#include "attr-set.hh" #include <new> #include <absl/container/btree_map.h> #include <gc/gc_cpp.h> #include <glog/logging.h> #include "eval-inline.hh" namespace nix { // This function inherits its name from previous implementations, in // which Bindings was backed by an array of elements which was scanned // linearly. // // In that setup, inserting duplicate elements would always yield the // first element (until the next sort, which wasn't stable, after // which things are more or less undefined). // // This behaviour is mimicked by using .insert(), which will *not* // override existing values. void Bindings::push_back(const Attr& attr) { auto [_, inserted] = attributes_.insert_or_assign(attr.name, attr); if (!inserted) { DLOG(WARNING) << "attempted to insert duplicate attribute for key '" << attr.name << "'"; } } size_t Bindings::size() { return attributes_.size(); } size_t Bindings::capacity() { return 0; } bool Bindings::empty() { return attributes_.empty(); } std::vector<const Attr*> Bindings::lexicographicOrder() { std::vector<const Attr*> res; res.reserve(attributes_.size()); for (const auto& [key, value] : attributes_) { res.emplace_back(&value); } return res; } Bindings::iterator Bindings::find(const Symbol& name) { return attributes_.find(name); } Bindings::iterator Bindings::begin() { return attributes_.begin(); } Bindings::iterator Bindings::end() { return attributes_.end(); } void Bindings::merge(Bindings* other) { // We want the values from the other attribute set to take // precedence, but .merge() works the other way around. // // To work around that, we merge and then swap. other->attributes_.merge(attributes_); attributes_.swap(other->attributes_); } Bindings* Bindings::NewGC() { return new (GC) Bindings; } void EvalState::mkAttrs(Value& v, size_t capacity) { if (capacity == 0) { v = vEmptySet; return; } clearValue(v); v.type = tAttrs; v.attrs = Bindings::NewGC(); nrAttrsets++; nrAttrsInAttrsets += capacity; } /* Create a new attribute named 'name' on an existing attribute set stored in 'vAttrs' and return the newly allocated Value which is associated with this attribute. */ Value* EvalState::allocAttr(Value& vAttrs, const Symbol& name) { Value* v = allocValue(); vAttrs.attrs->push_back(Attr(name, v)); return v; } } // namespace nix