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content/blog/acadia-0.1.0.md
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title = 'Acadia 0.1.0'
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date = 2023-12-06
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draft = true
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tags = ['osdev']
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+++
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For the last six months or so I've been periodically working on developing a
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hobby operating system. A couple weeks ago I decided that I should finally aim
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to cut a "release." This very-early release doesn't include a bunch of user
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functionality but does have a fair amount of kernel features.
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Namely you can navigate a filesystem in a primitive manner and
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execute binaries. The following image shows just about everything the OS can do.
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(The black window is the OS running in QEMU and the larger gray window is debug
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output sent to COM1).
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While there isn't much to do as a user, there are a lot of building blocks there
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that I spent the last 6 months learning about and working on.
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## What I knew going into this
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Frankly, not a lot.
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I took an OS class in college, but while it covered OS fundamentals the projects
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were based on writing modules for the Linux kernel rather than working on our
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own barebones kernel and OS. So while I vaguely knew of how things like process
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scheduling, interrupts, and memory management worked, I had no experience
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getting down to the brass tacks of how to actually implement these things.
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I had over the previous couple years spent some time writing a small kernel to
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start learning some of these things. However, since I used it as a testing
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ground for learning with no real design goals or long term plan, it was kind of
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a mess. I had gotten to user space with some primitive syscalls but it was
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memory issues and page faults galore. So I decided to "reboot" things earlier
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this year.
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## Design Goals
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I decided I wanted to write a microkernel based OS because I figured the more of
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my messy code I can move to user space the better. And also because that's what
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OS nerds do. I'm not too concerned about the performance cost of extra syscalls
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because by god this thing isn't gonna be too performant anyways.
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Additionally, I wanted to try to make the system capability-based. Trying a new
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permission model was appealing to me because I've always felt the unix style one
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was a bit clunky. After spending some time reading about seL4 and digging into
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the Zircon interface I had a (very) rough idea of how these systems worked. I
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have no illusions that my OS will every be "secure" but I find the model
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interesting.
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## References and Resources
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Over the course of this project I used a lot of resources, not least of which
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the OSDev.org [wiki](https://wiki.osdev.org) and
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[forums](https://forum.osdev.org). The resources provided there were invaluable,
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but the biggest lesson I learned since my first time around writing a kernel was
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to rely on specs more than other's code samples and tutorials.
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For the low-level stuff I spent a lot of time digging through Intel and AMD's
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monstrous programming manuals. It was helpful to use the wiki to learn for
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instance that using the "iret" instruction is a good way to jump to user-space
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for the first time, but from there using the programming manuals to understand
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exactly how that instruction works rather than just copying code from somewhere.
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I had a similar experience with initializing the GDT in 64 bit software. There
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are a lot of random claims out there on exactly how you have to set it up, so it
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was much more efficient to just go dig through the AMD64 spec however dry it may
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be.
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As I worked my way up the stack, I used the SATA and AHCI specs as well. They
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pose the additional complication of splitting things up across multiple specs so
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you have to go back and forth a lot in non-obvious ways. Hey at least they don't
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try to charge you thousands of dollars to get the spec like PCI.
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I also found that when you needed examples of how to do something specific it
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can be far better to look at an existing operating system's approach to help
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contextualize a specification. Andreas Kling's SerenityOS was invaluable for
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this for some low level x86 things. I also referenced the Zircon microkernel to
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figure out how to use C++ templates to downcast capability pointers to their
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specific objects types without relying on RTTI (run time type information).
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## Kernel Implementation Details
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Ok enough about high level information, ambitions, and goals. Let's discuss a
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little bit more about what the actual system can do at this point. I named the
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kernel Zion because it is another place I love and it is also kind of fun to
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think of the operating system as everything from (A)cadia down to (Z)ion.
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This section will frequently reference the source code which is available on my
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self-hosted [gitea](https://gitea.tiramisu.one) or mirrored to
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[GitHub](https://github.com/dgalbraith33/acadia).
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### Low-level x86-64 stuff
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Because I found setting up paging, the higher half kernel, and getting to long
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mode to be a pain the first time around, I decided to use the [limine
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bootloader](https://github.com/limine-bootloader/limine) to start the kernel
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this time around instead of GRUB so I could focus on slightly higher level
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things. I have ambitions to make the kernel more bootloader-agnostic in the
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future but for now it is tightly coupled to the limine protocol.
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On top of the things mentioned above, we use the limine protocol to:
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* Get a map of physical memory.
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* Set up a higher-half direct map of memory.
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* Find the RDSP.
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* Get a VGA framebuffer from UEFI.
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* Load the 3 init programs that are needed to bootstrap the VFS.
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Following boot we immediately initialize the global descriptor table (GDT) and
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interrupt descriptor table (IDT). The **GDT** is mostly irrelevant for x86-64,
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however it was interesting trying to get it to work with the sysret function
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which expects two copies of the user-space segment descriptors to allow returing
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to 32bit code from a 64 bit OS. Right now the system doesn't support 32 bit code
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(and likely never will) so we just duplicate the 64 bit code segment.
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The **IDT** is fairly straightforward and barebones for now. I slowly add more
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debugging information to faults as I run into them and it is useful. One of the
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biggest improvements was setting up a seperate kernel stack for Page Faults and
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General Protection Faults. That way if I broke memory related to the current
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stack frame I get useful debugging information rather than an immediate triple
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fault. I also recently added some very sloppy stack unwind code so I can more
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easily find the context that the fault occurred in.
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Finally we also initialize the **APIC** in a rudimentary fashion. The timer is
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used to trigger scheduling events and we map PCI and PS/2 Keyboard interrupts to
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appropriate vectors in the IDT.
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### Memory management
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Memory management seems to be one of those areas where every time I make
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progress on something I discover about 4 more things I'll have to do down the
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line. I'm somewhat happy with the progress I've made so far but I still have a
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lot to read up on and learn - especially relating to caching policies for mapped
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pages.
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For **physical memory management** I maintain the available memory regions in
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two separate linked lists. One list contains single pages for when those are
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requested, the other contains the large memory regions which are populated
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during initialization. This design allows us to easily reuse freed pages (using
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the list of small pages) while still efficiently finding large blocks for things
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like memory mapped IO (using the list of large pages).
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The one catch is that to build these linked lists we need an available heap. And
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to have an available heap we need to be able to allocate a physical memory
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region for it (and its necessary paging structures). To accommodate this, we
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initialize a temporary physical memory manager that just takes a hardcoded
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number of pages from the first memory region and doles them out in sequence.
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Right now I hardcode the number of necessary pages to exactly the number it
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needs. This means if I change something that causes more pages to be allocated
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earlier than they need to be it is obvious because things break.
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For **virtual memory management** I keep the higher half (kernel) mappings
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identical in each address space. Most of the kernel mappings are already
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availble from the bootloader but some are added for heaps and additional stacks.
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For user memory we maintain a tree of the mapped in objects to ensure that none
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intersect. Right now the tree is innefficient because it doesn't self balance
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and most objects are inserted in ascending order (i.e. it is essentially a
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linked list).
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For user space memory structures we wait until the memory is accessed and
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generates a page fault to actually map it in. In order to map it in we check
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each paging structure in the higher-half direct map (rather than using a
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recursive page structure) to ensure it exists, allocating a page table if
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necessary. All physical pages used for paging structures are freed when the
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process exits.
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For **kernel heap management** I wrote a
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[slab-allocator](https://en.wikipedia.org/wiki/Slab_allocation) for relatively
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small allocations (up to 128 bytes currently). I plan on raising the limit for
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that as well as adding a buddy allocator for larger allocations in the future
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but for now there is no need - all of the allocations are 128 bytes or less!
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Larger allocations for now are done using a linear allocator.
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### Scheduling
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Right now the scheduling process is very straight forward. Each runnable thread
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is kept in an intrusive linked list and scheduled for a single time slice in a
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round robin fashion.
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Thread can block on other threads, semaphores, or mutexes. When this happens
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they are flagged as blocked and moved to an intrusive linked list on that object
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which is responsible for scheduling those threads once the relevant state
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changes.
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The context switching code simply dumps all of the registers onto the stack and
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then writes the stack pointer into the thread structure. It also writes the SSE
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registers to an allocated space on the thread structure. I believe this code
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could be made more efficient by only pushing callee-saved registers and using
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the x86 feature that allows you to lazily save the SSE registers only once they
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are used. However for now I prefer this code be more reliable than efficient
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(because it scares me and is a PITA to debug).
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Finally, there are definitely critical sections in the kernel code that are not
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mutex protected currently. It is on the TODO list to do a good audit of this in
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preparation for SMP (AcadiaOS 0.2 anyone?).
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### Interface
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Most system calls the kernel provides either (a) create and return a capability
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or (b) operate on an existing capability. Capabilities can be duplicated and/or
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transmitted to other processes using IPC.
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For syscalls that operate on an existing capability, the kernel checks that the
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capability exists, that it is of the correct type, and that the caller has the
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correct permissions on it. Only then does it act on the request.
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The kernel provides APIs to:
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* Manage processes and threads.
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* Synchronizes threads using mutexes and semaphores.
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* Allocate memory and map it into an address space.
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* Communicate with other processes using Endpoints, Ports, and Channels.
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* Register IRQ handlers.
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* Manage Capabilites.
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* Print debug information to the VM output.
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### IPC
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Interprocess communication can be done using Endpoints, Ports, or Channels.
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**Endpoints** are like servers that can be called and provide a response. For
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each call a "ReplyPort" capability is generated that the caller can wait for a
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response on and the server can send its response to. **Ports** are simply
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one-way streams of messages that don't expect a response. Example uses are for
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process initialization information or for IRQ handlers. **Channels** are
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for bidirectional message passing that I haven't found a use for and will
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probably replace in the future with a byte-stream interface.
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Message that are passed on these interfaces consist of two parts: a byte array,
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and an array of capabilities. Each capability passed is removed from the
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existing process and passed along to whichever process receives the request.
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I'm fairly happy with these interfaces so far and was able to build a user-space
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IDL (Yunq) on top of them to facilitate message and capability passing. However,
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I'm concerned about their ability to handle certain concerns. For instance,
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since endpoints aren't "owned" by a specific process, it is impossible to tell
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if you are "shouting into the void" at a process that has crashed or isn't
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listening to the specific endpoint anymore.
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## User Space Programs
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There are a few user-space programs that are run on the system:
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* **Yellowstone**: The init process that starts all others and maintains a
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registry of endpoints. (Because Yellowstone was first).
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* **Denali**: A basic AHCI driver to read from disk. (D for disk).
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* **VictoriaFallS**: A VFS server with a super simple read-only ext2
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implementation. (I couldn't resist because it has VFS in it).
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* **Teton**: A terminal application with a lightweight shell in it (should
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eventually be split). (T for terminal).
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* **Voyageurs**: PS/2 Keyboard driver with the intent of becoming the USB
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driver. (Idk bytes traveling over USB are making a voyage I guess).
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These programs are all bare-bones versions of what they could be in the future.
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I hope to describe them in further detail in the future, but for now the
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initialization process works like this.
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1. Yellowstone, Denali, and VictoriaFallS binaries are loaded into memory as
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modules by the bootloader.
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2. The kernel loads and starts the Yellowstone process, passing it memory
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capabilities to the Denali and VictoriaFallS binaries.
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3. Yellowstone starts Denali and waits for it to register itself.
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4. Yellowstone reads the GPT and then starts VictoriaFallS on the correct
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partition and waits for it to register itself.
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5. Yellowstone then reads the /init.txt file from the disk and starts each
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process specified (one per line) in succession.
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## Yunq IDL
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As I began writing system services, I found a huge speed bump was creating
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client and server classes for the service. I started by just passing structs as
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a byte array and hardcoding whether or not the process expected to receive a
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capability with the call. This approach worked but was painful and led to me
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dreading each new service I added to the system (not how it should be for a
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microkernel architecture!). Additionally I did things like avoiding repeated
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fields or strings fields that weren't possible to pass in a single struct.
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It was clear I needed some sort of IDL to handle this, but for months I waffled
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on it as I tried to figure out how to incorporate an existing one into the
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system. That didn't work for two reasons. First, we need a way to pass
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capabilities with the messages. These kind of need to be sidechanneled because
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the kernel can't just treat them as another string of bytes (they have to be
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moved into the other processes capability space). Second, existing serialization
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libraries tend to have dependencies, so porting them would require porting those
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dependencies first. Granted, some of them just require super basic things like
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say a libc implementation - but we don't even have that yet. All that to say I
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ended up writing my own.
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I was pleasantly surprised with how straightforward it ended up being. I think
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it took me about 3 coding sessions to get the basic parsing and codegen going
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for the language. It still doesn't have all of the features I planned for it
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(like nested messages), but it works super well for setting up new services
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quickly and easily. Currently the implementation is in python because I wanted
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to get something working quickly, but I'll probably reimplement it in a compiled
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language in the future with a focus on better error information.
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## Closing thoughts
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Overall, I'm very pleased with how this project has turned out. I feel like I've
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definitely accomplished my goal to learn more about how operating systems are
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actually implemented. It has been cool to be able to pull back the curtain and
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see some of the simple primitives that underlay the complex features of an
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operating system.
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I aim to continue forward with this project - without throwing out the code
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again as I did earlier this year. I'm happy with the base and look to iterate on
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it, hopefully building something more useful in the future but definitely
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learning more along the way.
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