mirror of
https://github.com/RGBCube/serenity
synced 2025-05-19 00:55:08 +00:00

The scheduler now operates on threads, rather than on processes. Each process has a main thread, and can have any number of additional threads. The process exits when the main thread exits. This patch doesn't actually spawn any additional threads, it merely does all the plumbing needed to make it possible. :^)
205 lines
5.9 KiB
C++
205 lines
5.9 KiB
C++
#pragma once
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#include <Kernel/i386.h>
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#include <Kernel/TSS.h>
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#include <Kernel/KResult.h>
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#include <AK/AKString.h>
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#include <AK/InlineLinkedList.h>
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#include <AK/RetainPtr.h>
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#include <AK/Vector.h>
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class Alarm;
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class Process;
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class Region;
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class Socket;
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enum class ShouldUnblockThread { No = 0, Yes };
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struct SignalActionData {
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LinearAddress handler_or_sigaction;
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dword mask { 0 };
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int flags { 0 };
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LinearAddress restorer;
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};
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class Thread : public InlineLinkedListNode<Thread> {
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friend class Process;
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friend class Scheduler;
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public:
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explicit Thread(Process&);
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~Thread();
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static void initialize();
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static void finalize_dying_threads();
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int tid() const { return m_tid; }
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int pid() const;
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Process& process() { return m_process; }
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const Process& process() const { return m_process; }
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void finalize();
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enum State {
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Invalid = 0,
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Runnable,
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Running,
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Skip1SchedulerPass,
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Skip0SchedulerPasses,
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Dying,
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Dead,
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Stopped,
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BlockedLurking,
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BlockedSleep,
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BlockedWait,
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BlockedRead,
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BlockedWrite,
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BlockedSignal,
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BlockedSelect,
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BlockedConnect,
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BlockedReceive,
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BlockedSnoozing,
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};
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void did_schedule() { ++m_times_scheduled; }
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dword times_scheduled() const { return m_times_scheduled; }
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bool is_stopped() const { return m_state == Stopped; }
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bool is_blocked() const
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{
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return m_state == BlockedSleep || m_state == BlockedWait || m_state == BlockedRead || m_state == BlockedWrite || m_state == BlockedSignal || m_state == BlockedSelect;
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}
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bool in_kernel() const { return (m_tss.cs & 0x03) == 0; }
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dword frame_ptr() const { return m_tss.ebp; }
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dword stack_ptr() const { return m_tss.esp; }
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dword stack_top() const { return m_tss.ss == 0x10 ? m_stack_top0 : m_stack_top3; }
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word selector() const { return m_far_ptr.selector; }
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TSS32& tss() { return m_tss; }
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State state() const { return m_state; }
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dword ticks() const { return m_ticks; }
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pid_t waitee_pid() const { return m_waitee_pid; }
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void block(Thread::State);
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void unblock();
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void set_wakeup_time(dword t) { m_wakeup_time = t; }
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dword wakeup_time() const { return m_wakeup_time; }
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void snooze_until(Alarm&);
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KResult wait_for_connect(Socket&);
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const FarPtr& far_ptr() const { return m_far_ptr; }
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bool tick();
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void set_ticks_left(dword t) { m_ticks_left = t; }
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dword ticks_left() const { return m_ticks_left; }
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dword kernel_stack_base() const { return (dword)m_kernel_stack; }
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dword kernel_stack_for_signal_handler_base() const { return (dword)m_kernel_stack_for_signal_handler; }
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void set_selector(word s) { m_far_ptr.selector = s; }
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void set_state(State s) { m_state = s; }
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void send_signal(byte signal, Process* sender);
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ShouldUnblockThread dispatch_one_pending_signal();
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ShouldUnblockThread dispatch_signal(byte signal);
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bool has_unmasked_pending_signals() const;
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void terminate_due_to_signal(byte signal);
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FPUState& fpu_state() { return m_fpu_state; }
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bool has_used_fpu() const { return m_has_used_fpu; }
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void set_has_used_fpu(bool b) { m_has_used_fpu = b; }
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void set_blocked_socket(Socket* socket) { m_blocked_socket = socket; }
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void set_default_signal_dispositions();
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void push_value_on_stack(dword);
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void make_userspace_stack(Vector<String> arguments, Vector<String> environment);
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Thread* clone(Process&);
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// For InlineLinkedList
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Thread* m_prev { nullptr };
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Thread* m_next { nullptr };
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template<typename Callback> static void for_each_in_state(State, Callback);
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template<typename Callback> static void for_each_living(Callback);
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template<typename Callback> static void for_each(Callback);
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private:
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Process& m_process;
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int m_tid { -1 };
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TSS32 m_tss;
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TSS32 m_tss_to_resume_kernel;
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FarPtr m_far_ptr;
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dword m_ticks { 0 };
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dword m_ticks_left { 0 };
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dword m_stack_top0 { 0 };
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dword m_stack_top3 { 0 };
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dword m_wakeup_time { 0 };
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dword m_times_scheduled { 0 };
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dword m_pending_signals { 0 };
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dword m_signal_mask { 0 };
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void* m_kernel_stack { nullptr };
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void* m_kernel_stack_for_signal_handler { nullptr };
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pid_t m_waitee_pid { -1 };
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int m_blocked_fd { -1 };
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timeval m_select_timeout;
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SignalActionData m_signal_action_data[32];
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RetainPtr<Socket> m_blocked_socket;
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Region* m_signal_stack_user_region { nullptr };
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Alarm* m_snoozing_alarm { nullptr };
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Vector<int> m_select_read_fds;
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Vector<int> m_select_write_fds;
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Vector<int> m_select_exceptional_fds;
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State m_state { Invalid };
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FPUState m_fpu_state;
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bool m_select_has_timeout { false };
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bool m_has_used_fpu { false };
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bool m_was_interrupted_while_blocked { false };
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};
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extern InlineLinkedList<Thread>* g_threads;
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const char* to_string(Thread::State);
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void block(Thread::State);
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void sleep(dword ticks);
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template<typename Callback>
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inline void Thread::for_each_in_state(State state, Callback callback)
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{
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ASSERT_INTERRUPTS_DISABLED();
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for (auto* thread = g_threads->head(); thread;) {
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auto* next_thread = thread->next();
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if (thread->state() == state)
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callback(*thread);
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thread = next_thread;
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}
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}
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template<typename Callback>
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inline void Thread::for_each_living(Callback callback)
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{
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ASSERT_INTERRUPTS_DISABLED();
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for (auto* thread = g_threads->head(); thread;) {
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auto* next_thread = thread->next();
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if (thread->state() != Thread::State::Dead && thread->state() != Thread::State::Dying)
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callback(*thread);
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thread = next_thread;
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}
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}
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template<typename Callback>
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inline void Thread::for_each(Callback callback)
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{
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ASSERT_INTERRUPTS_DISABLED();
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for (auto* thread = g_threads->head(); thread;) {
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auto* next_thread = thread->next();
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if (callback(*thread) == IterationDecision::Abort)
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return;
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thread = next_thread;
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}
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}
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