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4a72a442c0
Now that we've simplified the startup process somewhat, it is easier to clean up IPC channel creation for NodeChannel connections. This stops having GeckoChildProcessHost inherit from IPC::Channel::Listener, as it would never receive most of the relevant callbacks, and instead implements the one callback it would receive directly as a method on that type. Differential Revision: https://phabricator.services.mozilla.com/D181282
165 lines
5.4 KiB
C++
165 lines
5.4 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef _include_mozilla_gfx_ipc_GPUProcessHost_h_
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#define _include_mozilla_gfx_ipc_GPUProcessHost_h_
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#include "mozilla/Maybe.h"
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#include "mozilla/UniquePtr.h"
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#include "mozilla/ipc/GeckoChildProcessHost.h"
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#include "mozilla/ipc/ProtocolUtils.h"
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#include "mozilla/ipc/TaskFactory.h"
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#ifdef MOZ_WIDGET_ANDROID
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# include "mozilla/java/CompositorSurfaceManagerWrappers.h"
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#endif
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namespace mozilla {
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namespace ipc {
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class SharedPreferenceSerializer;
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}
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} // namespace mozilla
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class nsITimer;
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namespace mozilla {
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namespace gfx {
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class GPUChild;
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// GPUProcessHost is the "parent process" container for a subprocess handle and
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// IPC connection. It owns the parent process IPDL actor, which in this case,
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// is a GPUChild.
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//
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// GPUProcessHosts are allocated and managed by GPUProcessManager. For all
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// intents and purposes it is a singleton, though more than one may be allocated
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// at a time due to its shutdown being asynchronous.
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class GPUProcessHost final : public mozilla::ipc::GeckoChildProcessHost {
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friend class GPUChild;
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public:
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class Listener {
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public:
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virtual void OnProcessLaunchComplete(GPUProcessHost* aHost) {}
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// The GPUProcessHost has unexpectedly shutdown or had its connection
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// severed. This is not called if an error occurs after calling
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// Shutdown().
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virtual void OnProcessUnexpectedShutdown(GPUProcessHost* aHost) {}
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virtual void OnRemoteProcessDeviceReset(GPUProcessHost* aHost) {}
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virtual void OnProcessDeclaredStable() {}
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};
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explicit GPUProcessHost(Listener* listener);
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// Launch the subprocess asynchronously. On failure, false is returned.
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// Otherwise, true is returned, and the OnProcessLaunchComplete listener
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// callback will be invoked either when a connection has been established, or
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// if a connection could not be established due to an asynchronous error.
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//
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// @param aExtraOpts (StringVector)
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// Extra options to pass to the subprocess.
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bool Launch(StringVector aExtraOpts);
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// If the process is being launched, block until it has launched and
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// connected. If a launch task is pending, it will fire immediately.
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//
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// Returns true if the process is successfully connected; false otherwise.
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bool WaitForLaunch();
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// Inform the process that it should clean up its resources and shut down.
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// This initiates an asynchronous shutdown sequence. After this method
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// returns, it is safe for the caller to forget its pointer to the
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// GPUProcessHost.
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//
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// After this returns, the attached Listener is no longer used.
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//
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// Setting aUnexpectedShutdown = true indicates that this is being called to
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// clean up resources in response to an unexpected shutdown having been
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// detected.
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void Shutdown(bool aUnexpectedShutdown = false);
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// Return the actor for the top-level actor of the process. If the process
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// has not connected yet, this returns null.
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GPUChild* GetActor() const { return mGPUChild.get(); }
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// Return a unique id for this process, guaranteed not to be shared with any
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// past or future instance of GPUProcessHost.
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uint64_t GetProcessToken() const;
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bool IsConnected() const { return !!mGPUChild; }
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// Return the time stamp for when we tried to launch the GPU process. This is
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// currently used for Telemetry so that we can determine how long GPU
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// processes take to spin up. Note this doesn't denote a successful launch,
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// just when we attempted launch.
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TimeStamp GetLaunchTime() const { return mLaunchTime; }
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// Called on the IO thread.
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void OnChannelConnected(base::ProcessId peer_pid) override;
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void SetListener(Listener* aListener);
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// Kills the GPU process. Used for tests and diagnostics
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void KillProcess();
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// Causes the GPU process to crash. Used for tests and diagnostics
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void CrashProcess();
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#ifdef MOZ_WIDGET_ANDROID
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java::CompositorSurfaceManager::Param GetCompositorSurfaceManager();
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#endif
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private:
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~GPUProcessHost();
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// Called on the main thread.
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void OnChannelConnectedTask();
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void OnChannelErrorTask();
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// Called on the main thread after a connection has been established.
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void InitAfterConnect(bool aSucceeded);
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// Called on the main thread when the mGPUChild actor is shutting down.
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void OnChannelClosed();
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// Kill the remote process, triggering IPC shutdown.
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void KillHard(const char* aReason);
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void DestroyProcess();
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DISALLOW_COPY_AND_ASSIGN(GPUProcessHost);
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Listener* mListener;
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mozilla::ipc::TaskFactory<GPUProcessHost> mTaskFactory;
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enum class LaunchPhase { Unlaunched, Waiting, Complete };
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LaunchPhase mLaunchPhase;
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RefPtr<GPUChild> mGPUChild;
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uint64_t mProcessToken;
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UniquePtr<mozilla::ipc::SharedPreferenceSerializer> mPrefSerializer;
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bool mShutdownRequested;
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bool mChannelClosed;
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TimeStamp mLaunchTime;
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#ifdef MOZ_WIDGET_ANDROID
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// Binder interface used to send compositor surfaces to GPU process. There is
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// one instance per GPU process which gets initialized after launch, then
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// multiple compositors can take a reference to it.
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java::CompositorSurfaceManager::GlobalRef mCompositorSurfaceManager;
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#endif
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};
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} // namespace gfx
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} // namespace mozilla
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#endif // _include_mozilla_gfx_ipc_GPUProcessHost_h_
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