Vendor GYP and libuv into the repo.
Instead of dynamically downloading these as needed during a build, this checks in those two dependencies directly into the Wren repo. That's a little lame because users of Wren who aren't building the CLI don't actually need them, but they aren't too big, so it's not a huge deal. It makes builds (particularly on Travis) more reliable, because they don't have to pull down additional content over the network.
This commit is contained in:
Vendored
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/* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef UV_WIN_HANDLE_INL_H_
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#define UV_WIN_HANDLE_INL_H_
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#include <assert.h>
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#include <io.h>
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#include "uv.h"
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#include "internal.h"
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#define DECREASE_ACTIVE_COUNT(loop, handle) \
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do { \
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if (--(handle)->activecnt == 0 && \
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!((handle)->flags & UV__HANDLE_CLOSING)) { \
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uv__handle_stop((handle)); \
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} \
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assert((handle)->activecnt >= 0); \
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} while (0)
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#define INCREASE_ACTIVE_COUNT(loop, handle) \
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do { \
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if ((handle)->activecnt++ == 0) { \
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uv__handle_start((handle)); \
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} \
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assert((handle)->activecnt > 0); \
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} while (0)
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#define DECREASE_PENDING_REQ_COUNT(handle) \
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do { \
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assert(handle->reqs_pending > 0); \
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handle->reqs_pending--; \
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\
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if (handle->flags & UV__HANDLE_CLOSING && \
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handle->reqs_pending == 0) { \
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uv_want_endgame(loop, (uv_handle_t*)handle); \
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} \
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} while (0)
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#define uv__handle_closing(handle) \
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do { \
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assert(!((handle)->flags & UV__HANDLE_CLOSING)); \
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\
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if (!(((handle)->flags & UV__HANDLE_ACTIVE) && \
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((handle)->flags & UV__HANDLE_REF))) \
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uv__active_handle_add((uv_handle_t*) (handle)); \
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\
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(handle)->flags |= UV__HANDLE_CLOSING; \
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(handle)->flags &= ~UV__HANDLE_ACTIVE; \
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} while (0)
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#define uv__handle_close(handle) \
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do { \
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QUEUE_REMOVE(&(handle)->handle_queue); \
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uv__active_handle_rm((uv_handle_t*) (handle)); \
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\
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(handle)->flags |= UV_HANDLE_CLOSED; \
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\
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if ((handle)->close_cb) \
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(handle)->close_cb((uv_handle_t*) (handle)); \
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} while (0)
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INLINE static void uv_want_endgame(uv_loop_t* loop, uv_handle_t* handle) {
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if (!(handle->flags & UV_HANDLE_ENDGAME_QUEUED)) {
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handle->flags |= UV_HANDLE_ENDGAME_QUEUED;
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handle->endgame_next = loop->endgame_handles;
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loop->endgame_handles = handle;
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}
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}
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INLINE static void uv_process_endgames(uv_loop_t* loop) {
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uv_handle_t* handle;
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while (loop->endgame_handles) {
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handle = loop->endgame_handles;
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loop->endgame_handles = handle->endgame_next;
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handle->flags &= ~UV_HANDLE_ENDGAME_QUEUED;
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switch (handle->type) {
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case UV_TCP:
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uv_tcp_endgame(loop, (uv_tcp_t*) handle);
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break;
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case UV_NAMED_PIPE:
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uv_pipe_endgame(loop, (uv_pipe_t*) handle);
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break;
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case UV_TTY:
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uv_tty_endgame(loop, (uv_tty_t*) handle);
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break;
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case UV_UDP:
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uv_udp_endgame(loop, (uv_udp_t*) handle);
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break;
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case UV_POLL:
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uv_poll_endgame(loop, (uv_poll_t*) handle);
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break;
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case UV_TIMER:
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uv_timer_endgame(loop, (uv_timer_t*) handle);
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break;
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case UV_PREPARE:
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case UV_CHECK:
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case UV_IDLE:
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uv_loop_watcher_endgame(loop, handle);
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break;
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case UV_ASYNC:
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uv_async_endgame(loop, (uv_async_t*) handle);
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break;
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case UV_SIGNAL:
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uv_signal_endgame(loop, (uv_signal_t*) handle);
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break;
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case UV_PROCESS:
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uv_process_endgame(loop, (uv_process_t*) handle);
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break;
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case UV_FS_EVENT:
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uv_fs_event_endgame(loop, (uv_fs_event_t*) handle);
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break;
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case UV_FS_POLL:
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uv__fs_poll_endgame(loop, (uv_fs_poll_t*) handle);
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break;
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default:
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assert(0);
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break;
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}
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}
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}
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INLINE static HANDLE uv__get_osfhandle(int fd)
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{
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/* _get_osfhandle() raises an assert in debug builds if the FD is invalid. */
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/* But it also correctly checks the FD and returns INVALID_HANDLE_VALUE */
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/* for invalid FDs in release builds (or if you let the assert continue). */
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/* So this wrapper function disables asserts when calling _get_osfhandle. */
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HANDLE handle;
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UV_BEGIN_DISABLE_CRT_ASSERT();
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handle = (HANDLE) _get_osfhandle(fd);
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UV_END_DISABLE_CRT_ASSERT();
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return handle;
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}
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#endif /* UV_WIN_HANDLE_INL_H_ */
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