163 lines
5.8 KiB
Go
163 lines
5.8 KiB
Go
package d2sequence
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import (
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"context"
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"sort"
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"strings"
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"oss.terrastruct.com/d2/d2graph"
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"oss.terrastruct.com/d2/d2target"
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"oss.terrastruct.com/d2/lib/geo"
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"oss.terrastruct.com/d2/lib/label"
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"oss.terrastruct.com/util-go/go2"
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)
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// Layout identifies and performs layout on sequence diagrams within a graph
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// first, it traverses the graph from Root and once it finds an object of shape `sequence_diagram`
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// it removes all descendants, collects all edges inside this node and flag them to be removed.
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// Then, using the descendants and the edges, it lays out the sequence diagram and sets the dimensions of the node.
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// Once all nodes were processed, it continues to run the layout engine without the sequence diagram nodes and edges.
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// Then it restores all objects with their proper layout engine and sequence diagram positions
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func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Context, g *d2graph.Graph) error) error {
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objectsToRemove := make(map[*d2graph.Object]struct{})
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edgesToRemove := make(map[*d2graph.Edge]struct{})
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sequenceDiagrams := make(map[string]*sequenceDiagram)
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// starts in root and traverses all descendants
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queue := make([]*d2graph.Object, 1, len(g.Objects))
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queue[0] = g.Root
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for len(queue) > 0 {
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obj := queue[0]
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queue = queue[1:]
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if obj.Attributes.Shape.Value != d2target.ShapeSequenceDiagram {
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// only move to children if the parent is not a sequence diagram
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queue = append(queue, obj.ChildrenArray...)
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continue
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}
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sd := layoutSequenceDiagram(g, obj)
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obj.Children = make(map[string]*d2graph.Object)
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obj.ChildrenArray = nil
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obj.Box = geo.NewBox(nil, sd.getWidth(), sd.getHeight())
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sequenceDiagrams[obj.AbsID()] = sd
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// flag objects and edges to remove
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for _, edge := range sd.messages {
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edgesToRemove[edge] = struct{}{}
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}
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for _, obj := range sd.actors {
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objectsToRemove[obj] = struct{}{}
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}
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for _, obj := range sd.spans {
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objectsToRemove[obj] = struct{}{}
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}
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}
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layoutEdges, edgeOrder := getLayoutEdges(g, edgesToRemove)
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g.Edges = layoutEdges
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layoutObjects, objectOrder := getLayoutObjects(g, objectsToRemove)
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g.Objects = layoutObjects
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if g.Root.Attributes.Shape.Value == d2target.ShapeSequenceDiagram {
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// don't need to run the layout engine if the root is a sequence diagram
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g.Root.TopLeft = geo.NewPoint(0, 0)
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} else if err := layout(ctx, g); err != nil {
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return err
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}
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cleanup(g, sequenceDiagrams, objectOrder, edgeOrder)
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return nil
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}
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// layoutSequenceDiagram finds the edges inside the sequence diagram and performs the layout on the object descendants
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func layoutSequenceDiagram(g *d2graph.Graph, obj *d2graph.Object) *sequenceDiagram {
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// find the edges that belong to this sequence diagram
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var edges []*d2graph.Edge
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for _, edge := range g.Edges {
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// both Src and Dst must be inside the sequence diagram
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if strings.HasPrefix(edge.Src.AbsID(), obj.AbsID()) && strings.HasPrefix(edge.Dst.AbsID(), obj.AbsID()) {
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edges = append(edges, edge)
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}
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}
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sd := newSequenceDiagram(obj.ChildrenArray, edges)
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sd.layout()
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return sd
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}
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func getLayoutEdges(g *d2graph.Graph, toRemove map[*d2graph.Edge]struct{}) ([]*d2graph.Edge, map[string]int) {
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edgeOrder := make(map[string]int)
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layoutEdges := make([]*d2graph.Edge, 0, len(g.Edges)-len(toRemove))
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for i, edge := range g.Edges {
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edgeOrder[edge.AbsID()] = i
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if _, exists := toRemove[edge]; !exists {
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layoutEdges = append(layoutEdges, edge)
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}
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}
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return layoutEdges, edgeOrder
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}
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func getLayoutObjects(g *d2graph.Graph, toRemove map[*d2graph.Object]struct{}) ([]*d2graph.Object, map[string]int) {
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objectOrder := make(map[string]int)
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layoutObjects := make([]*d2graph.Object, 0, len(toRemove))
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for i, obj := range g.Objects {
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objectOrder[obj.AbsID()] = i
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if _, exists := toRemove[obj]; !exists {
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layoutObjects = append(layoutObjects, obj)
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}
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}
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return layoutObjects, objectOrder
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}
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// cleanup restores the graph state after the layout engine finished.
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// Restoring the graph state means:
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// - translating the sequence to the node position placed by the layout engine
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// - restore the children (`obj.ChildrenArray`) of the sequence diagram graph object
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// - adds the sequence diagram edges (messages) back to the graph
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// - adds the sequence diagram lifelines to the graph edges
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// - adds the sequence diagram descendants back to the graph objects
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// - sorts edges and objects to their original graph order
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func cleanup(g *d2graph.Graph, sequenceDiagrams map[string]*sequenceDiagram, objectsOrder, edgesOrder map[string]int) {
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for _, obj := range g.Objects {
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if _, exists := sequenceDiagrams[obj.AbsID()]; !exists {
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continue
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}
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obj.LabelPosition = go2.Pointer(string(label.InsideTopCenter))
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sd := sequenceDiagrams[obj.AbsID()]
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// shift the sequence diagrams as they are always placed at (0, 0)
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sd.shift(obj.TopLeft)
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// restore children
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obj.Children = make(map[string]*d2graph.Object)
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for _, child := range sd.actors {
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obj.Children[child.ID] = child
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}
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obj.ChildrenArray = sd.actors
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// add lifeline edges
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g.Edges = append(g.Edges, sequenceDiagrams[obj.AbsID()].messages...)
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g.Edges = append(g.Edges, sequenceDiagrams[obj.AbsID()].lifelines...)
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g.Objects = append(g.Objects, sequenceDiagrams[obj.AbsID()].actors...)
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g.Objects = append(g.Objects, sequenceDiagrams[obj.AbsID()].spans...)
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}
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// no new objects, so just keep the same position
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sort.SliceStable(g.Objects, func(i, j int) bool {
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return objectsOrder[g.Objects[i].AbsID()] < objectsOrder[g.Objects[j].AbsID()]
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})
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// sequence diagrams add lifelines, and they must be the last ones in this slice
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sort.SliceStable(g.Edges, func(i, j int) bool {
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iOrder, iExists := edgesOrder[g.Edges[i].AbsID()]
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jOrder, jExists := edgesOrder[g.Edges[j].AbsID()]
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if iExists && jExists {
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return iOrder < jOrder
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} else if iExists && !jExists {
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return true
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}
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// either both don't exist or i doesn't exist and j exists
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return false
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})
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}
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