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Rework WindowServer to use select() in its main event loop.

The system can finally idle without burning CPU. :^)

There are some issues with scheduling making the mouse cursor sloppy
and unresponsive that need to be dealt with.
This commit is contained in:
Andreas Kling 2019-01-16 17:20:58 +01:00
parent f7ca6d254d
commit 4fef895eda
15 changed files with 121 additions and 33 deletions

View file

@ -4,7 +4,9 @@
#include "WSWindowManager.h"
#include "WSScreen.h"
#include "PS2MouseDevice.h"
#include "Scheduler.h"
#include <Kernel/Keyboard.h>
#include <AK/Bitmap.h>
#include "Process.h"
//#define WSEVENTLOOP_DEBUG
@ -34,10 +36,19 @@ WSEventLoop& WSEventLoop::the()
int WSEventLoop::exec()
{
m_server_process = current;
m_keyboard_fd = m_server_process->sys$open("/dev/keyboard", O_RDONLY);
m_mouse_fd = m_server_process->sys$open("/dev/psaux", O_RDONLY);
ASSERT(m_keyboard_fd >= 0);
ASSERT(m_mouse_fd >= 0);
m_running = true;
for (;;) {
if (m_queued_events.is_empty())
waitForEvent();
wait_for_event();
Vector<QueuedEvent> events;
{
LOCKER(m_lock);
@ -69,20 +80,48 @@ void WSEventLoop::post_event(WSEventReceiver* receiver, OwnPtr<WSEvent>&& event)
dbgprintf("WSEventLoop::post_event: {%u} << receiver=%p, event=%p\n", m_queued_events.size(), receiver, event.ptr());
#endif
m_queued_events.append({ receiver, move(event) });
if (current != m_server_process)
m_server_process->request_wakeup();
}
void WSEventLoop::waitForEvent()
void WSEventLoop::wait_for_event()
{
fd_set rfds;
memset(&rfds, 0, sizeof(rfds));
auto bitmap = Bitmap::wrap((byte*)&rfds, FD_SETSIZE);
bitmap.set(m_keyboard_fd, true);
bitmap.set(m_mouse_fd, true);
Syscall::SC_select_params params;
params.nfds = max(m_keyboard_fd, m_mouse_fd) + 1;
params.readfds = &rfds;
params.writefds = nullptr;
params.exceptfds = nullptr;
params.timeout = nullptr;
int rc = m_server_process->sys$select(&params);
memory_barrier();
if (rc < 0) {
ASSERT_NOT_REACHED();
}
//if (bitmap.get(m_keyboard_fd))
drain_keyboard();
//if (bitmap.get(m_mouse_fd))
drain_mouse();
}
void WSEventLoop::drain_mouse()
{
auto& mouse = PS2MouseDevice::the();
auto& screen = WSScreen::the();
auto& mouse = PS2MouseDevice::the();
bool prev_left_button = screen.left_mouse_button_pressed();
bool prev_right_button = screen.right_mouse_button_pressed();
int dx = 0;
int dy = 0;
while (mouse.can_read(*m_server_process)) {
signed_byte data[3];
ssize_t nread = mouse.read(*m_server_process, (byte*)data, 3);
ASSERT(nread == 3);
ssize_t nread = mouse.read(*m_server_process, (byte*)data, sizeof(data));
ASSERT(nread == sizeof(data));
bool left_button = data[0] & 1;
bool right_button = data[0] & 2;
dx += data[1];
@ -96,3 +135,18 @@ void WSEventLoop::waitForEvent()
}
}
}
void WSEventLoop::drain_keyboard()
{
auto& screen = WSScreen::the();
auto& keyboard = Keyboard::the();
while (keyboard.can_read(*m_server_process)) {
byte data[2];
ssize_t nread = keyboard.read(*m_server_process, (byte*)data, sizeof(data));
ASSERT(nread == sizeof(data));
Keyboard::Key key;
key.character = data[0];
key.modifiers = data[1];
screen.on_receive_keyboard_data(key);
}
}