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Adding '-verbose' will print out the allocation information for the deployment. This also changes the job run command so that it now blocks until deployment is complete and adds timestamps to the output so that it's more in line with the output of node drain. This uses glint to print in place in running in a tty. Because glint doesn't yet support cmd/powershell, Windows workflows use a different library to print in place, which results in slightly different formatting: 1) different margins, and 2) no spinner indicating deployment in progress.
104 lines
2.6 KiB
Go
104 lines
2.6 KiB
Go
package glint
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import (
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"bytes"
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"fmt"
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"io"
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"strings"
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"github.com/mitchellh/go-glint/flex"
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)
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// StringRenderer renders output to a string builder. This will clear
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// the builder on each frame render. The StringRenderer is primarily meant
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// for testing components.
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type StringRenderer struct {
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// Builder is the strings builder to write to. If this is nil then
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// it will be created on first render.
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Builder *strings.Builder
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// Width is a fixed width to set for the root node. If this isn't
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// set then a width of 80 is arbitrarily used.
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Width uint
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}
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func (r *StringRenderer) LayoutRoot() *flex.Node {
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width := r.Width
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if width == 0 {
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width = 80
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}
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node := flex.NewNode()
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node.StyleSetWidth(float32(width))
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return node
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}
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func (r *StringRenderer) RenderRoot(root, prev *flex.Node) {
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if r.Builder == nil {
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r.Builder = &strings.Builder{}
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}
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// Reset our builder
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r.Builder.Reset()
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// Draw
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r.renderTree(r.Builder, root, -1, false)
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}
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func (r *StringRenderer) renderTree(final io.Writer, parent *flex.Node, lastRow int, color bool) {
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var buf bytes.Buffer
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for _, child := range parent.Children {
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// Ignore children with a zero height
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if child.LayoutGetHeight() == 0 {
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continue
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}
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// If we're on a different row than last time then we draw a newline.
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thisRow := int(child.LayoutGetTop())
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if lastRow >= 0 && thisRow > lastRow {
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buf.WriteByte('\n')
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}
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lastRow = thisRow
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// Get our node context. If we don't have one then we're a container
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// and we render below.
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ctx, ok := child.Context.(*TextNodeContext)
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if !ok {
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r.renderTree(&buf, child, lastRow, color)
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} else {
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text := ctx.Text
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if color {
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text = styleRender(ctx.Context, text)
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}
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// Draw our text
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fmt.Fprint(&buf, text)
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}
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}
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// We've finished drawing our main content. If we have any paddings/margins
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// we have to draw these now into our buffer.
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leftMargin := int(parent.LayoutGetMargin(flex.EdgeLeft))
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rightMargin := int(parent.LayoutGetMargin(flex.EdgeRight))
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leftPadding := int(parent.LayoutGetPadding(flex.EdgeLeft))
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rightPadding := int(parent.LayoutGetPadding(flex.EdgeRight))
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// NOTE(mitchellh): this is not an optimal way to do this. This was a
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// get-it-done-fast implementation. We should swing back around at some
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// point and rewrite this with less allocations and copying.
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lines := bytes.Split(buf.Bytes(), newline)
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for i, line := range lines {
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final.Write(bytes.Repeat(space, leftMargin+leftPadding))
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final.Write(line)
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final.Write(bytes.Repeat(space, rightMargin+rightPadding))
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if i < len(lines)-1 {
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final.Write(newline)
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}
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}
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}
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var (
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space = []byte(" ")
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newline = []byte("\n")
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)
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