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Document how SEH works in Wine.
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<!entity opengl SYSTEM "opengl.sgml">
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<!entity ddraw SYSTEM "ddraw.sgml">
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<!entity multimedia SYSTEM "multimedia.sgml">
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]>
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<book id="index">
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@ -813,6 +813,147 @@ ExitProcess( entry( peb ) );
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</para>
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</sect2>
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</sect1>
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<sect1 id="seh">
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<title>Structured Exception Handling</title>
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<para>
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Structured Exception Handling (or SEH) is an implementation of
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exceptions inside the Windows core. It allows code written in
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different languages to throw exceptions across DLL boundaries, and
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Windows reports various errors like access violations by throwing
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them. This section looks at how it works, and how it's implemented
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in Wine.
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</para>
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<sect2>
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<title> How SEH works </title>
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<para>
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SEH is based on embedding EXCEPTION_REGISTRATION_RECORD
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structures in the stack. Together they form a linked list rooted
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at offset zero in the TEB (see the threading section if you
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don't know what this is). A registration record points to a
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handler function, and when an exception is thrown the handlers
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are executed in turn. Each handler returns a code, and they can
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elect to either continue through the handler chain or it can
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handle the exception and then restart the program. This is
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referred to as unwinding the stack. After each handler is called
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it's popped off the chain.
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</para>
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<para>
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Before the system begins unwinding the stack, it runs vectored
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handlers. This is an extension to SEH available in Windows XP,
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and allows registered functions to get a first chance to watch
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or deal with any exceptions thrown in the entire program, from
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any thread.
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</para>
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<para>
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A thrown exception is represented by an EXCEPTION_RECORD
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structure. It consists of a code, flags, an address and an
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arbitrary number of DWORD parameters. Language runtimes can use
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these parameters to associate language-specific information with
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the exception.
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</para>
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<para>
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Exceptions can be triggered by many things. They can be thrown
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explicitly by using the RaiseException API, or they can be
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triggered by a crash (ie, translated from a signal). They may be
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used internally by a language runtime to implement
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language-specific exceptions. They can also be thrown across
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DCOM connections.
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</para>
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<para>
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Visual C++ has various extensions to SEH which it uses to
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implement, eg, object destruction on stack unwind as well as the
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ability to throw arbitrary types. The code for this is in dlls/msvcrt/except.c
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</para>
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</sect2>
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<sect2>
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<title> Translating signals to exceptions </title>
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<para>
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In Windows, compilers are expected to use the system exception
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interface, and the kernel itself uses the same interface to
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dynamically insert exceptions into a running program. By contrast
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on Linux the exception ABI is implemented at the compiler level
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(inside GCC and the linker) and the kernel tells a thread of
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exceptional events by sending <emphasis>signals</emphasis>. The
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language runtime may or may not translate these signals into
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native exceptions, but whatever happens the kernel does not care.
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</para>
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<para>
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You may think that if an app crashes, it's game over and it
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really shouldn't matter how Wine handles this. It's what you might
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intuitively guess, but you'd be wrong. In fact some Windows
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programs expect to be able to crash themselves and recover later
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without the user noticing, some contain buggy binary-only
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components from third parties and use SEH to swallow crashes, and
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still others execute priviledged (kernel-level) instructions and
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expect it to work. In fact, at least one set of APIs (the
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IsBad*Ptr series) can only be implemented by performing an
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operation that may crash and returning TRUE if it does, and FALSE
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if it doesn't! So, Wine needs to not only implement the SEH
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infrastructure but also translate Unix signals into SEH
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exceptions.
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</para>
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<para>
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The code to translate signals into exceptions is a part of NTDLL,
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and can be found in dlls/ntdll/signal_i386.c. This file sets up
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handlers for various signals during Wine startup, and for the ones
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that indicate exceptional conditions translates them into
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exceptions. Some signals are used by Wine internally and have
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nothing to do with SEH.
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</para>
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<para>
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Signal handlers in Wine run on their own stack. Each thread has
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its own signal stack which resides 4k after the TEB. This is
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important for a couple of reasons. Firstly, because there's no
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guarantee that the app thread which triggered the signal has
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enough stack space for the Wine signal handling code. In
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Windows, if a thread hits the limits of its stack it triggers a
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fault on the stack guard page. The language runtime can use this
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to grow the stack if it wants to.
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<!-- fixme: is it really the language runtime that does this? i
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can't find any code in Wine to reallocate the stack on
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STATUS_GUARD_PAGE_VIOLATION -->
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However, because a guard page violation is just a regular
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segfault to the kernel, that would lead to a nested signal
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handler and that gets messy really quick so we disallow that in
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Wine. Secondly, setting up the exception to throw requires
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modifying the stack of the thread which triggered it, which is
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quite hard to do when you're still running on it.
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</para>
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<para>
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Windows exceptions typically contain more information than the
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Unix standard APIs provide. For instance, a
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STATUS_ACCESS_VIOLATION exception (0xC0000005) structure
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contains the faulting address, whereas a standard Unix SIGSEGV
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just tells the app that it crashed. Usually this information is
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passed as an extra parameter to the signal handler, however its
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location and contents vary between kernels (BSD, Solaris,
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etc). This data is provided in a SIGCONTEXT structure, and on
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entry to the signal handler it contains the register state of
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the CPU before the signal was sent. Modifying it will cause the
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kernel to adjust the context before restarting the thread.
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</para>
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</sect2>
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</sect1>
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</chapter>
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