}
static int target_add_default_dependencies(Target *t) {
+
static const UnitDependency deps[] = {
UNIT_REQUIRES,
UNIT_REQUIRES_OVERRIDABLE,
UNIT_REQUISITE,
UNIT_REQUISITE_OVERRIDABLE,
UNIT_WANTS,
- UNIT_BINDS_TO
+ UNIT_BINDS_TO,
+ UNIT_PART_OF
};
Iterator i;
* sure we don't create a loop. */
for (k = 0; k < ELEMENTSOF(deps); k++)
- SET_FOREACH(other, UNIT(t)->dependencies[deps[k]], i)
- if ((r = unit_add_default_target_dependency(other, UNIT(t))) < 0)
+ SET_FOREACH(other, UNIT(t)->dependencies[deps[k]], i) {
+ r = unit_add_default_target_dependency(other, UNIT(t));
+ if (r < 0)
return r;
+ }
/* Make sure targets are unloaded on shutdown */
return unit_add_dependency_by_name(UNIT(t), UNIT_CONFLICTS, SPECIAL_SHUTDOWN_TARGET, NULL, true);
assert(t);
- if ((r = unit_load_fragment_and_dropin(u)) < 0)
+ r = unit_load_fragment_and_dropin(u);
+ if (r < 0)
return r;
/* This is a new unit? Then let's add in some extras */
- if (u->load_state == UNIT_LOADED) {
- if (u->default_dependencies)
- if ((r = target_add_default_dependencies(t)) < 0)
- return r;
+ if (u->load_state == UNIT_LOADED && u->default_dependencies) {
+ r = target_add_default_dependencies(t);
+ if (r < 0)
+ return r;
}
return 0;
if (streq(key, "state")) {
TargetState state;
- if ((state = target_state_from_string(value)) < 0)
+ state = target_state_from_string(value);
+ if (state < 0)
log_debug("Failed to parse state value %s", value);
else
s->deserialized_state = state;