#pragma once #include "types.hh" #include "flakeref.hh" #include "lockfile.hh" #include "value.hh" namespace nix { class EvalState; namespace fetchers { struct Tree; } namespace flake { struct FlakeInput; typedef std::map FlakeInputs; struct FlakeInput { std::optional ref; bool isFlake = true; std::optional follows; bool absolute = false; // whether 'follows' is relative to the flake root FlakeInputs overrides; }; struct Flake { FlakeRef originalRef; FlakeRef resolvedRef; FlakeRef lockedRef; std::optional description; std::shared_ptr sourceInfo; FlakeInputs inputs; ~Flake(); }; Flake getFlake(EvalState & state, const FlakeRef & flakeRef, bool allowLookup); /* Fingerprint of a locked flake; used as a cache key. */ typedef Hash Fingerprint; struct LockedFlake { Flake flake; LockFile lockFile; Fingerprint getFingerprint() const; }; struct LockFlags { /* Whether to ignore the existing lock file, creating a new one from scratch. */ bool recreateLockFile = false; /* Whether to update the lock file at all. If set to false, if any change to the lock file is needed (e.g. when an input has been added to flake.nix), you get a fatal error. */ bool updateLockFile = true; /* Whether to write the lock file to disk. If set to true, if the any changes to the lock file are needed and the flake is not writable (i.e. is not a local Git working tree or similar), you get a fatal error. If set to false, Nix will use the modified lock file in memory only, without writing it to disk. */ bool writeLockFile = true; /* Whether to use the registries to lookup indirect flake references like 'nixpkgs'. */ bool useRegistries = true; /* Whether mutable flake references (i.e. those without a Git revision or similar) without a corresponding lock are allowed. Mutable flake references with a lock are always allowed. */ bool allowMutable = true; /* Whether to commit changes to flake.lock. */ bool commitLockFile = false; /* Flake inputs to be overriden. */ std::map inputOverrides; /* Flake inputs to be updated. This means that any existing lock for those inputs will be ignored. */ std::set inputUpdates; }; LockedFlake lockFlake( EvalState & state, const FlakeRef & flakeRef, const LockFlags & lockFlags); void callFlake( EvalState & state, const LockedFlake & lockedFlake, Value & v); } void emitTreeAttrs( EvalState & state, const fetchers::Tree & tree, const fetchers::Input & input, Value & v, bool emptyRevFallback = false); }