hrev44360 adds 1 changeset to branch 'master' old head: 02378956042046a9fc635820f73d2cbeb7a4b5df new head: 1f80f2eec3fcca13f5d0f4e146bde2058672a0ab ---------------------------------------------------------------------------- 1f80f2e: 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. [ Rene Gollent <anevilyak@xxxxxxxxx> ] ---------------------------------------------------------------------------- Revision: hrev44360 Commit: 1f80f2eec3fcca13f5d0f4e146bde2058672a0ab URL: http://cgit.haiku-os.org/haiku/commit/?id=1f80f2e Author: Rene Gollent <anevilyak@xxxxxxxxx> Date: Fri Jul 20 00:21:06 2012 UTC Ticket: https://dev.haiku-os.org/ticket/8749 ---------------------------------------------------------------------------- 3 files changed, 28 insertions(+), 25 deletions(-) src/apps/debugger/Jobs.cpp | 6 +++++ src/apps/debugger/Worker.cpp | 45 ++++++++++++++++++-------------------- src/apps/debugger/Worker.h | 2 +- ---------------------------------------------------------------------------- diff --git a/src/apps/debugger/Jobs.cpp b/src/apps/debugger/Jobs.cpp index 0e812cc..bfd2fe1 100644 --- a/src/apps/debugger/Jobs.cpp +++ b/src/apps/debugger/Jobs.cpp @@ -1,4 +1,5 @@ /* + * Copyright 2012, Rene Gollent, rene@xxxxxxxxxxxx * Copyright 2009, Ingo Weinhold, ingo_weinhold@xxxxxxx * 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 dc1f06a..409ff2b 100644 --- a/src/apps/debugger/Worker.cpp +++ b/src/apps/debugger/Worker.cpp @@ -1,4 +1,5 @@ /* + * Copyright 2012, Rene Gollent, rene@xxxxxxxxxxxx * Copyright 2009, Ingo Weinhold, ingo_weinhold@xxxxxxx * 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<Worker> locker(this); @@ -384,7 +382,7 @@ Worker::_WorkerLoop() void -Worker::_ProcessJobs(Job* waitingJob) +Worker::_ProcessJobs() { while (true) { AutoLocker<Worker> 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 241a3f4..7e35699 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);