[Zion] Move existing proc/thread cleanup calls to the cleanup thread.
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6 changed files with 67 additions and 34 deletions
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@ -47,16 +47,6 @@ glcr::RefPtr<Thread> Process::GetThread(uint64_t tid) {
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return threads_[tid];
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}
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void Process::CheckState() {
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MutexHolder lock(mutex_);
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for (uint64_t i = 0; i < threads_.size(); i++) {
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if (!threads_[i]->IsDying()) {
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return;
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}
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}
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Exit();
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}
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glcr::RefPtr<Capability> Process::ReleaseCapability(uint64_t cid) {
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return caps_.ReleaseCapability(cid);
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}
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@ -72,24 +62,46 @@ uint64_t Process::AddExistingCapability(const glcr::RefPtr<Capability>& cap) {
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void Process::Exit() {
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// TODO: Check this state elsewhere to ensure that we don't for instance
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// create a running thread on a finished process.
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state_ = FINISHED;
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state_ = CLEANUP;
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for (uint64_t i = 0; i < threads_.size(); i++) {
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if (!threads_[i]->IsDying()) {
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threads_[i]->Cleanup();
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threads_[i]->SetState(Thread::CLEANUP);
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}
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}
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// From this point onward no threads should be able to reach userspace.
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gProcMan->CleanupProcess(id_);
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// TODO: Unmap all userspace mappings.
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// TODO: Clear capabilities.
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// TODO: In the future consider removing this from the process manager.
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// I need to think through the implications because the process object
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// will be kept alive by the process that created it most likely.
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// Technically we may get interrupted here the cleanup process may start,
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// truthfully that is fine. Once each thread is flagged for cleanup then it
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// will no longer be scheduled again or need to be.
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if (gScheduler->CurrentProcess().id_ == id_) {
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gScheduler->Yield();
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}
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}
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void Process::Cleanup() {
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if (gScheduler->CurrentProcess().id_ == id_) {
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panic("Can't clean up process from itself.");
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}
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if (state_ != CLEANUP) {
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dbgln("WARN: Cleaning up process with non-cleanup state {}",
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(uint64_t)state_);
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state_ = CLEANUP;
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}
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// 1. For each thread, call cleanup.
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for (uint64_t i = 0; i < threads_.size(); i++) {
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if (threads_[i]->GetState() == Thread::CLEANUP) {
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threads_[i]->Cleanup();
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}
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}
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// 2. Release all capabailities. TODO
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// 3. Unmap all user memory. TODO
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// 4. Release paging structures. TODO
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state_ = FINISHED;
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}
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