567ba06b5c
2 Commits
Author | SHA1 | Message | Date | |
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Damien Elmes
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5e0a761b87
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Move away from Bazel (#2202)
(for upgrading users, please see the notes at the bottom) Bazel brought a lot of nice things to the table, such as rebuilds based on content changes instead of modification times, caching of build products, detection of incorrect build rules via a sandbox, and so on. Rewriting the build in Bazel was also an opportunity to improve on the Makefile-based build we had prior, which was pretty poor: most dependencies were external or not pinned, and the build graph was poorly defined and mostly serialized. It was not uncommon for fresh checkouts to fail due to floating dependencies, or for things to break when trying to switch to an older commit. For day-to-day development, I think Bazel served us reasonably well - we could generally switch between branches while being confident that builds would be correct and reasonably fast, and not require full rebuilds (except on Windows, where the lack of a sandbox and the TS rules would cause build breakages when TS files were renamed/removed). Bazel achieves that reliability by defining rules for each programming language that define how source files should be turned into outputs. For the rules to work with Bazel's sandboxing approach, they often have to reimplement or partially bypass the standard tools that each programming language provides. The Rust rules call Rust's compiler directly for example, instead of using Cargo, and the Python rules extract each PyPi package into a separate folder that gets added to sys.path. These separate language rules allow proper declaration of inputs and outputs, and offer some advantages such as caching of build products and fine-grained dependency installation. But they also bring some downsides: - The rules don't always support use-cases/platforms that the standard language tools do, meaning they need to be patched to be used. I've had to contribute a number of patches to the Rust, Python and JS rules to unblock various issues. - The dependencies we use with each language sometimes make assumptions that do not hold in Bazel, meaning they either need to be pinned or patched, or the language rules need to be adjusted to accommodate them. I was hopeful that after the initial setup work, things would be relatively smooth-sailing. Unfortunately, that has not proved to be the case. Things frequently broke when dependencies or the language rules were updated, and I began to get frustrated at the amount of Anki development time I was instead spending on build system upkeep. It's now about 2 years since switching to Bazel, and I think it's time to cut losses, and switch to something else that's a better fit. The new build system is based on a small build tool called Ninja, and some custom Rust code in build/. This means that to build Anki, Bazel is no longer required, but Ninja and Rust need to be installed on your system. Python and Node toolchains are automatically downloaded like in Bazel. This new build system should result in faster builds in some cases: - Because we're using cargo to build now, Rust builds are able to take advantage of pipelining and incremental debug builds, which we didn't have with Bazel. It's also easier to override the default linker on Linux/macOS, which can further improve speeds. - External Rust crates are now built with opt=1, which improves performance of debug builds. - Esbuild is now used to transpile TypeScript, instead of invoking the TypeScript compiler. This results in faster builds, by deferring typechecking to test/check time, and by allowing more work to happen in parallel. As an example of the differences, when testing with the mold linker on Linux, adding a new message to tags.proto (which triggers a recompile of the bulk of the Rust and TypeScript code) results in a compile that goes from about 22s on Bazel to about 7s in the new system. With the standard linker, it's about 9s. Some other changes of note: - Our Rust workspace now uses cargo-hakari to ensure all packages agree on available features, preventing unnecessary rebuilds. - pylib/anki is now a PEP420 implicit namespace, avoiding the need to merge source files and generated files into a single folder for running. By telling VSCode about the extra search path, code completion now works with generated files without needing to symlink them into the source folder. - qt/aqt can't use PEP420 as it's difficult to get rid of aqt/__init__.py. Instead, the generated files are now placed in a separate _aqt package that's added to the path. - ts/lib is now exposed as @tslib, so the source code and generated code can be provided under the same namespace without a merging step. - MyPy and PyLint are now invoked once for the entire codebase. - dprint will be used to format TypeScript/json files in the future instead of the slower prettier (currently turned off to avoid causing conflicts). It can automatically defer to prettier when formatting Svelte files. - svelte-check is now used for typechecking our Svelte code, which revealed a few typing issues that went undetected with the old system. - The Jest unit tests now work on Windows as well. If you're upgrading from Bazel, updated usage instructions are in docs/development.md and docs/build.md. A summary of the changes: - please remove node_modules and .bazel - install rustup (https://rustup.rs/) - install rsync if not already installed (on windows, use pacman - see docs/windows.md) - install Ninja (unzip from https://github.com/ninja-build/ninja/releases/tag/v1.11.1 and place on your path, or from your distro/homebrew if it's 1.10+) - update .vscode/settings.json from .vscode.dist |
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Damien Elmes
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a3d9f90af5 |
update to latest rules_nodejs & switch to ts_project
ts_library() is deprecated and will presumably be dropped from a future rules_nodejs, and it wasn't working with the jest tests after updating, so we switch over to ts_project(). There are some downsides: - It's a bit slower, as the worker mode doesn't appear to function at the moment. - Getting it working with a mix of source files and generated files was quite tricky, especially as things behave differently on Windows, and differently when editing with VS Code. Solved with a small patch to the rules, and a wrapper script that copies everything into the bin folder first. To keep VS Code working correctly as well, the built files are symlinked into the source folder. - TS libraries are not implicitly linked to node_modules, so they can't be imported with an absolute name like "lib/proto" - we need to use relative paths like "../lib/proto" instead. Adjusting "paths" in tsconfig.json makes it work for TS compilation, but then it fails at the esbuild stage. We could resolve it by wrapping the TS libraries in a subsequent js_library() call, but that has the downside of losing the transient dependencies, meaning they need to be listed again. Alternatively we might be able to solve it in the future by adjusting esbuild, but for now the paths have been made relative to keep things simple. Upsides: - Along with updates to the Svelte tooling, Svelte typing has improved. All exports made in a Svelte file are now visible to other files that import them, and we no longer rebuild the Svelte files when TS files are updated, as the Svelte files do no type checking themselves, and are just a simple transpilation. Svelte-check now works on Windows again, and there should be no errors when editing in VS Code after you've built the project. The only downside seems to be that cmd+clicking on a Svelte imports jumps to the .d.ts file instead of the original now; presumably they'll fix that in a future plugin update. - Each subfolder now has its own tsconfig.json, and tsc can be called directly for testing purposes (but beware it will place build products in the source tree): ts/node_modules/.bin/tsc -b ts - We can drop the custom esbuild_toolchain, as it's included in the latest rules_nodejs. Other changes: - "image_module_support" is moved into lib/, and imported with <reference types=...> - Images are now imported directly from their npm package; the extra copy step has been removed. Windows users may need to use "bazel clean" before building this, due to old files lying around in the build folder. |