Always shard structs if they would exceed maxNameSize even if unfiltered

Previously, a struct (anonymous or named) whose fields all matched the
predicate would not be sharded and would simply be reused. However,
that could break the maxNameSize limitation which could cause problems
for the caller.

This change makes sure that the supplied struct is only reused if it
does not exceed the maxNameSize, and otherwise is sharded.

Bug: 183777071
Test: m nothing
Change-Id: I8af272ec121077a43333e72b67cfd0e493c83362
2 files changed
tree: b4d0d0b28579b9060f1e63bb48bf2df2c1273611
  1. .github/
  2. bootstrap/
  3. bpfmt/
  4. bpmodify/
  5. deptools/
  6. gotestmain/
  7. gotestrunner/
  8. loadplugins/
  9. microfactory/
  10. parser/
  11. pathtools/
  12. proptools/
  13. tests/
  14. .gitignore
  15. .gofmt.sh
  16. blueprint.bash
  17. blueprint_impl.bash
  18. Blueprints
  19. bootstrap.bash
  20. CODEOWNERS
  21. context.go
  22. context_test.go
  23. CONTRIBUTING.md
  24. doc.go
  25. glob.go
  26. glob_test.go
  27. go.mod
  28. LICENSE
  29. live_tracker.go
  30. mangle.go
  31. module_ctx.go
  32. module_ctx_test.go
  33. name_interface.go
  34. ninja_defs.go
  35. ninja_strings.go
  36. ninja_strings_test.go
  37. ninja_writer.go
  38. ninja_writer_test.go
  39. OWNERS
  40. package_ctx.go
  41. PREUPLOAD.cfg
  42. provider.go
  43. provider_test.go
  44. README.md
  45. scope.go
  46. singleton_ctx.go
  47. splice_modules_test.go
  48. visit_test.go
README.md

Blueprint Build System

build

Blueprint is a meta-build system that reads in Blueprints files that describe modules that need to be built, and produces a Ninja manifest describing the commands that need to be run and their dependencies. Where most build systems use built-in rules or a domain-specific language to describe the logic for converting module descriptions to build rules, Blueprint delegates this to per-project build logic written in Go. For large, heterogenous projects this allows the inherent complexity of the build logic to be maintained in a high-level language, while still allowing simple changes to individual modules by modifying easy to understand Blueprints files.