nix-super/src/libexpr/flake/flake.hh

200 lines
4.9 KiB
C++

#pragma once
///@file
#include "types.hh"
#include "flakeref.hh"
#include "lockfile.hh"
#include "value.hh"
namespace nix {
class EvalState;
namespace flake {
struct FlakeInput;
typedef std::map<FlakeId, FlakeInput> FlakeInputs;
/**
* FlakeInput is the 'Flake'-level parsed form of the "input" entries
* in the flake file.
*
* A FlakeInput is normally constructed by the 'parseFlakeInput'
* function which parses the input specification in the '.flake' file
* to create a 'FlakeRef' (a fetcher, the fetcher-specific
* representation of the input specification, and possibly the fetched
* local store path result) and then creating this FlakeInput to hold
* that FlakeRef, along with anything that might override that
* FlakeRef (like command-line overrides or "follows" specifications).
*
* A FlakeInput is also sometimes constructed directly from a FlakeRef
* instead of starting at the flake-file input specification
* (e.g. overrides, follows, and implicit inputs).
*
* A FlakeInput will usually have one of either "ref" or "follows"
* set. If not otherwise specified, a "ref" will be generated to a
* 'type="indirect"' flake, which is treated as simply the name of a
* flake to be resolved in the registry.
*/
struct FlakeInput
{
std::optional<FlakeRef> ref;
/**
* true = process flake to get outputs
*
* false = (fetched) static source path
*/
bool isFlake = true;
std::optional<InputPath> follows;
FlakeInputs overrides;
};
struct ConfigFile
{
using ConfigValue = std::variant<std::string, int64_t, Explicit<bool>, std::vector<std::string>>;
std::map<std::string, ConfigValue> settings;
void apply();
};
/**
* The contents of a flake.nix file.
*/
struct Flake
{
/**
* The original flake specification (by the user)
*/
FlakeRef originalRef;
/**
* registry references and caching resolved to the specific underlying flake
*/
FlakeRef resolvedRef;
/**
* the specific local store result of invoking the fetcher
*/
FlakeRef lockedRef;
/**
* pretend that 'lockedRef' is dirty
*/
bool forceDirty = false;
std::optional<std::string> description;
StorePath storePath;
FlakeInputs inputs;
/**
* 'nixConfig' attribute
*/
ConfigFile config;
~Flake();
};
Flake getFlake(EvalState & state, const FlakeRef & flakeRef, bool allowLookup);
/**
* Fingerprint of a locked flake; used as a cache key.
*/
typedef Hash Fingerprint;
struct LockedFlake
{
Flake flake;
LockFile lockFile;
Fingerprint getFingerprint() const;
};
struct LockFlags
{
/**
* Whether to ignore the existing lock file, creating a new one
* from scratch.
*/
bool recreateLockFile = false;
/**
* Whether to update the lock file at all. If set to false, if any
* change to the lock file is needed (e.g. when an input has been
* added to flake.nix), you get a fatal error.
*/
bool updateLockFile = true;
/**
* Whether to write the lock file to disk. If set to true, if the
* any changes to the lock file are needed and the flake is not
* writable (i.e. is not a local Git working tree or similar), you
* get a fatal error. If set to false, Nix will use the modified
* lock file in memory only, without writing it to disk.
*/
bool writeLockFile = true;
/**
* Whether to use the registries to lookup indirect flake
* references like 'nixpkgs'.
*/
std::optional<bool> useRegistries = std::nullopt;
/**
* Whether to apply flake's nixConfig attribute to the configuration
*/
bool applyNixConfig = false;
/**
* Whether unlocked flake references (i.e. those without a Git
* revision or similar) without a corresponding lock are
* allowed. Unlocked flake references with a lock are always
* allowed.
*/
bool allowUnlocked = true;
/**
* Whether to commit changes to flake.lock.
*/
bool commitLockFile = false;
/**
* The path to a lock file to read instead of the `flake.lock` file in the top-level flake
*/
std::optional<std::string> referenceLockFilePath;
/**
* The path to a lock file to write to instead of the `flake.lock` file in the top-level flake
*/
std::optional<Path> outputLockFilePath;
/**
* Flake inputs to be overridden.
*/
std::map<InputPath, FlakeRef> inputOverrides;
/**
* Flake inputs to be updated. This means that any existing lock
* for those inputs will be ignored.
*/
std::set<InputPath> inputUpdates;
};
LockedFlake lockFlake(
EvalState & state,
const FlakeRef & flakeRef,
const LockFlags & lockFlags);
void callFlake(
EvalState & state,
const LockedFlake & lockedFlake,
Value & v);
}
void emitTreeAttrs(
EvalState & state,
const StorePath & storePath,
const fetchers::Input & input,
Value & v,
bool emptyRevFallback = false,
bool forceDirty = false);
}