[Zion] Add a thread sleep call.
For now this can only sleep in increments of the scheduler quantum (currently 50ms). It also uses a somewhat ineffecient way of tracking the sleeping threads - it will scale linearly with the number of sleeping threads.
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@ -1,7 +1,10 @@
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#include <mammoth/util/debug.h>
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#include <zcall.h>
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uint64_t main(uint64_t init_port_cap) {
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dbgln("testbed");
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check(ZThreadSleep(2000));
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dbgln("testbed2");
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return glcr::OK;
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}
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@ -17,6 +17,7 @@ SYS4(ThreadStart, z_cap_t, thread_cap, uint64_t, entry, uint64_t, arg1,
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uint64_t, arg2);
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SYS0(ThreadExit);
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SYS1(ThreadWait, z_cap_t, thread_cap);
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SYS1(ThreadSleep, uint64_t, millis);
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SYS5(AddressSpaceMap, z_cap_t, vmas_cap, uint64_t, vmas_offset, z_cap_t,
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vmmo_cap, uint64_t, align, uint64_t*, vaddr);
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@ -19,6 +19,7 @@ const uint64_t kZionThreadCreate = 0x10;
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const uint64_t kZionThreadStart = 0x11;
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const uint64_t kZionThreadExit = 0x12;
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const uint64_t kZionThreadWait = 0x13;
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const uint64_t kZionThreadSleep = 0x14;
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// Memory Calls
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const uint64_t kZionAddressSpaceMap = 0x21;
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@ -29,6 +29,7 @@ class Thread : public KernelObject, public glcr::IntrusiveListNode<Thread> {
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RUNNING,
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RUNNABLE,
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BLOCKED,
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SLEEPING,
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CLEANUP,
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FINISHED,
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};
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@ -69,6 +70,9 @@ class Thread : public KernelObject, public glcr::IntrusiveListNode<Thread> {
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void Wait();
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void SetSleepTicks(uint64_t sleep_ticks) { sleep_ticks_ = sleep_ticks; }
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bool DecrementSleepTicks() { return --sleep_ticks_ == 0; }
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private:
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friend class glcr::MakeRefCountedFriend<Thread>;
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Thread(Process& proc, uint64_t tid);
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@ -79,6 +83,7 @@ class Thread : public KernelObject, public glcr::IntrusiveListNode<Thread> {
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State state_ = CREATED;
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bool is_kernel_ = false;
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uint64_t user_stack_base_;
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uint64_t sleep_ticks_;
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// Startup Context for the thread.
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uint64_t rip_;
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@ -45,14 +45,11 @@ void Scheduler::Preempt() {
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return;
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}
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DecrementSleepingThreads();
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ClearDeadThreadsFromFront();
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asm volatile("cli");
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if (current_thread_ == sleep_thread_) {
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// Sleep should never be preempted. (We should yield it if another thread
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// becomes scheduleable).
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return;
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}
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if (runnable_threads_.size() == 0) {
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// Continue.
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@ -102,9 +99,33 @@ void Scheduler::Yield() {
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SwapToCurrent(*prev);
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}
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void Scheduler::Sleep(uint64_t millis) {
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// FIXME: Improve resolution of sleep calls.
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uint64_t ticks = (millis / 50) + 1;
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current_thread_->SetSleepTicks(ticks);
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current_thread_->SetState(Thread::SLEEPING);
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sleeping_threads_.PushBack(current_thread_);
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Yield();
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}
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void Scheduler::ClearDeadThreadsFromFront() {
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while (runnable_threads_.size() > 0 &&
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runnable_threads_.PeekFront()->IsDying()) {
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runnable_threads_.PopFront();
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}
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}
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void Scheduler::DecrementSleepingThreads() {
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auto thread = sleeping_threads_.PeekFront();
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while (thread) {
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if (thread->DecrementSleepTicks()) {
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auto thread_next = thread->next_;
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sleeping_threads_.Remove(thread);
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thread->SetState(Thread::RUNNABLE);
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runnable_threads_.PushBack(thread);
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thread = thread_next;
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} else {
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thread = thread->next_;
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}
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}
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}
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@ -23,18 +23,23 @@ class Scheduler {
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void Preempt();
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void Yield();
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void Sleep(uint64_t millis);
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private:
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bool enabled_ = false;
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glcr::RefPtr<Thread> current_thread_;
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glcr::IntrusiveList<Thread> runnable_threads_;
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glcr::IntrusiveList<Thread> sleeping_threads_;
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glcr::RefPtr<Thread> sleep_thread_;
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Scheduler();
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void SwapToCurrent(Thread& prev);
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void ClearDeadThreadsFromFront();
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void DecrementSleepingThreads();
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};
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extern Scheduler* gScheduler;
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@ -59,6 +59,7 @@ extern "C" z_err_t SyscallHandler(uint64_t call_id, void* req) {
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CASE(ThreadStart);
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CASE(ThreadExit);
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CASE(ThreadWait);
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CASE(ThreadSleep);
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// syscall/address_space.h
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CASE(AddressSpaceMap);
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CASE(AddressSpaceUnmap);
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@ -53,3 +53,8 @@ glcr::ErrorCode ThreadWait(ZThreadWaitReq* req) {
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thread->Wait();
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return glcr::OK;
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}
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glcr::ErrorCode ThreadSleep(ZThreadSleepReq* req) {
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gScheduler->Sleep(req->millis);
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return glcr::OK;
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}
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@ -8,3 +8,4 @@ glcr::ErrorCode ThreadCreate(ZThreadCreateReq* req);
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glcr::ErrorCode ThreadStart(ZThreadStartReq* req);
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glcr::ErrorCode ThreadExit(ZThreadExitReq*);
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glcr::ErrorCode ThreadWait(ZThreadWaitReq* req);
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glcr::ErrorCode ThreadSleep(ZThreadSleepReq* req);
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