xemu/replay/replay-internal.h
Alex Bennée a36544d34c replay: make locking visible outside replay code
The replay_mutex_lock/unlock/locked functions are now going to be used
for ensuring lock-step behaviour between the two threads. Make them
public API functions and also provide stubs for non-QEMU builds on
common paths.

Signed-off-by: Alex Bennée <alex.bennee@linaro.org>
Signed-off-by: Pavel Dovgalyuk <pavel.dovgaluk@ispras.ru>
Message-Id: <20180227095242.1060.16601.stgit@pasha-VirtualBox>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2018-03-12 16:12:50 +01:00

189 lines
6.0 KiB
C

#ifndef REPLAY_INTERNAL_H
#define REPLAY_INTERNAL_H
/*
* replay-internal.h
*
* Copyright (c) 2010-2015 Institute for System Programming
* of the Russian Academy of Sciences.
*
* This work is licensed under the terms of the GNU GPL, version 2 or later.
* See the COPYING file in the top-level directory.
*
*/
/* Any changes to order/number of events will need to bump REPLAY_VERSION */
enum ReplayEvents {
/* for instruction event */
EVENT_INSTRUCTION,
/* for software interrupt */
EVENT_INTERRUPT,
/* for emulated exceptions */
EVENT_EXCEPTION,
/* for async events */
EVENT_ASYNC,
/* for shutdown requests, range allows recovery of ShutdownCause */
EVENT_SHUTDOWN,
EVENT_SHUTDOWN_LAST = EVENT_SHUTDOWN + SHUTDOWN_CAUSE__MAX,
/* for character device write event */
EVENT_CHAR_WRITE,
/* for character device read all event */
EVENT_CHAR_READ_ALL,
EVENT_CHAR_READ_ALL_ERROR,
/* for audio out event */
EVENT_AUDIO_OUT,
/* for audio in event */
EVENT_AUDIO_IN,
/* for clock read/writes */
/* some of greater codes are reserved for clocks */
EVENT_CLOCK,
EVENT_CLOCK_LAST = EVENT_CLOCK + REPLAY_CLOCK_COUNT - 1,
/* for checkpoint event */
/* some of greater codes are reserved for checkpoints */
EVENT_CHECKPOINT,
EVENT_CHECKPOINT_LAST = EVENT_CHECKPOINT + CHECKPOINT_COUNT - 1,
/* end of log event */
EVENT_END,
EVENT_COUNT
};
/* Asynchronous events IDs */
enum ReplayAsyncEventKind {
REPLAY_ASYNC_EVENT_BH,
REPLAY_ASYNC_EVENT_INPUT,
REPLAY_ASYNC_EVENT_INPUT_SYNC,
REPLAY_ASYNC_EVENT_CHAR_READ,
REPLAY_ASYNC_EVENT_BLOCK,
REPLAY_ASYNC_EVENT_NET,
REPLAY_ASYNC_COUNT
};
typedef enum ReplayAsyncEventKind ReplayAsyncEventKind;
typedef struct ReplayState {
/*! Cached clock values. */
int64_t cached_clock[REPLAY_CLOCK_COUNT];
/*! Current step - number of processed instructions and timer events. */
uint64_t current_step;
/*! Number of instructions to be executed before other events happen. */
int instructions_count;
/*! Type of the currently executed event. */
unsigned int data_kind;
/*! Flag which indicates that event is not processed yet. */
unsigned int has_unread_data;
/*! Temporary variable for saving current log offset. */
uint64_t file_offset;
/*! Next block operation id.
This counter is global, because requests from different
block devices should not get overlapping ids. */
uint64_t block_request_id;
/*! Prior value of the host clock */
uint64_t host_clock_last;
} ReplayState;
extern ReplayState replay_state;
/* File for replay writing */
extern FILE *replay_file;
void replay_put_byte(uint8_t byte);
void replay_put_event(uint8_t event);
void replay_put_word(uint16_t word);
void replay_put_dword(uint32_t dword);
void replay_put_qword(int64_t qword);
void replay_put_array(const uint8_t *buf, size_t size);
uint8_t replay_get_byte(void);
uint16_t replay_get_word(void);
uint32_t replay_get_dword(void);
int64_t replay_get_qword(void);
void replay_get_array(uint8_t *buf, size_t *size);
void replay_get_array_alloc(uint8_t **buf, size_t *size);
/* Mutex functions for protecting replay log file and ensuring
* synchronisation between vCPU and main-loop threads. */
void replay_mutex_init(void);
void replay_mutex_destroy(void);
bool replay_mutex_locked(void);
/*! Checks error status of the file. */
void replay_check_error(void);
/*! Finishes processing of the replayed event and fetches
the next event from the log. */
void replay_finish_event(void);
/*! Reads data type from the file and stores it in the
data_kind variable. */
void replay_fetch_data_kind(void);
/*! Saves queued events (like instructions and sound). */
void replay_save_instructions(void);
/*! Skips async events until some sync event will be found.
\return true, if event was found */
bool replay_next_event_is(int event);
/*! Reads next clock value from the file.
If clock kind read from the file is different from the parameter,
the value is not used. */
void replay_read_next_clock(unsigned int kind);
/* Asynchronous events queue */
/*! Initializes events' processing internals */
void replay_init_events(void);
/*! Clears internal data structures for events handling */
void replay_finish_events(void);
/*! Flushes events queue */
void replay_flush_events(void);
/*! Clears events list before loading new VM state */
void replay_clear_events(void);
/*! Returns true if there are any unsaved events in the queue */
bool replay_has_events(void);
/*! Saves events from queue into the file */
void replay_save_events(int checkpoint);
/*! Read events from the file into the input queue */
void replay_read_events(int checkpoint);
/*! Adds specified async event to the queue */
void replay_add_event(ReplayAsyncEventKind event_kind, void *opaque,
void *opaque2, uint64_t id);
/* Input events */
/*! Saves input event to the log */
void replay_save_input_event(InputEvent *evt);
/*! Reads input event from the log */
InputEvent *replay_read_input_event(void);
/*! Adds input event to the queue */
void replay_add_input_event(struct InputEvent *event);
/*! Adds input sync event to the queue */
void replay_add_input_sync_event(void);
/* Character devices */
/*! Called to run char device read event. */
void replay_event_char_read_run(void *opaque);
/*! Writes char read event to the file. */
void replay_event_char_read_save(void *opaque);
/*! Reads char event read from the file. */
void *replay_event_char_read_load(void);
/* Network devices */
/*! Called to run network event. */
void replay_event_net_run(void *opaque);
/*! Writes network event to the file. */
void replay_event_net_save(void *opaque);
/*! Reads network from the file. */
void *replay_event_net_load(void);
/* VMState-related functions */
/* Registers replay VMState.
Should be called before virtual devices initialization
to make cached timers available for post_load functions. */
void replay_vmstate_register(void);
#endif