Check effective suspension of TCG thread
On multi-core systems, SuspendThread does not guaranty immediate thread suspension. We add busy loop to wait for effective thread suspension after call to ThreadSuspend(). Signed-off-by: Fabien Chouteau <chouteau@adacore.com> Reviewed-by: Paolo Bonzini <pbonzini@redhat.com> Signed-off-by: Stefan Weil <sw@weilnetz.de>
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93b48c201e
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24
cpus.c
24
cpus.c
@ -862,9 +862,29 @@ static void qemu_cpu_kick_thread(CPUState *cpu)
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}
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#else /* _WIN32 */
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if (!qemu_cpu_is_self(cpu)) {
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SuspendThread(cpu->hThread);
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CONTEXT tcgContext;
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if (SuspendThread(cpu->hThread) == (DWORD)-1) {
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fprintf(stderr, "qemu:%s: GetLastError:%d\n", __func__,
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GetLastError());
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exit(1);
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}
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/* On multi-core systems, we are not sure that the thread is actually
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* suspended until we can get the context.
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*/
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tcgContext.ContextFlags = CONTEXT_CONTROL;
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while (GetThreadContext(cpu->hThread, &tcgContext) != 0) {
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continue;
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}
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cpu_signal(0);
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ResumeThread(cpu->hThread);
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if (ResumeThread(cpu->hThread) == (DWORD)-1) {
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fprintf(stderr, "qemu:%s: GetLastError:%d\n", __func__,
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GetLastError());
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exit(1);
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}
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}
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#endif
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}
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