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draw.go
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draw.go
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package pretty
import (
"fmt"
"sort"
"strings"
"github.com/fatih/color"
"github.com/google/uuid"
"github.com/pachyderm/pachyderm/v2/src/pps"
)
type renderConfig struct {
boxWidth int
edgeHeight int
}
type RenderOption func(*renderConfig)
func BoxWidthOption(boxWidth int) RenderOption {
return func(ro *renderConfig) {
ro.boxWidth = boxWidth
}
}
func EdgeHeightOption(verticalSpace int) RenderOption {
return func(ro *renderConfig) {
ro.edgeHeight = verticalSpace
}
}
type vertex struct {
id string
label string
edges map[string]*vertex
layer int
rowOffset int
red bool
}
func newVertex(label string) *vertex {
return &vertex{id: uuid.New().String(), label: label, edges: make(map[string]*vertex)}
}
func dummyVertex() *vertex {
return &vertex{id: uuid.New().String(), label: "*", edges: make(map[string]*vertex)}
}
func (v *vertex) addEdge(u *vertex) {
v.edges[u.id] = u
}
func (v *vertex) removeEdge(u *vertex) {
delete(v.edges, u.id)
}
type layerer func([]*vertex) [][]*vertex
type orderer func([][]*vertex)
func Draw(pis []*pps.PipelineInfo, opts ...RenderOption) (string, error) {
ro := &renderConfig{
boxWidth: 11,
edgeHeight: 5,
}
for _, o := range opts {
o(ro)
}
g, err := makeGraph(pis)
if err != nil {
return "", err
}
return draw(g, layerLongestPath, orderGreedy, ro), nil
}
func makeGraph(pis []*pps.PipelineInfo) ([]*vertex, error) {
vMap := make(map[string]*vertex)
vs := make([]*vertex, 0)
upsertVertex := func(name string, lastState pps.JobState) *vertex {
v := newVertex(name)
if _, ok := vMap[name]; !ok {
vMap[name] = v
vs = append(vs, v)
}
if lastState == pps.JobState_JOB_FAILURE || lastState == pps.JobState_JOB_KILLED {
vMap[name].red = true
}
return vMap[name]
}
for _, pi := range pis {
pv := upsertVertex(pi.Pipeline.Name, pi.LastJobState)
if err := pps.VisitInput(pi.Details.Input, func(input *pps.Input) error {
var name string
if input.Pfs != nil {
name = input.Pfs.Name
} else if input.Cron != nil {
name = input.Cron.Name
} else {
return nil
}
iv := upsertVertex(name, pps.JobState_JOB_STATE_UNKNOWN)
iv.addEdge(pv)
return nil
}); err != nil {
return nil, err
}
}
return vs, nil
}
func draw(vertices []*vertex, lf layerer, of orderer, ro *renderConfig) string {
// Assign Layers
layers := lf(vertices)
of(layers)
assignCoordinates(layers, ro)
picture := renderPicture(layers, ro)
return picture
}
// precompute the box coordinates so that during rendering the edges can be filled between layers
func assignCoordinates(layers [][]*vertex, ro *renderConfig) {
maxWidth := rowWidth(layers, ro)
for _, l := range layers {
boxCenterOffset := maxWidth / (len(l) + 1)
for j := 0; j < len(l); j++ {
l[j].rowOffset = (j + 1) * boxCenterOffset
}
}
}
// ==================================================
// Layering Algorithms
func layerLongestPath(vs []*vertex) [][]*vertex {
assigned := make(map[string]*vertex, 0)
var layers [][]*vertex
addToLayer := func(v *vertex, l int) {
if l >= len(layers) {
layers = append(layers, make([]*vertex, 0))
}
layers[l] = append(layers[l], v)
}
fillDummies := func(v *vertex) {
// we gather list of callbacks so that we don't mutate v.edges as we are iterating over it
cbs := make([]func(), 0)
for _, e := range v.edges {
diff := v.layer - e.layer
if diff > 1 {
u := e // necessary to copy the basic vertex fields
cbs = append(cbs, func() {
latest := v
for i := 0; i < diff-1; i++ {
d := dummyVertex()
d.addEdge(u)
addToLayer(d, v.layer-i-1)
latest.removeEdge(u)
latest.addEdge(d)
latest = d
}
})
}
}
for _, cb := range cbs {
cb()
}
}
// build the layers up from the bottom of the DAG
for _, v := range leaves(vs) {
assigned[v.id] = v
addToLayer(v, 0)
}
for len(vs) != len(assigned) {
for _, v := range vs {
func() {
if _, ok := assigned[v.id]; !ok {
var maxLevel int
// check this node is assignable
for _, e := range v.edges {
u, eDone := assigned[e.id]
if !eDone {
return
}
maxLevel = max(u.layer, maxLevel)
}
v.layer = maxLevel + 1
addToLayer(v, v.layer)
assigned[v.id] = v
fillDummies(v)
}
}()
}
}
return layers
}
// ==================================================
// Ordering Algorithms
func orderGreedy(layers [][]*vertex) {
var prev map[string]int
for i, l := range layers {
if i > 0 {
sort.Slice(l, func(i, j int) bool {
iScore, jScore := 0, 0
for u := range l[i].edges {
iScore += prev[u] - i
}
for u := range l[j].edges {
jScore += prev[u] - j
}
return iScore < jScore
})
}
prev = make(map[string]int)
for j, v := range l {
prev[v.id] = j
}
}
}
// ==================================================
// Rendering algorithm
func renderPicture(layers [][]*vertex, ro *renderConfig) string {
picture := ""
maxRowWidth := rowWidth(layers, ro)
// traverse the layers starting with source repos
for i := len(layers) - 1; i >= 0; i-- {
l := layers[i]
written := 0
row, border := "", ""
renderEdges := make([]renderEdge, 0)
// print the row of boxed vertices
for j := 0; j < len(l); j++ {
v := l[j]
colorSprint := color.New(color.FgHiGreen).SprintFunc()
if v.red {
colorSprint = color.New(color.FgHiRed).SprintFunc()
}
spacing := v.rowOffset - (ro.boxWidth+2)/2 - written
label := v.label
if len(label) > ro.boxWidth {
label = label[:ro.boxWidth-2] + ".."
}
boxPadLeft := strings.Repeat(" ", (ro.boxWidth-len(label))/2)
boxPadRight := strings.Repeat(" ", ro.boxWidth-len(label)-len(boxPadLeft))
if v.label == "*" {
hiddenRow := fmt.Sprintf("%s %s%s%s ", strings.Repeat(" ", spacing), boxPadLeft, "|", boxPadRight)
border += hiddenRow
row += hiddenRow
} else {
border += colorSprint(fmt.Sprintf("%s+%s+", strings.Repeat(" ", spacing), strings.Repeat("-", ro.boxWidth)))
row += colorSprint(fmt.Sprintf("%s|%s%s%s|", strings.Repeat(" ", spacing), boxPadLeft, label, boxPadRight))
}
written += spacing + len(boxPadLeft) + len(label) + len(boxPadRight) + 2
for _, u := range v.edges {
renderEdges = append(renderEdges, renderEdge{src: v.rowOffset, dest: u.rowOffset})
}
}
picture += fmt.Sprintf("%s\n%s\n%s\n", border, row, border)
// print up to `layerVerticalSpace` rows that will contain edge drawings
for j := 0; j < ro.edgeHeight; j++ {
row := strings.Repeat(" ", maxRowWidth)
for _, re := range renderEdges {
row = re.render(row, j, ro.edgeHeight)
}
picture += fmt.Sprint(row)
picture += "\n"
}
}
return picture
}
// renderEdge is used to describe the source and destination of an edge in terms of the x-axis.
// The number of vertical lines spanned is calculated at each layer
type renderEdge struct {
src int
dest int
}
func (re renderEdge) distance() int {
return abs(re.src - re.dest)
}
// render sets an edge character in the 'row' string, calculated using the re.src & re.dest (the edge's range along the x-axis),
// and 'vertDist' (the height of the edge) and 'vertIdx' (how many lines down 'vertDist' we are)
func (re renderEdge) render(row string, vertIdx, vertDist int) string {
setEdgeChar := func(s string, i int, r rune) string {
if s[i] == byte(r) {
return s
} else if s[i] == ' ' {
return s[:i] + string(r) + s[i+1:]
}
return s[:i] + "+" + s[i+1:] // set the coordinate to "+" if there's an edge crossing
}
if re.src == re.dest {
return setEdgeChar(row, re.src, '|')
}
const srcEdgeCenterOffset = 1 // start drawing a diagonal edge one space away from the center of a node
adjustedXDist := re.distance() - srcEdgeCenterOffset // number of horizontal spaces we must fill with edges
// vertical line
if vertDist > adjustedXDist && vertIdx >= adjustedXDist/2 && vertIdx < vertDist-adjustedXDist/2 {
return setEdgeChar(row, (re.src+re.dest)/2, '|')
}
// horizontal line
if vertDist < adjustedXDist && vertIdx == vertDist/2 {
step := 1
if re.src > re.dest {
step = -1
}
diagCoverage := (vertDist / 2) * step
tmp := re.src + diagCoverage
for tmp != re.dest-diagCoverage-(step*vertDist%2) {
tmp += step
row = setEdgeChar(row, tmp, '-')
}
return row
}
// diagonal line
offset := vertIdx + srcEdgeCenterOffset
// calculate offset based on distance from the end in case we're on the bottom half of the edge
if vertIdx > vertDist/2 {
offset = adjustedXDist - (vertDist - offset)
}
if re.src > re.dest {
return setEdgeChar(row, re.src-offset, '/')
} else {
return setEdgeChar(row, re.src+offset, '\\')
}
}
// ==================================================
func leaves(vs []*vertex) []*vertex {
ls := make([]*vertex, 0)
for _, v := range vs {
if len(v.edges) == 0 {
ls = append(ls, v)
}
}
return ls
}
func rowWidth(layers [][]*vertex, ro *renderConfig) int {
mlw := maxLayerWidth(layers)
return mlw * (ro.boxWidth + 2) * 2
}
func maxLayerWidth(layers [][]*vertex) int {
m := 0
for _, l := range layers {
m = max(m, len(l))
}
return m
}
func max(a, b int) int {
if a > b {
return a
}
return b
}
func abs(x int) int {
if x < 0 {
return x * -1
}
return x
}