From 1f80f2eec3fcca13f5d0f4e146bde2058672a0ab Mon Sep 17 00:00:00 2001 From: Rene Gollent Date: Thu, 19 Jul 2012 20:21:06 -0400 Subject: [PATCH] Fix #8749. - When a job needs to go dependent on another job, we no longer use recursion to manage the execution stack. Instead the job is simply marked as waiting and we execute other jobs with no dependencies in the meantime. When a job completes, all dependents are moved back onto the unscheduled list and executed as needed. - Adjustments to ResolveValueNodeJob to handle the now asynchronous nature of waiting. --- src/apps/debugger/Jobs.cpp | 6 +++++ src/apps/debugger/Worker.cpp | 45 +++++++++++++++++------------------- src/apps/debugger/Worker.h | 2 +- 3 files changed, 28 insertions(+), 25 deletions(-) diff --git a/src/apps/debugger/Jobs.cpp b/src/apps/debugger/Jobs.cpp index 0e812cc114..bfd2fe11dc 100644 --- a/src/apps/debugger/Jobs.cpp +++ b/src/apps/debugger/Jobs.cpp @@ -1,4 +1,5 @@ /* + * Copyright 2012, Rene Gollent, rene@gollent.com. * Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de. * Distributed under the terms of the MIT License. */ @@ -523,6 +524,9 @@ ResolveValueNodeValueJob::_ResolveNodeValue() fValueNode, fValueNode->Name().String(), parentNode); return error; } + + if (State() == JOB_STATE_WAITING) + return B_OK; } // resolve the node child location, if necessary @@ -629,6 +633,8 @@ ResolveValueNodeValueJob::_ResolveParentNodeValue(ValueNode* parentNode) // "Not found" can happen due to a race condition between // unlocking the worker and starting to wait. break; + case JOB_DEPENDENCY_ACTIVE: + return B_OK; case JOB_DEPENDENCY_FAILED: case JOB_DEPENDENCY_ABORTED: default: diff --git a/src/apps/debugger/Worker.cpp b/src/apps/debugger/Worker.cpp index dc1f06af09..409ff2b5b9 100644 --- a/src/apps/debugger/Worker.cpp +++ b/src/apps/debugger/Worker.cpp @@ -1,4 +1,5 @@ /* + * Copyright 2012, Rene Gollent, rene@gollent.com. * Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de. * Distributed under the terms of the MIT License. */ @@ -138,6 +139,15 @@ void Job::SetWaitStatus(job_wait_status status) { fWaitStatus = status; + switch (fWaitStatus) { + case JOB_DEPENDENCY_ACTIVE: + fState = JOB_STATE_WAITING; + break; + default: + fState = JOB_STATE_ACTIVE; + break; + + } } @@ -346,18 +356,6 @@ Worker::WaitForJob(Job* waitingJob, const JobKey& key) waitingJob->SetDependency(job); job->DependentJobs().Add(waitingJob); - // TODO: Continuations would be nice. For the time being we have to use - // recursion. Disadvantages are that we'll use more stack and that aborting - // a job waiting for a dependency won't abort the job before the dependency - // is done. - locker.Unlock(); - _ProcessJobs(waitingJob); - locker.Lock(); - - // ignore the actual wait status when the game is over anyway - if (fTerminating || waitingJob->State() == JOB_STATE_ABORTED) - return JOB_DEPENDENCY_ABORTED; - return waitingJob->WaitStatus(); } @@ -372,7 +370,7 @@ Worker::_WorkerLoopEntry(void* data) status_t Worker::_WorkerLoop() { - _ProcessJobs(NULL); + _ProcessJobs(); // clean up aborted jobs AutoLocker locker(this); @@ -384,7 +382,7 @@ Worker::_WorkerLoop() void -Worker::_ProcessJobs(Job* waitingJob) +Worker::_ProcessJobs() { while (true) { AutoLocker locker(this); @@ -395,8 +393,10 @@ Worker::_ProcessJobs(Job* waitingJob) status_t error = acquire_sem(fWorkToDoSem); if (error != B_OK) { - if (error == B_INTERRUPTED) + if (error == B_INTERRUPTED) { + locker.Lock(); continue; + } break; } @@ -404,13 +404,9 @@ Worker::_ProcessJobs(Job* waitingJob) } // clean up aborted jobs - while (Job* job = fAbortedJobs.RemoveHead()) { + while (Job* job = fAbortedJobs.RemoveHead()) _FinishJob(job); - if (waitingJob != NULL && waitingJob->State() != JOB_STATE_WAITING) - break; - } - // process the next job if (Job* job = fUnscheduledJobs.RemoveHead()) { job->SetState(JOB_STATE_ACTIVE); @@ -422,12 +418,10 @@ Worker::_ProcessJobs(Job* waitingJob) if (job->State() == JOB_STATE_ACTIVE) { job->SetState( error == B_OK ? JOB_STATE_SUCCEEDED : JOB_STATE_FAILED); - } + } else if (job->State() == JOB_STATE_WAITING) + continue; _FinishJob(job); - - if (waitingJob != NULL && waitingJob->State() != JOB_STATE_WAITING) - break; } } } @@ -492,7 +486,10 @@ Worker::_FinishJob(Job* job) while (Job* dependentJob = job->DependentJobs().RemoveHead()) { dependentJob->SetDependency(NULL); dependentJob->SetWaitStatus(waitStatus); + fUnscheduledJobs.Add(dependentJob); } + + release_sem(fWorkToDoSem); } if (job->State() != JOB_STATE_ABORTED) diff --git a/src/apps/debugger/Worker.h b/src/apps/debugger/Worker.h index 241a3f4afa..7e356992a7 100644 --- a/src/apps/debugger/Worker.h +++ b/src/apps/debugger/Worker.h @@ -182,7 +182,7 @@ private: static status_t _WorkerLoopEntry(void* data); status_t _WorkerLoop(); - void _ProcessJobs(Job* waitingJob); + void _ProcessJobs(); void _AbortJob(Job* job, bool removeFromTable); void _FinishJob(Job* job);