Added TODOs regarding gdb blocking in some situations (e.g. on

"info threads" when one of the team's threads is waiting
uninterruptably on a semaphore).


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16133 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Ingo Weinhold 2006-01-29 00:58:09 +00:00
parent 9ff556c32a
commit 7baddcf950

View File

@ -733,7 +733,14 @@ haiku_stop_thread(team_debug_info *teamDebugInfo, thread_id threadID)
}
// wait for the event to hit our port
// TODO: debug_thread() doesn't guarantee that the thread will enter the
// debug loop any time soon. E.g. a wait_for_thread() is (at the moment)
// not interruptable, so we block here forever, if we already debug the
// thread that is being waited for. We should probably limit the time
// we're waiting, and return the info to the caller, which can then try
// to deal with the situation in an appropriate way.
// prepare closure for finding interesting events
threadEventClosure.context = teamDebugInfo;
threadEventClosure.thread = threadID;
@ -752,6 +759,10 @@ haiku_stop_thread(team_debug_info *teamDebugInfo, thread_id threadID)
// We should check, whether we really got an event for the thread in
// question, but the only possible other event is that the team has
// been delete, which ends the game anyway.
// TODO: That's actually not true. We also get messages when an add-on
// has been loaded/unloaded, a signal arrives, or a thread calls the
// debugger.
return B_OK;
}