Resource<T> class

A handle to create and cleanup some expensive object based on a lifecycle defined by the build system.

It is unsafe to read or write global state during a build. The build system may run incompatible builds where previously written global state is invalid. Resource bridges the gap and allows a pattern for communicating "global" level information during a build, with hooks to maintain isolation between separate builds.

Reuse is based on the Resource identity. To allow for sharing within a build, each value should be fetched with the same instance. Commonly the Resource is a global variable. The values of type T should not be reused or shared outside of the reuse provided by the build system through BuildStep.fetchResource.

If a dispose callback is available it will be called between builds and it should clean up any state that may not be valid on a subsequent build. If no dispose callback is passed the value will be discarded between builds. Only "universal" state should be retained by the instance after dispose. Any state which is particular to a single build should be cleared or marked dirty during dispose, and validated before subsequent use. For instance, within a given build no asset content will change, however on subsequent builds assets may have difference content. Asset digests may be useful for validating caches that can be reused between builds.

If a beforeExit callback is available it will be called before a clean exit of the build system for any resources fetched during any build.

The Resource lifecycle helps with the problem of leaking state across separate builds, but it does not help with the problem of leaking state during a single build. For consistent output and correct rerunning of builders, the build system needs to track all of the inputs - any information that is read - for a given build step.

Most resources should accept a BuildStep, or an AssetReader argument and ensure that any assets which contribute to the result have an interaction for each builder which uses that result. For example if a resource is caching the result of an expensive computation on some asset, it might read the asset and perform some work the first time it is used, and call only AssetReader.canRead to verify the caller is allowed to access the information before returning the cached result on subsequent calls.

Build system implementations should be the only users that directly instantiate a ResourceManager since they can handle the lifecycle guarantees in a sane way.

final someResource = Resource<SomeResource>(() => SomeResource._(),
    dispose: (something) => something._dispose(),
    beforeExit: (something) => something._beforeExit());

class SomeResource {
  SomeResource._();

  Future<String> somethingUsefulForBuilders(AssetReader assetReader) async {
    // Any information returned to the caller should be derived from content
    // read through `assetReader`. Checking `assetReader.canRead` can
    // prevent information leaks and allow the build system to track
    // dependencies.
  }

  void _dispose() {
    // Clear or invalidate any cached state that was read during the build.
  }

  void _beforeExit() {
    // Shutdown or clean up any externally held resources.
  }
}

Constructors

Resource(CreateInstance<T> _create, {DisposeInstance<T>? dispose, BeforeExit? beforeExit})

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited