opentofu/dag/graph.go
James Bardin 268959f4be make UpEdges and DownEdges return a copy
The public functions for the graph UpEdges and DownEdges is returning
the internal Set from the graph, meaning that callers could
inadvertently corrupt the graph structure by editing the returned Sets.

Make UpEdges and DownEdges return a copy of the set, while retaining the
efficient no-copy behavior for internal callers.
2020-06-11 09:53:09 -04:00

345 lines
8.2 KiB
Go

package dag
import (
"bytes"
"fmt"
"sort"
)
// Graph is used to represent a dependency graph.
type Graph struct {
vertices Set
edges Set
downEdges map[interface{}]Set
upEdges map[interface{}]Set
}
// Subgrapher allows a Vertex to be a Graph itself, by returning a Grapher.
type Subgrapher interface {
Subgraph() Grapher
}
// A Grapher is any type that returns a Grapher, mainly used to identify
// dag.Graph and dag.AcyclicGraph. In the case of Graph and AcyclicGraph, they
// return themselves.
type Grapher interface {
DirectedGraph() Grapher
}
// Vertex of the graph.
type Vertex interface{}
// NamedVertex is an optional interface that can be implemented by Vertex
// to give it a human-friendly name that is used for outputting the graph.
type NamedVertex interface {
Vertex
Name() string
}
func (g *Graph) DirectedGraph() Grapher {
return g
}
// Vertices returns the list of all the vertices in the graph.
func (g *Graph) Vertices() []Vertex {
result := make([]Vertex, 0, len(g.vertices))
for _, v := range g.vertices {
result = append(result, v.(Vertex))
}
return result
}
// Edges returns the list of all the edges in the graph.
func (g *Graph) Edges() []Edge {
result := make([]Edge, 0, len(g.edges))
for _, v := range g.edges {
result = append(result, v.(Edge))
}
return result
}
// EdgesFrom returns the list of edges from the given source.
func (g *Graph) EdgesFrom(v Vertex) []Edge {
var result []Edge
from := hashcode(v)
for _, e := range g.Edges() {
if hashcode(e.Source()) == from {
result = append(result, e)
}
}
return result
}
// EdgesTo returns the list of edges to the given target.
func (g *Graph) EdgesTo(v Vertex) []Edge {
var result []Edge
search := hashcode(v)
for _, e := range g.Edges() {
if hashcode(e.Target()) == search {
result = append(result, e)
}
}
return result
}
// HasVertex checks if the given Vertex is present in the graph.
func (g *Graph) HasVertex(v Vertex) bool {
return g.vertices.Include(v)
}
// HasEdge checks if the given Edge is present in the graph.
func (g *Graph) HasEdge(e Edge) bool {
return g.edges.Include(e)
}
// Add adds a vertex to the graph. This is safe to call multiple time with
// the same Vertex.
func (g *Graph) Add(v Vertex) Vertex {
g.init()
g.vertices.Add(v)
return v
}
// Remove removes a vertex from the graph. This will also remove any
// edges with this vertex as a source or target.
func (g *Graph) Remove(v Vertex) Vertex {
// Delete the vertex itself
g.vertices.Delete(v)
// Delete the edges to non-existent things
for _, target := range g.downEdgesNoCopy(v) {
g.RemoveEdge(BasicEdge(v, target))
}
for _, source := range g.upEdgesNoCopy(v) {
g.RemoveEdge(BasicEdge(source, v))
}
return nil
}
// Replace replaces the original Vertex with replacement. If the original
// does not exist within the graph, then false is returned. Otherwise, true
// is returned.
func (g *Graph) Replace(original, replacement Vertex) bool {
// If we don't have the original, we can't do anything
if !g.vertices.Include(original) {
return false
}
// If they're the same, then don't do anything
if original == replacement {
return true
}
// Add our new vertex, then copy all the edges
g.Add(replacement)
for _, target := range g.downEdgesNoCopy(original) {
g.Connect(BasicEdge(replacement, target))
}
for _, source := range g.upEdgesNoCopy(original) {
g.Connect(BasicEdge(source, replacement))
}
// Remove our old vertex, which will also remove all the edges
g.Remove(original)
return true
}
// RemoveEdge removes an edge from the graph.
func (g *Graph) RemoveEdge(edge Edge) {
g.init()
// Delete the edge from the set
g.edges.Delete(edge)
// Delete the up/down edges
if s, ok := g.downEdges[hashcode(edge.Source())]; ok {
s.Delete(edge.Target())
}
if s, ok := g.upEdges[hashcode(edge.Target())]; ok {
s.Delete(edge.Source())
}
}
// UpEdges returns the vertices connected to the outward edges from the source
// Vertex v.
func (g *Graph) UpEdges(v Vertex) Set {
return g.upEdgesNoCopy(v).Copy()
}
// DownEdges returns the vertices connected from the inward edges to Vertex v.
func (g *Graph) DownEdges(v Vertex) Set {
return g.downEdgesNoCopy(v).Copy()
}
// downEdgesNoCopy returns the outward edges from the source Vertex v as a Set.
// This Set is the same as used internally bu the Graph to prevent a copy, and
// must not be modified by the caller.
func (g *Graph) downEdgesNoCopy(v Vertex) Set {
g.init()
return g.downEdges[hashcode(v)]
}
// upEdgesNoCopy returns the inward edges to the destination Vertex v as a Set.
// This Set is the same as used internally bu the Graph to prevent a copy, and
// must not be modified by the caller.
func (g *Graph) upEdgesNoCopy(v Vertex) Set {
g.init()
return g.upEdges[hashcode(v)]
}
// Connect adds an edge with the given source and target. This is safe to
// call multiple times with the same value. Note that the same value is
// verified through pointer equality of the vertices, not through the
// value of the edge itself.
func (g *Graph) Connect(edge Edge) {
g.init()
source := edge.Source()
target := edge.Target()
sourceCode := hashcode(source)
targetCode := hashcode(target)
// Do we have this already? If so, don't add it again.
if s, ok := g.downEdges[sourceCode]; ok && s.Include(target) {
return
}
// Add the edge to the set
g.edges.Add(edge)
// Add the down edge
s, ok := g.downEdges[sourceCode]
if !ok {
s = make(Set)
g.downEdges[sourceCode] = s
}
s.Add(target)
// Add the up edge
s, ok = g.upEdges[targetCode]
if !ok {
s = make(Set)
g.upEdges[targetCode] = s
}
s.Add(source)
}
// String outputs some human-friendly output for the graph structure.
func (g *Graph) StringWithNodeTypes() string {
var buf bytes.Buffer
// Build the list of node names and a mapping so that we can more
// easily alphabetize the output to remain deterministic.
vertices := g.Vertices()
names := make([]string, 0, len(vertices))
mapping := make(map[string]Vertex, len(vertices))
for _, v := range vertices {
name := VertexName(v)
names = append(names, name)
mapping[name] = v
}
sort.Strings(names)
// Write each node in order...
for _, name := range names {
v := mapping[name]
targets := g.downEdges[hashcode(v)]
buf.WriteString(fmt.Sprintf("%s - %T\n", name, v))
// Alphabetize dependencies
deps := make([]string, 0, targets.Len())
targetNodes := make(map[string]Vertex)
for _, target := range targets {
dep := VertexName(target)
deps = append(deps, dep)
targetNodes[dep] = target
}
sort.Strings(deps)
// Write dependencies
for _, d := range deps {
buf.WriteString(fmt.Sprintf(" %s - %T\n", d, targetNodes[d]))
}
}
return buf.String()
}
// String outputs some human-friendly output for the graph structure.
func (g *Graph) String() string {
var buf bytes.Buffer
// Build the list of node names and a mapping so that we can more
// easily alphabetize the output to remain deterministic.
vertices := g.Vertices()
names := make([]string, 0, len(vertices))
mapping := make(map[string]Vertex, len(vertices))
for _, v := range vertices {
name := VertexName(v)
names = append(names, name)
mapping[name] = v
}
sort.Strings(names)
// Write each node in order...
for _, name := range names {
v := mapping[name]
targets := g.downEdges[hashcode(v)]
buf.WriteString(fmt.Sprintf("%s\n", name))
// Alphabetize dependencies
deps := make([]string, 0, targets.Len())
for _, target := range targets {
deps = append(deps, VertexName(target))
}
sort.Strings(deps)
// Write dependencies
for _, d := range deps {
buf.WriteString(fmt.Sprintf(" %s\n", d))
}
}
return buf.String()
}
func (g *Graph) init() {
if g.vertices == nil {
g.vertices = make(Set)
}
if g.edges == nil {
g.edges = make(Set)
}
if g.downEdges == nil {
g.downEdges = make(map[interface{}]Set)
}
if g.upEdges == nil {
g.upEdges = make(map[interface{}]Set)
}
}
// Dot returns a dot-formatted representation of the Graph.
func (g *Graph) Dot(opts *DotOpts) []byte {
return newMarshalGraph("", g).Dot(opts)
}
// VertexName returns the name of a vertex.
func VertexName(raw Vertex) string {
switch v := raw.(type) {
case NamedVertex:
return v.Name()
case fmt.Stringer:
return fmt.Sprintf("%s", v)
default:
return fmt.Sprintf("%v", v)
}
}