->reload(); $old_status = $build->getBuildStatus(); try { $this->updateBuild($build); } catch (Exception $ex) { // If any exception is raised, the build is marked as a failure and the // exception is re-thrown (this ensures we don't leave builds in an // inconsistent state). $build->setBuildStatus(HarbormasterBuildStatus::STATUS_ERROR); $build->save(); $lock->unlock(); $build->releaseAllArtifacts($viewer); throw $ex; } $lock->unlock(); // NOTE: We queue new targets after releasing the lock so that in-process // execution via `bin/harbormaster` does not reenter the locked region. foreach ($this->getNewBuildTargets() as $target) { $task = PhabricatorWorker::scheduleTask( 'HarbormasterTargetWorker', array( 'targetID' => $target->getID(), ), array( 'objectPHID' => $target->getPHID(), )); } // If the build changed status, we might need to update the overall status // on the buildable. $new_status = $build->getBuildStatus(); if ($new_status != $old_status || $this->shouldForceBuildableUpdate()) { $this->updateBuildable($build->getBuildable()); } $this->releaseQueuedArtifacts(); // If we are no longer building for any reason, release all artifacts. if (!$build->isBuilding()) { $build->releaseAllArtifacts($viewer); } } private function updateBuild(HarbormasterBuild $build) { $viewer = $this->getViewer(); $content_source = PhabricatorContentSource::newForSource( PhabricatorDaemonContentSource::SOURCECONST); $acting_phid = $viewer->getPHID(); if (!$acting_phid) { $acting_phid = id(new PhabricatorHarbormasterApplication())->getPHID(); } $editor = $build->getApplicationTransactionEditor() ->setActor($viewer) ->setActingAsPHID($acting_phid) ->setContentSource($content_source) ->setContinueOnNoEffect(true) ->setContinueOnMissingFields(true); $xactions = array(); $messages = $build->getUnprocessedMessagesForApply(); foreach ($messages as $message) { $message_type = $message->getType(); $message_xaction = HarbormasterBuildMessageTransaction::getTransactionTypeForMessageType( $message_type); if (!$message_xaction) { continue; } $xactions[] = $build->getApplicationTransactionTemplate() ->setAuthorPHID($message->getAuthorPHID()) ->setTransactionType($message_xaction) ->setNewValue($message_type); } if (!$xactions) { if ($build->isPending()) { // TODO: This should be a transaction. $build->restartBuild($viewer); $build->setBuildStatus(HarbormasterBuildStatus::STATUS_BUILDING); $build->save(); } } if ($xactions) { $editor->applyTransactions($build, $xactions); $build->markUnprocessedMessagesAsProcessed(); } if ($build->getBuildStatus() == HarbormasterBuildStatus::STATUS_BUILDING) { $this->updateBuildSteps($build); } } private function updateBuildSteps(HarbormasterBuild $build) { $all_targets = id(new HarbormasterBuildTargetQuery()) ->setViewer($this->getViewer()) ->withBuildPHIDs(array($build->getPHID())) ->withBuildGenerations(array($build->getBuildGeneration())) ->execute(); $this->updateWaitingTargets($all_targets); $targets = mgroup($all_targets, 'getBuildStepPHID'); $steps = id(new HarbormasterBuildStepQuery()) ->setViewer($this->getViewer()) ->withBuildPlanPHIDs(array($build->getBuildPlan()->getPHID())) ->execute(); $steps = mpull($steps, null, 'getPHID'); // Identify steps which are in various states. $queued = array(); $underway = array(); $waiting = array(); $complete = array(); $failed = array(); foreach ($steps as $step) { $step_targets = idx($targets, $step->getPHID(), array()); if ($step_targets) { $is_queued = false; $is_underway = false; foreach ($step_targets as $target) { if ($target->isUnderway()) { $is_underway = true; break; } } $is_waiting = false; foreach ($step_targets as $target) { if ($target->isWaiting()) { $is_waiting = true; break; } } $is_complete = true; foreach ($step_targets as $target) { if (!$target->isComplete()) { $is_complete = false; break; } } $is_failed = false; foreach ($step_targets as $target) { if ($target->isFailed()) { $is_failed = true; break; } } } else { $is_queued = true; $is_underway = false; $is_waiting = false; $is_complete = false; $is_failed = false; } if ($is_queued) { $queued[$step->getPHID()] = true; } if ($is_underway) { $underway[$step->getPHID()] = true; } if ($is_waiting) { $waiting[$step->getPHID()] = true; } if ($is_complete) { $complete[$step->getPHID()] = true; } if ($is_failed) { $failed[$step->getPHID()] = true; } } // If any step failed, fail the whole build, then bail. if (count($failed)) { $build->setBuildStatus(HarbormasterBuildStatus::STATUS_FAILED); $build->save(); return; } // If every step is complete, we're done with this build. Mark it passed // and bail. if (count($complete) == count($steps)) { $build->setBuildStatus(HarbormasterBuildStatus::STATUS_PASSED); $build->save(); return; } // Release any artifacts which are not inputs to any remaining build // step. We're done with these, so something else is free to use them. $ongoing_phids = array_keys($queued + $waiting + $underway); $ongoing_steps = array_select_keys($steps, $ongoing_phids); $this->releaseUnusedArtifacts($all_targets, $ongoing_steps); // Identify all the steps which are ready to run (because all their // dependencies are complete). $runnable = array(); foreach ($steps as $step) { $dependencies = $step->getStepImplementation()->getDependencies($step); if (isset($queued[$step->getPHID()])) { $can_run = true; foreach ($dependencies as $dependency) { if (empty($complete[$dependency])) { $can_run = false; break; } } if ($can_run) { $runnable[] = $step; } } } if (!$runnable && !$waiting && !$underway) { // This means the build is deadlocked, and the user has configured // circular dependencies. $build->setBuildStatus(HarbormasterBuildStatus::STATUS_DEADLOCKED); $build->save(); return; } foreach ($runnable as $runnable_step) { $target = HarbormasterBuildTarget::initializeNewBuildTarget( $build, $runnable_step, $build->retrieveVariablesFromBuild()); $target->save(); $this->queueNewBuildTarget($target); } } /** * Release any artifacts which aren't used by any running or waiting steps. * * This releases artifacts as soon as they're no longer used. This can be * particularly relevant when a build uses multiple hosts since it returns * hosts to the pool more quickly. * * @param list Targets in the build. * @param list List of running and waiting steps. * @return void */ private function releaseUnusedArtifacts(array $targets, array $steps) { assert_instances_of($targets, 'HarbormasterBuildTarget'); assert_instances_of($steps, 'HarbormasterBuildStep'); if (!$targets || !$steps) { return; } $target_phids = mpull($targets, 'getPHID'); $artifacts = id(new HarbormasterBuildArtifactQuery()) ->setViewer($this->getViewer()) ->withBuildTargetPHIDs($target_phids) ->withIsReleased(false) ->execute(); if (!$artifacts) { return; } // Collect all the artifacts that remaining build steps accept as inputs. $must_keep = array(); foreach ($steps as $step) { $inputs = $step->getStepImplementation()->getArtifactInputs(); foreach ($inputs as $input) { $artifact_key = $input['key']; $must_keep[$artifact_key] = true; } } // Queue unreleased artifacts which no remaining step uses for immediate // release. foreach ($artifacts as $artifact) { $key = $artifact->getArtifactKey(); if (isset($must_keep[$key])) { continue; } $this->artifactReleaseQueue[] = $artifact; } } /** * Process messages which were sent to these targets, kicking applicable * targets out of "Waiting" and into either "Passed" or "Failed". * * @param list List of targets to process. * @return void */ private function updateWaitingTargets(array $targets) { assert_instances_of($targets, 'HarbormasterBuildTarget'); // We only care about messages for targets which are actually in a waiting // state. $waiting_targets = array(); foreach ($targets as $target) { if ($target->isWaiting()) { $waiting_targets[$target->getPHID()] = $target; } } if (!$waiting_targets) { return; } $messages = id(new HarbormasterBuildMessageQuery()) ->setViewer($this->getViewer()) ->withReceiverPHIDs(array_keys($waiting_targets)) ->withConsumed(false) ->execute(); foreach ($messages as $message) { $target = $waiting_targets[$message->getReceiverPHID()]; switch ($message->getType()) { case HarbormasterMessageType::MESSAGE_PASS: $new_status = HarbormasterBuildTarget::STATUS_PASSED; break; case HarbormasterMessageType::MESSAGE_FAIL: $new_status = HarbormasterBuildTarget::STATUS_FAILED; break; case HarbormasterMessageType::MESSAGE_WORK: default: $new_status = null; break; } if ($new_status !== null) { $message->setIsConsumed(true); $message->save(); $target->setTargetStatus($new_status); if ($target->isComplete()) { $target->setDateCompleted(PhabricatorTime::getNow()); } $target->save(); } } } /** * Update the overall status of the buildable this build is attached to. * * After a build changes state (for example, passes or fails) it may affect * the overall state of the associated buildable. Compute the new aggregate * state and save it on the buildable. * * @param HarbormasterBuild The buildable to update. * @return void */ public function updateBuildable(HarbormasterBuildable $buildable) { $viewer = $this->getViewer(); $lock_key = 'harbormaster.buildable:'.$buildable->getID(); $lock = PhabricatorGlobalLock::newLock($lock_key)->lock(15); $buildable = id(new HarbormasterBuildableQuery()) ->setViewer($viewer) ->withIDs(array($buildable->getID())) ->needBuilds(true) ->executeOne(); $messages = id(new HarbormasterBuildMessageQuery()) ->setViewer($viewer) ->withReceiverPHIDs(array($buildable->getPHID())) ->withConsumed(false) ->execute(); $done_preparing = false; $update_container = false; foreach ($messages as $message) { switch ($message->getType()) { case HarbormasterMessageType::BUILDABLE_BUILD: $done_preparing = true; break; case HarbormasterMessageType::BUILDABLE_CONTAINER: $update_container = true; break; default: break; } $message ->setIsConsumed(true) ->save(); } // If we received a "build" command, all builds are scheduled and we can // move out of "preparing" into "building". if ($done_preparing) { if ($buildable->isPreparing()) { $buildable ->setBuildableStatus(HarbormasterBuildableStatus::STATUS_BUILDING) ->save(); } } // If we've been informed that the container for the buildable has // changed, update it. if ($update_container) { $object = id(new PhabricatorObjectQuery()) ->setViewer($viewer) ->withPHIDs(array($buildable->getBuildablePHID())) ->executeOne(); if ($object) { $buildable ->setContainerPHID($object->getHarbormasterContainerPHID()) ->save(); } } $old = clone $buildable; // Don't update the buildable status if we're still preparing builds: more // builds may still be scheduled shortly, so even if every build we know // about so far has passed, that doesn't mean the buildable has actually // passed everything it needs to. if (!$buildable->isPreparing()) { $behavior_key = HarbormasterBuildPlanBehavior::BEHAVIOR_BUILDABLE; $behavior = HarbormasterBuildPlanBehavior::getBehavior($behavior_key); $key_never = HarbormasterBuildPlanBehavior::BUILDABLE_NEVER; $key_building = HarbormasterBuildPlanBehavior::BUILDABLE_IF_BUILDING; $all_pass = true; $any_fail = false; foreach ($buildable->getBuilds() as $build) { $plan = $build->getBuildPlan(); $option = $behavior->getPlanOption($plan); $option_key = $option->getKey(); $is_never = ($option_key === $key_never); $is_building = ($option_key === $key_building); // If this build "Never" affects the buildable, ignore it. if ($is_never) { continue; } // If this build affects the buildable "If Building", but is already // complete, ignore it. if ($is_building && $build->isComplete()) { continue; } if (!$build->isPassed()) { $all_pass = false; } if ($build->isComplete() && !$build->isPassed()) { $any_fail = true; } } if ($any_fail) { $new_status = HarbormasterBuildableStatus::STATUS_FAILED; } else if ($all_pass) { $new_status = HarbormasterBuildableStatus::STATUS_PASSED; } else { $new_status = HarbormasterBuildableStatus::STATUS_BUILDING; } $did_update = ($old->getBuildableStatus() !== $new_status); if ($did_update) { $buildable->setBuildableStatus($new_status); $buildable->save(); } } $lock->unlock(); // Don't publish anything if we're still preparing builds. if ($buildable->isPreparing()) { return; } $this->publishBuildable($old, $buildable); } public function publishBuildable( HarbormasterBuildable $old, HarbormasterBuildable $new) { $viewer = $this->getViewer(); // Publish the buildable. We publish buildables even if they haven't // changed status in Harbormaster because applications may care about // different things than Harbormaster does. For example, Differential // does not care about local lint and unit tests when deciding whether // a revision should move out of draft or not. // NOTE: We're publishing both automatic and manual buildables. Buildable // objects should generally ignore manual buildables, but it's up to them // to decide. $object = id(new PhabricatorObjectQuery()) ->setViewer($viewer) ->withPHIDs(array($new->getBuildablePHID())) ->executeOne(); if (!$object) { return; } $engine = HarbormasterBuildableEngine::newForObject($object, $viewer); $daemon_source = PhabricatorContentSource::newForSource( PhabricatorDaemonContentSource::SOURCECONST); $harbormaster_phid = id(new PhabricatorHarbormasterApplication()) ->getPHID(); $engine ->setActingAsPHID($harbormaster_phid) ->setContentSource($daemon_source) ->publishBuildable($old, $new); } private function releaseQueuedArtifacts() { foreach ($this->artifactReleaseQueue as $key => $artifact) { $artifact->releaseArtifact(); unset($this->artifactReleaseQueue[$key]); } } }