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BuildManager.cs
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BuildManager.cs
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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Tasks;
using System.Threading.Tasks.Dataflow;
using Microsoft.Build.BackEnd;
using Microsoft.Build.BackEnd.Logging;
using Microsoft.Build.BackEnd.SdkResolution;
using Microsoft.Build.Evaluation;
using Microsoft.Build.Eventing;
using Microsoft.Build.Exceptions;
using Microsoft.Build.Experimental;
using Microsoft.Build.Experimental.BuildCheck;
using Microsoft.Build.Experimental.BuildCheck.Infrastructure;
using Microsoft.Build.Experimental.ProjectCache;
using Microsoft.Build.FileAccesses;
using Microsoft.Build.Framework;
using Microsoft.Build.Framework.Telemetry;
using Microsoft.Build.Graph;
using Microsoft.Build.Internal;
using Microsoft.Build.Logging;
using Microsoft.Build.Shared;
using Microsoft.Build.Shared.Debugging;
using Microsoft.NET.StringTools;
using ForwardingLoggerRecord = Microsoft.Build.Logging.ForwardingLoggerRecord;
using LoggerDescription = Microsoft.Build.Logging.LoggerDescription;
namespace Microsoft.Build.Execution
{
/// <summary>
/// This class is the public entry point for executing builds.
/// </summary>
[SuppressMessage("Microsoft.Maintainability", "CA1506:AvoidExcessiveClassCoupling", Justification = "Refactoring at the end of Beta1 is not appropriate.")]
public class BuildManager : INodePacketHandler, IBuildComponentHost, IDisposable
{
// TODO: Figure out a more elegant way to do this.
// The rationale for this is that we can detect during design-time builds in the Evaluator (which populates this) that the project cache will be used so that we don't
// need to evaluate the project at build time just to figure that out, which would regress perf for scenarios which don't use the project cache.
internal static ConcurrentDictionary<ProjectCacheDescriptor, ProjectCacheDescriptor> ProjectCacheDescriptors { get; } = new(ProjectCacheDescriptorEqualityComparer.Instance);
/// <summary>
/// The object used for thread-safe synchronization of static members.
/// </summary>
private static readonly Object s_staticSyncLock = new Object();
/// <summary>
/// The object used for thread-safe synchronization of BuildManager shared data and the Scheduler.
/// </summary>
private readonly Object _syncLock = new Object();
/// <summary>
/// The singleton instance for the BuildManager.
/// </summary>
private static BuildManager? s_singletonInstance;
/// <summary>
/// The next build id;
/// </summary>
private static int s_nextBuildId;
/// <summary>
/// The next build request configuration ID to use.
/// These must be unique across build managers, as they
/// are used as part of cache file names, for example.
/// </summary>
private static int s_nextBuildRequestConfigurationId;
/// <summary>
/// The cache for build request configurations.
/// </summary>
private IConfigCache? _configCache;
/// <summary>
/// The cache for build results.
/// </summary>
private IResultsCache? _resultsCache;
/// <summary>
/// The object responsible for creating and managing nodes.
/// </summary>
private INodeManager? _nodeManager;
/// <summary>
/// The object responsible for creating and managing task host nodes.
/// </summary>
private INodeManager? _taskHostNodeManager;
/// <summary>
/// The object which determines which projects to build, and where.
/// </summary>
private IScheduler? _scheduler;
/// <summary>
/// The node configuration to use for spawning new nodes.
/// </summary>
private NodeConfiguration? _nodeConfiguration;
/// <summary>
/// Any exception which occurs on a logging thread will go here.
/// </summary>
private ExceptionDispatchInfo? _threadException;
/// <summary>
/// Set of active nodes in the system.
/// </summary>
private readonly HashSet<int> _activeNodes;
/// <summary>
/// Event signalled when all nodes have shutdown.
/// </summary>
private AutoResetEvent? _noNodesActiveEvent;
/// <summary>
/// Mapping of nodes to the configurations they know about.
/// </summary>
private readonly Dictionary<int, HashSet<int>> _nodeIdToKnownConfigurations;
/// <summary>
/// Flag indicating if we are currently shutting down. When set, we stop processing packets other than NodeShutdown.
/// </summary>
private bool _shuttingDown;
/// <summary>
/// CancellationTokenSource to use for async operations. This will be cancelled when we are shutting down to cancel any async operations.
/// </summary>
private CancellationTokenSource? _executionCancellationTokenSource;
/// <summary>
/// The current state of the BuildManager.
/// </summary>
private BuildManagerState _buildManagerState;
/// <summary>
/// The name given to this BuildManager as the component host.
/// </summary>
private readonly string _hostName;
/// <summary>
/// The parameters with which the build was started.
/// </summary>
private BuildParameters? _buildParameters;
/// <summary>
/// The current pending and active submissions.
/// </summary>
/// <remarks>
/// { submissionId, BuildSubmission }
/// </remarks>
private readonly Dictionary<int, BuildSubmissionBase> _buildSubmissions;
/// <summary>
/// Event signalled when all build submissions are complete.
/// </summary>
private AutoResetEvent? _noActiveSubmissionsEvent;
/// <summary>
/// The overall success of the build.
/// </summary>
private bool _overallBuildSuccess;
/// <summary>
/// The next build submission id.
/// </summary>
private int _nextBuildSubmissionId;
/// <summary>
/// The last BuildParameters used for building.
/// </summary>
private bool? _previousLowPriority = null;
/// <summary>
/// Mapping of unnamed project instances to the file names assigned to them.
/// </summary>
private readonly Dictionary<ProjectInstance, string> _unnamedProjectInstanceToNames;
/// <summary>
/// The next ID to assign to a project which has no name.
/// </summary>
private int _nextUnnamedProjectId;
/// <summary>
/// The build component factories.
/// </summary>
private readonly BuildComponentFactoryCollection _componentFactories;
/// <summary>
/// Mapping of submission IDs to their first project started events.
/// </summary>
private readonly Dictionary<int, BuildEventArgs> _projectStartedEvents;
/// <summary>
/// Whether a cache has been provided by a project instance, meaning
/// we've acquired at least one build submission that included a project instance.
/// Once that has happened, we use the provided one, rather than our default.
/// </summary>
private bool _acquiredProjectRootElementCacheFromProjectInstance;
/// <summary>
/// The project started event handler
/// </summary>
private readonly ProjectStartedEventHandler _projectStartedEventHandler;
/// <summary>
/// The project finished event handler
/// </summary>
private readonly ProjectFinishedEventHandler _projectFinishedEventHandler;
/// <summary>
/// The logging exception event handler
/// </summary>
private readonly LoggingExceptionDelegate _loggingThreadExceptionEventHandler;
/// <summary>
/// Legacy threading semantic data associated with this build manager.
/// </summary>
private readonly LegacyThreadingData _legacyThreadingData;
/// <summary>
/// The worker queue.
/// </summary>
private ActionBlock<Action>? _workQueue;
/// <summary>
/// Flag indicating we have disposed.
/// </summary>
private bool _disposed;
/// <summary>
/// When the BuildManager was created.
/// </summary>
private DateTime _instantiationTimeUtc;
/// <summary>
/// Messages to be logged
/// </summary>
private IEnumerable<DeferredBuildMessage>? _deferredBuildMessages;
/// <summary>
/// Build telemetry to be send when this build ends.
/// <remarks>Could be null</remarks>
/// </summary>
private BuildTelemetry? _buildTelemetry;
private ProjectCacheService? _projectCacheService;
private bool _hasProjectCacheServiceInitializedVsScenario;
#if DEBUG
/// <summary>
/// <code>true</code> to wait for a debugger to be attached, otherwise <code>false</code>.
/// </summary>
[SuppressMessage("ApiDesign",
"RS0016:Add public types and members to the declared API",
Justification = "Only available in the Debug configuration.")]
public static bool WaitForDebugger { get; set; }
#endif
/// <summary>
/// Creates a new unnamed build manager.
/// Normally there is only one build manager in a process, and it is the default build manager.
/// Access it with <see cref="BuildManager.DefaultBuildManager"/>
/// </summary>
public BuildManager()
: this("Unnamed")
{
}
/// <summary>
/// Creates a new build manager with an arbitrary distinct name.
/// Normally there is only one build manager in a process, and it is the default build manager.
/// Access it with <see cref="BuildManager.DefaultBuildManager"/>
/// </summary>
public BuildManager(string hostName)
{
ErrorUtilities.VerifyThrowArgumentNull(hostName, nameof(hostName));
_hostName = hostName;
_buildManagerState = BuildManagerState.Idle;
_buildSubmissions = new Dictionary<int, BuildSubmissionBase>();
_noActiveSubmissionsEvent = new AutoResetEvent(true);
_activeNodes = new HashSet<int>();
_noNodesActiveEvent = new AutoResetEvent(true);
_nodeIdToKnownConfigurations = new Dictionary<int, HashSet<int>>();
_unnamedProjectInstanceToNames = new Dictionary<ProjectInstance, string>();
_nextUnnamedProjectId = 1;
_componentFactories = new BuildComponentFactoryCollection(this);
_componentFactories.RegisterDefaultFactories();
SerializationContractInitializer.Initialize();
_projectStartedEvents = new Dictionary<int, BuildEventArgs>();
_projectStartedEventHandler = OnProjectStarted;
_projectFinishedEventHandler = OnProjectFinished;
_loggingThreadExceptionEventHandler = OnLoggingThreadException;
_legacyThreadingData = new LegacyThreadingData();
_instantiationTimeUtc = DateTime.UtcNow;
}
/// <summary>
/// Finalizes an instance of the <see cref="BuildManager"/> class.
/// </summary>
~BuildManager()
{
Dispose(false /* disposing */);
}
/// <summary>
/// Enumeration describing the current state of the build manager.
/// </summary>
private enum BuildManagerState
{
/// <summary>
/// This is the default state. <see cref="BeginBuild(BuildParameters)"/> may be called in this state. All other methods raise InvalidOperationException
/// </summary>
Idle,
/// <summary>
/// This is the state the BuildManager is in after <see cref="BeginBuild(BuildParameters)"/> has been called but before <see cref="EndBuild()"/> has been called.
/// <see cref="BuildManager.PendBuildRequest(Microsoft.Build.Execution.BuildRequestData)"/>, <see cref="BuildManager.BuildRequest(Microsoft.Build.Execution.BuildRequestData)"/>, <see cref="BuildManager.PendBuildRequest(GraphBuildRequestData)"/>, <see cref="BuildManager.BuildRequest(GraphBuildRequestData)"/>, and <see cref="BuildManager.EndBuild()"/> may be called in this state.
/// </summary>
Building,
/// <summary>
/// This is the state the BuildManager is in after <see cref="BuildManager.EndBuild()"/> has been called but before all existing submissions have completed.
/// </summary>
WaitingForBuildToComplete
}
/// <summary>
/// Gets the singleton instance of the Build Manager.
/// </summary>
public static BuildManager DefaultBuildManager
{
get
{
if (s_singletonInstance == null)
{
lock (s_staticSyncLock)
{
if (s_singletonInstance == null)
{
s_singletonInstance = new BuildManager("Default");
}
}
}
return s_singletonInstance;
}
}
/// <summary>
/// Retrieves a hosted<see cref="ISdkResolverService"/> instance for resolving SDKs.
/// </summary>
private ISdkResolverService SdkResolverService => ((this as IBuildComponentHost).GetComponent(BuildComponentType.SdkResolverService) as ISdkResolverService)!;
/// <summary>
/// Retrieves the logging service associated with a particular build
/// </summary>
/// <returns>The logging service.</returns>
ILoggingService IBuildComponentHost.LoggingService => _componentFactories.GetComponent<ILoggingService>(BuildComponentType.LoggingService);
/// <summary>
/// Retrieves the name of the component host.
/// </summary>
string IBuildComponentHost.Name => _hostName;
/// <summary>
/// Retrieves the build parameters associated with this build.
/// </summary>
/// <returns>The build parameters.</returns>
BuildParameters? IBuildComponentHost.BuildParameters => _buildParameters;
/// <summary>
/// Retrieves the LegacyThreadingData associated with a particular build manager
/// </summary>
LegacyThreadingData IBuildComponentHost.LegacyThreadingData => _legacyThreadingData;
/// <summary>
/// <see cref="BuildManager.BeginBuild(BuildParameters,IEnumerable{DeferredBuildMessage})"/>
/// </summary>
public readonly struct DeferredBuildMessage
{
public MessageImportance Importance { get; }
public string Text { get; }
public string? FilePath { get; }
public DeferredBuildMessage(string text, MessageImportance importance)
{
Importance = importance;
Text = text;
FilePath = null;
}
public DeferredBuildMessage(string text, MessageImportance importance, string filePath)
{
Importance = importance;
Text = text;
FilePath = filePath;
}
}
/// <summary>
/// Prepares the BuildManager to receive build requests.
/// </summary>
/// <param name="parameters">The build parameters. May be null.</param>
/// <param name="deferredBuildMessages"> Build messages to be logged before the build begins. </param>
/// <exception cref="InvalidOperationException">Thrown if a build is already in progress.</exception>
public void BeginBuild(BuildParameters parameters, IEnumerable<DeferredBuildMessage> deferredBuildMessages)
{
// TEMP can be modified from the environment. Most of Traits is lasts for the duration of the process (with a manual reset for tests)
// and environment variables we use as properties are stored in a dictionary at the beginning of the build, so they also cannot be
// changed during a build. Some of our older stuff uses live environment variable checks. The TEMP directory previously used a live
// environment variable check, but it now uses a cached value. Nevertheless, we should support changing it between builds, so reset
// it here in case the user is using Visual Studio or the MSBuild server, as those each last for multiple builds without changing
// BuildManager.
FileUtilities.ClearTempFileDirectory();
// deferredBuildMessages cannot be an optional parameter on a single BeginBuild method because it would break binary compatibility.
_deferredBuildMessages = deferredBuildMessages;
BeginBuild(parameters);
_deferredBuildMessages = null;
}
private void UpdatePriority(Process p, ProcessPriorityClass priority)
{
try
{
p.PriorityClass = priority;
}
catch (Win32Exception) { }
}
/// <summary>
/// Prepares the BuildManager to receive build requests.
/// </summary>
/// <param name="parameters">The build parameters. May be null.</param>
/// <exception cref="InvalidOperationException">Thrown if a build is already in progress.</exception>
public void BeginBuild(BuildParameters parameters)
{
if (_previousLowPriority != null)
{
if (parameters.LowPriority != _previousLowPriority)
{
if (NativeMethodsShared.IsWindows || parameters.LowPriority)
{
ProcessPriorityClass priority = parameters.LowPriority ? ProcessPriorityClass.BelowNormal : ProcessPriorityClass.Normal;
IEnumerable<Process>? processes = _nodeManager?.GetProcesses();
if (processes is not null)
{
foreach (Process p in processes)
{
UpdatePriority(p, priority);
}
}
processes = _taskHostNodeManager?.GetProcesses();
if (processes is not null)
{
foreach (Process p in processes)
{
UpdatePriority(p, priority);
}
}
}
else
{
_nodeManager?.ShutdownAllNodes();
_taskHostNodeManager?.ShutdownAllNodes();
}
}
}
_previousLowPriority = parameters.LowPriority;
if (Traits.Instance.DebugEngine)
{
parameters.DetailedSummary = true;
parameters.LogTaskInputs = true;
}
lock (_syncLock)
{
AttachDebugger();
// Check for build in progress.
RequireState(BuildManagerState.Idle, "BuildInProgress");
MSBuildEventSource.Log.BuildStart();
// Initiate build telemetry data
DateTime now = DateTime.UtcNow;
// Acquire it from static variable so we can apply data collected up to this moment
_buildTelemetry = KnownTelemetry.PartialBuildTelemetry;
if (_buildTelemetry != null)
{
KnownTelemetry.PartialBuildTelemetry = null;
}
else
{
_buildTelemetry = new()
{
StartAt = now,
};
}
_buildTelemetry.InnerStartAt = now;
if (BuildParameters.DumpOpportunisticInternStats)
{
Strings.EnableDiagnostics();
}
_executionCancellationTokenSource = new CancellationTokenSource();
_overallBuildSuccess = true;
// Clone off the build parameters.
_buildParameters = parameters?.Clone() ?? new BuildParameters();
// Initialize additional build parameters.
_buildParameters.BuildId = GetNextBuildId();
if (_buildParameters.UsesCachedResults() && _buildParameters.ProjectIsolationMode == ProjectIsolationMode.False)
{
// If input or output caches are used and the project isolation mode is set to
// ProjectIsolationMode.False, then set it to ProjectIsolationMode.True. The explicit
// condition on ProjectIsolationMode is necessary to ensure that, if we're using input
// or output caches and ProjectIsolationMode is set to ProjectIsolationMode.MessageUponIsolationViolation,
// ProjectIsolationMode isn't changed to ProjectIsolationMode.True.
_buildParameters.ProjectIsolationMode = ProjectIsolationMode.True;
}
if (_buildParameters.UsesOutputCache() && string.IsNullOrWhiteSpace(_buildParameters.OutputResultsCacheFile))
{
_buildParameters.OutputResultsCacheFile = FileUtilities.NormalizePath("msbuild-cache");
}
#if FEATURE_REPORTFILEACCESSES
if (_buildParameters.ReportFileAccesses)
{
EnableDetouredNodeLauncher();
}
#endif
// Initialize components.
_nodeManager = ((IBuildComponentHost)this).GetComponent(BuildComponentType.NodeManager) as INodeManager;
var loggingService = InitializeLoggingService();
// Log deferred messages and response files
LogDeferredMessages(loggingService, _deferredBuildMessages);
// Log if BuildCheck is enabled
if (_buildParameters.IsBuildCheckEnabled)
{
loggingService.LogComment(buildEventContext: BuildEventContext.Invalid, MessageImportance.Normal, "BuildCheckEnabled");
}
// Log known deferred telemetry
loggingService.LogTelemetry(buildEventContext: null, KnownTelemetry.LoggingConfigurationTelemetry.EventName, KnownTelemetry.LoggingConfigurationTelemetry.GetProperties());
InitializeCaches();
#if FEATURE_REPORTFILEACCESSES
var fileAccessManager = ((IBuildComponentHost)this).GetComponent<IFileAccessManager>(BuildComponentType.FileAccessManager);
#endif
_projectCacheService = new ProjectCacheService(
this,
loggingService,
#if FEATURE_REPORTFILEACCESSES
fileAccessManager,
#endif
_configCache!,
_buildParameters.ProjectCacheDescriptor);
_taskHostNodeManager = ((IBuildComponentHost)this).GetComponent<INodeManager>(BuildComponentType.TaskHostNodeManager);
_scheduler = ((IBuildComponentHost)this).GetComponent<IScheduler>(BuildComponentType.Scheduler);
_nodeManager!.RegisterPacketHandler(NodePacketType.BuildRequestBlocker, BuildRequestBlocker.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.BuildRequestConfiguration, BuildRequestConfiguration.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.BuildRequestConfigurationResponse, BuildRequestConfigurationResponse.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.BuildResult, BuildResult.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.FileAccessReport, FileAccessReport.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.NodeShutdown, NodeShutdown.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.ProcessReport, ProcessReport.FactoryForDeserialization, this);
_nodeManager.RegisterPacketHandler(NodePacketType.ResolveSdkRequest, SdkResolverRequest.FactoryForDeserialization, SdkResolverService as INodePacketHandler);
_nodeManager.RegisterPacketHandler(NodePacketType.ResourceRequest, ResourceRequest.FactoryForDeserialization, this);
if (_threadException != null)
{
ShutdownLoggingService(loggingService);
_threadException.Throw();
}
if (_workQueue == null)
{
_workQueue = new ActionBlock<Action>(action => ProcessWorkQueue(action));
}
_buildManagerState = BuildManagerState.Building;
_noActiveSubmissionsEvent!.Set();
_noNodesActiveEvent!.Set();
}
ILoggingService InitializeLoggingService()
{
ILoggingService loggingService = CreateLoggingService(
AppendDebuggingLoggers(_buildParameters.Loggers),
_buildParameters.ForwardingLoggers,
_buildParameters.WarningsAsErrors,
_buildParameters.WarningsNotAsErrors,
_buildParameters.WarningsAsMessages);
_nodeManager!.RegisterPacketHandler(NodePacketType.LogMessage, LogMessagePacket.FactoryForDeserialization, loggingService as INodePacketHandler);
try
{
loggingService.LogBuildStarted();
if (_buildParameters.UsesInputCaches())
{
loggingService.LogComment(BuildEventContext.Invalid, MessageImportance.Normal, "UsingInputCaches", string.Join(";", _buildParameters.InputResultsCacheFiles));
}
if (_buildParameters.UsesOutputCache())
{
loggingService.LogComment(BuildEventContext.Invalid, MessageImportance.Normal, "WritingToOutputCache", _buildParameters.OutputResultsCacheFile);
}
}
catch (Exception)
{
ShutdownLoggingService(loggingService);
throw;
}
return loggingService;
}
// VS builds discard many msbuild events so attach a binlogger to capture them all.
IEnumerable<ILogger> AppendDebuggingLoggers(IEnumerable<ILogger> loggers)
{
if (DebugUtils.ShouldDebugCurrentProcess is false ||
Traits.Instance.DebugEngine is false)
{
return loggers;
}
var binlogPath = DebugUtils.FindNextAvailableDebugFilePath($"{DebugUtils.ProcessInfoString}_BuildManager_{_hostName}.binlog");
var logger = new BinaryLogger { Parameters = binlogPath };
return (loggers ?? Enumerable.Empty<ILogger>()).Concat(new[] { logger });
}
void InitializeCaches()
{
Debug.Assert(Monitor.IsEntered(_syncLock));
var usesInputCaches = _buildParameters.UsesInputCaches();
if (usesInputCaches)
{
ReuseOldCaches(_buildParameters.InputResultsCacheFiles);
}
_configCache = ((IBuildComponentHost)this).GetComponent<IConfigCache>(BuildComponentType.ConfigCache);
_resultsCache = ((IBuildComponentHost)this).GetComponent<IResultsCache>(BuildComponentType.ResultsCache);
if (!usesInputCaches && (_buildParameters.ResetCaches || _configCache!.IsConfigCacheSizeLargerThanThreshold()))
{
ResetCaches();
}
else
{
if (!usesInputCaches)
{
List<int> configurationsCleared = _configCache!.ClearNonExplicitlyLoadedConfigurations();
if (configurationsCleared != null)
{
foreach (int configurationId in configurationsCleared)
{
_resultsCache!.ClearResultsForConfiguration(configurationId);
}
}
}
foreach (var config in _configCache!)
{
config.ResultsNodeId = Scheduler.InvalidNodeId;
}
_buildParameters.ProjectRootElementCache.DiscardImplicitReferences();
}
}
}
#if FEATURE_REPORTFILEACCESSES
/// <summary>
/// Configure the build to use I/O tracking for nodes.
/// </summary>
/// <remarks>
/// Must be a separate non-inlinable method to avoid loading the BuildXL assembly when not opted in.
/// </remarks>
[MethodImpl(MethodImplOptions.NoInlining)]
private void EnableDetouredNodeLauncher()
{
// Currently BuildXL only supports x64. Once this feature moves out of the experimental phase, this will need to be addressed.
ErrorUtilities.VerifyThrowInvalidOperation(NativeMethodsShared.ProcessorArchitecture == NativeMethodsShared.ProcessorArchitectures.X64, "ReportFileAccessesX64Only");
// To properly report file access, we need to disable the in-proc node which won't be detoured.
_buildParameters!.DisableInProcNode = true;
// Node reuse must be disabled as future builds will not be able to listen to events raised by detours.
_buildParameters.EnableNodeReuse = false;
_componentFactories.ReplaceFactory(BuildComponentType.NodeLauncher, DetouredNodeLauncher.CreateComponent);
}
#endif
private static void AttachDebugger()
{
if (Debugger.IsAttached)
{
return;
}
if (!DebugUtils.ShouldDebugCurrentProcess)
{
return;
}
switch (Environment.GetEnvironmentVariable("MSBuildDebugBuildManagerOnStart"))
{
#if FEATURE_DEBUG_LAUNCH
case "1":
Debugger.Launch();
break;
#endif
case "2":
// Sometimes easier to attach rather than deal with JIT prompt
Process currentProcess = Process.GetCurrentProcess();
Console.WriteLine($"Waiting for debugger to attach ({currentProcess.MainModule!.FileName} PID {currentProcess.Id}). Press enter to continue...");
Console.ReadLine();
break;
}
}
/// <summary>
/// Cancels all outstanding submissions asynchronously.
/// </summary>
public void CancelAllSubmissions()
{
CancelAllSubmissions(true);
}
private void CancelAllSubmissions(bool async)
{
ILoggingService loggingService = ((IBuildComponentHost)this).LoggingService;
loggingService.LogBuildCanceled();
var parentThreadCulture = _buildParameters != null
? _buildParameters.Culture
: CultureInfo.CurrentCulture;
var parentThreadUICulture = _buildParameters != null
? _buildParameters.UICulture
: CultureInfo.CurrentUICulture;
void Callback(object? state)
{
lock (_syncLock)
{
if (_shuttingDown)
{
return;
}
// If we are Idle, obviously there is nothing to cancel. If we are waiting for the build to end, then presumably all requests have already completed
// and there is nothing left to cancel. Putting this here eliminates the possibility of us racing with EndBuild to access the nodeManager before
// EndBuild sets it to null.
if (_buildManagerState != BuildManagerState.Building)
{
return;
}
_overallBuildSuccess = false;
foreach (BuildSubmissionBase submission in _buildSubmissions.Values)
{
if (submission.IsStarted)
{
BuildResultBase buildResult = submission.CompleteResultsWithException(new BuildAbortedException());
if (buildResult is BuildResult result)
{
_resultsCache!.AddResult(result);
}
}
}
ShutdownConnectedNodes(true /* abort */);
CheckForActiveNodesAndCleanUpSubmissions();
}
}
ThreadPoolExtensions.QueueThreadPoolWorkItemWithCulture(Callback, parentThreadCulture, parentThreadUICulture);
}
/// <summary>
/// Clears out all of the cached information.
/// </summary>
public void ResetCaches()
{
lock (_syncLock)
{
ErrorIfState(BuildManagerState.WaitingForBuildToComplete, "WaitingForEndOfBuild");
ErrorIfState(BuildManagerState.Building, "BuildInProgress");
_configCache = ((IBuildComponentHost)this).GetComponent<IConfigCache>(BuildComponentType.ConfigCache);
_resultsCache = ((IBuildComponentHost)this).GetComponent<IResultsCache>(BuildComponentType.ResultsCache);
_resultsCache!.ClearResults();
// This call clears out the directory.
_configCache!.ClearConfigurations();
_buildParameters?.ProjectRootElementCache.DiscardImplicitReferences();
}
}
/// <summary>
/// This methods requests the BuildManager to find a matching ProjectInstance in its cache of previously-built projects.
/// If none exist, a new instance will be created from the specified project.
/// </summary>
/// <param name="project">The Project for which an instance should be retrieved.</param>
/// <returns>The instance.</returns>
public ProjectInstance GetProjectInstanceForBuild(Project project)
{
lock (_syncLock)
{
_configCache = ((IBuildComponentHost)this).GetComponent(BuildComponentType.ConfigCache) as IConfigCache;
BuildRequestConfiguration configuration = _configCache!.GetMatchingConfiguration(
new ConfigurationMetadata(project),
(config, loadProject) => CreateConfiguration(project, config),
loadProject: true);
ErrorUtilities.VerifyThrow(configuration.Project != null, "Configuration should have been loaded.");
return configuration.Project!;
}
}
/// <summary>
/// Submits a build request to the current build but does not start it immediately. Allows the user to
/// perform asynchronous execution or access the submission ID prior to executing the request.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if StartBuild has not been called or if EndBuild has been called.</exception>
public BuildSubmission PendBuildRequest(BuildRequestData requestData)
=> (BuildSubmission) PendBuildRequest<BuildRequestData, BuildResult>(requestData);
/// <summary>
/// Submits a graph build request to the current build but does not start it immediately. Allows the user to
/// perform asynchronous execution or access the submission ID prior to executing the request.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if StartBuild has not been called or if EndBuild has been called.</exception>
public GraphBuildSubmission PendBuildRequest(GraphBuildRequestData requestData)
=> (GraphBuildSubmission) PendBuildRequest<GraphBuildRequestData, GraphBuildResult>(requestData);
/// <summary>
/// Submits a build request to the current build but does not start it immediately. Allows the user to
/// perform asynchronous execution or access the submission ID prior to executing the request.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if StartBuild has not been called or if EndBuild has been called.</exception>
private BuildSubmissionBase<TRequestData, TResultData> PendBuildRequest<TRequestData, TResultData>(
TRequestData requestData)
where TRequestData : BuildRequestData<TRequestData, TResultData>
where TResultData : BuildResultBase
{
lock (_syncLock)
{
ErrorUtilities.VerifyThrowArgumentNull(requestData, nameof(requestData));
ErrorIfState(BuildManagerState.WaitingForBuildToComplete, "WaitingForEndOfBuild");
ErrorIfState(BuildManagerState.Idle, "NoBuildInProgress");
VerifyStateInternal(BuildManagerState.Building);
var newSubmission = requestData.CreateSubmission(this, GetNextSubmissionId(), requestData,
_buildParameters!.LegacyThreadingSemantics);
if (_buildTelemetry != null)
{
// Project graph can have multiple entry points, for purposes of identifying event for same build project,
// we believe that including only one entry point will provide enough precision.
_buildTelemetry.Project ??= requestData.EntryProjectsFullPath.FirstOrDefault();
_buildTelemetry.Target ??= string.Join(",", requestData.TargetNames);
}
_buildSubmissions.Add(newSubmission.SubmissionId, newSubmission);
_noActiveSubmissionsEvent!.Reset();
return newSubmission;
}
}
private TResultData BuildRequest<TRequestData, TResultData>(TRequestData requestData)
where TRequestData : BuildRequestData<TRequestData, TResultData>
where TResultData : BuildResultBase
=> PendBuildRequest<TRequestData, TResultData>(requestData).Execute();
/// <summary>
/// Convenience method. Submits a build request and blocks until the results are available.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if StartBuild has not been called or if EndBuild has been called.</exception>
public BuildResult BuildRequest(BuildRequestData requestData)
=> BuildRequest<BuildRequestData, BuildResult>(requestData);
/// <summary>
/// Convenience method. Submits a graph build request and blocks until the results are available.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if StartBuild has not been called or if EndBuild has been called.</exception>
public GraphBuildResult BuildRequest(GraphBuildRequestData requestData)
=> BuildRequest<GraphBuildRequestData, GraphBuildResult>(requestData);
/// <summary>
/// Signals that no more build requests are expected (or allowed) and the BuildManager may clean up.
/// </summary>
/// <remarks>
/// This call blocks until all currently pending requests are complete.
/// </remarks>
/// <exception cref="InvalidOperationException">Thrown if there is no build in progress.</exception>
public void EndBuild()
{
lock (_syncLock)
{
ErrorIfState(BuildManagerState.WaitingForBuildToComplete, "WaitingForEndOfBuild");
ErrorIfState(BuildManagerState.Idle, "NoBuildInProgress");
VerifyStateInternal(BuildManagerState.Building);
_buildManagerState = BuildManagerState.WaitingForBuildToComplete;
}
var exceptionsThrownInEndBuild = false;
try
{
lock (_syncLock)
{
// If there are any submissions which never started, remove them now.
var submissionsToCheck = new List<BuildSubmissionBase>(_buildSubmissions.Values);
foreach (BuildSubmissionBase submission in submissionsToCheck)
{
CheckSubmissionCompletenessAndRemove(submission);
}
}
_noActiveSubmissionsEvent!.WaitOne();
ShutdownConnectedNodes(false /* normal termination */);
_noNodesActiveEvent!.WaitOne();
// Wait for all of the actions in the work queue to drain.
// _workQueue.Completion.Wait() could throw here if there was an unhandled exception in the work queue,
// but the top level exception handler there should catch everything and have forwarded it to the
// OnThreadException method in this class already.
_workQueue!.Complete();
_workQueue.Completion.Wait();
Task projectCacheDispose = _projectCacheService!.DisposeAsync().AsTask();
ErrorUtilities.VerifyThrow(_buildSubmissions.Count == 0, "All submissions not yet complete.");
ErrorUtilities.VerifyThrow(_activeNodes.Count == 0, "All nodes not yet shut down.");
if (_buildParameters!.UsesOutputCache())
{
SerializeCaches();
}
projectCacheDispose.Wait();
#if DEBUG
if (_projectStartedEvents.Count != 0)
{
bool allMismatchedProjectStartedEventsDueToLoggerErrors = true;
foreach (KeyValuePair<int, BuildEventArgs> projectStartedEvent in _projectStartedEvents)
{
BuildResult result = _resultsCache!.GetResultsForConfiguration(projectStartedEvent.Value.BuildEventContext!.ProjectInstanceId);