/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef mozilla_recordreplay_Thread_h #define mozilla_recordreplay_Thread_h #include "mozilla/Atomics.h" #include "File.h" #include "Lock.h" #include "Monitor.h" #include #include namespace mozilla { namespace recordreplay { // Threads Overview. // // The main thread and each thread that is spawned when thread events are not // passed through have their behavior recorded. // // While recording, each recorded thread has an associated Thread object which // can be fetched with Thread::Current and stores the thread's ID, its file for // storing events that occur in the thread, and some other thread local state. // Otherwise, threads are spawned and destroyed as usual for the process. // // While rewinding, the same Thread structure exists for each recorded thread. // Several additional changes are needed to facilitate rewinding and IPC: // // 1. All recorded threads are spawned early on, before any checkpoint has been // reached. These threads idle until the process calls the system's thread // creation API, and then they run with the start routine the process // provided. After the start routine finishes they idle indefinitely, // potentially running new start routines if their thread ID is reused. This // allows the process to rewind itself without needing to spawn or destroy // any threads. // // 2. Some additional number of threads are spawned for use by the IPC and // memory snapshot mechanisms. These have associated Thread // structures but are not recorded and always pass through thread events. // // 3. All recorded threads and must be able to enter a particular blocking // state, under Thread::Wait, when requested by the main thread calling // WaitForIdleThreads. For most recorded threads this happens when the // thread attempts to take a recorded lock and blocks in Lock::Wait. // For other threads (any thread which has diverged from the recording, // or JS helper threads even when no recording divergence has occurred), // NotifyUnrecordedWait and MaybeWaitForCheckpointSave are used to enter // this state when the thread performs a blocking operation. // // 4. Once all recorded threads are idle, the main thread is able to record // memory snapshots and thread stacks for later rewinding. Additional // threads created for #2 above do not idle and do not have their state // included in snapshots, but they are designed to avoid interfering with // the main thread while it is taking or restoring a checkpoint. // The ID used by the process main thread. static const size_t MainThreadId = 1; // The maximum ID useable by recorded threads. static const size_t MaxRecordedThreadId = 70; // The maximum number of threads which are not recorded but need a Thread so // that they can participate in e.g. Wait/Notify calls. static const size_t MaxNumNonRecordedThreads = 12; static const size_t MaxThreadId = MaxRecordedThreadId + MaxNumNonRecordedThreads; typedef pthread_t NativeThreadId; // Information about the execution state of a thread. class Thread { public: // Signature for the start function of a thread. typedef void (*Callback)(void*); private: // Monitor used to protect various thread information (see Thread.h) and to // wait on or signal progress for a thread. static Monitor* gMonitor; // Thread ID in the recording, fixed at creation. size_t mId; // Whether to pass events in the thread through without recording/replaying. // This is only used by the associated thread. bool mPassThroughEvents; // Whether to crash if we try to record/replay thread events. This is only // used by the associated thread. size_t mDisallowEvents; // Whether execution has diverged from the recording and the thread's // recorded events cannot be accessed. bool mDivergedFromRecording; // Whether this thread should diverge from the recording at the next // opportunity. This can be set from any thread. Atomic mShouldDivergeFromRecording; // Start routine and argument which the thread is currently executing. This // is cleared after the routine finishes and another start routine may be // assigned to the thread. mNeedsJoin specifies whether the thread must be // joined before it is completely dead and can be reused. This is protected // by the thread monitor. Callback mStart; void* mStartArg; bool mNeedsJoin; // ID for this thread used by the system. NativeThreadId mNativeId; // Stream with events for the thread. This is only used on the thread itself. Stream* mEvents; // Stack boundary of the thread, protected by the thread monitor. uint8_t* mStackBase; size_t mStackSize; // File descriptor to block on when the thread is idle, fixed at creation. FileHandle mIdlefd; // File descriptor to notify to wake the thread up, fixed at creation. FileHandle mNotifyfd; // Whether the thread should attempt to idle. Atomic mShouldIdle; // Whether the thread is waiting on idlefd. Atomic mIdle; // Any callback which should be invoked so the thread can make progress, // and whether the callback has been invoked yet while the main thread is // waiting for threads to become idle. Protected by the thread monitor. std::function mUnrecordedWaitCallback; bool mUnrecordedWaitNotified; // Identifier of any atomic which this thread currently holds. Maybe mAtomicLockId; public: /////////////////////////////////////////////////////////////////////////////// // Public Routines /////////////////////////////////////////////////////////////////////////////// // Accessors for some members that never change. size_t Id() { return mId; } NativeThreadId NativeId() { return mNativeId; } Stream& Events() { return *mEvents; } uint8_t* StackBase() { return mStackBase; } size_t StackSize() { return mStackSize; } inline bool IsMainThread() const { return mId == MainThreadId; } inline bool IsRecordedThread() const { return mId <= MaxRecordedThreadId; } inline bool IsNonMainRecordedThread() const { return IsRecordedThread() && !IsMainThread(); } // Access the flag for whether this thread is passing events through. void SetPassThrough(bool aPassThrough) { MOZ_RELEASE_ASSERT(mPassThroughEvents == !aPassThrough); mPassThroughEvents = aPassThrough; } bool PassThroughEvents() const { return mPassThroughEvents; } // Access the counter for whether events are disallowed in this thread. void BeginDisallowEvents() { mDisallowEvents++; } void EndDisallowEvents() { MOZ_RELEASE_ASSERT(mDisallowEvents); mDisallowEvents--; } bool AreEventsDisallowed() const { return mDisallowEvents != 0; } // Access the flag for whether this thread's execution has diverged from the // recording. Once set, this is only unset by rewinding to a point where the // flag is clear. void DivergeFromRecording() { mDivergedFromRecording = true; } bool HasDivergedFromRecording() const { return mDivergedFromRecording; } // Mark this thread as needing to diverge from the recording soon, and wake // it up in case it can make progress now. The mShouldDivergeFromRecording // flag is separate from mDivergedFromRecording so that the thread can only // begin diverging from the recording at calls to MaybeDivergeFromRecording. void SetShouldDivergeFromRecording() { MOZ_RELEASE_ASSERT(CurrentIsMainThread()); mShouldDivergeFromRecording = true; Notify(mId); } bool MaybeDivergeFromRecording() { if (mShouldDivergeFromRecording) { mDivergedFromRecording = true; } return mDivergedFromRecording; } // Return whether this thread may read or write to its recorded event stream. bool CanAccessRecording() const { return !PassThroughEvents() && !AreEventsDisallowed() && !HasDivergedFromRecording(); } // The actual start routine at the root of all recorded threads, and of all // threads when replaying. static void ThreadMain(void* aArgument); // Bind this Thread to the current system thread, setting Thread::Current() // and some other basic state. void BindToCurrent(); // Initialize thread state. static void InitializeThreads(); // Get the current thread, or null if this is a system thread. static Thread* Current(); // Helper to test if this is the process main thread. static bool CurrentIsMainThread(); // Lookup a Thread by various methods. static Thread* GetById(size_t aId); static Thread* GetByNativeId(NativeThreadId aNativeId); static Thread* GetByStackPointer(void* aSp); // Spawn all non-main recorded threads used for recording/replaying. static void SpawnAllThreads(); // Spawn the specified thread. static void SpawnThread(Thread* aThread); // Spawn a non-recorded thread with the specified start routine/argument. static Thread* SpawnNonRecordedThread(Callback aStart, void* aArgument); // Wait until a thread has initialized its stack and other state. static void WaitUntilInitialized(Thread* aThread); // Start an existing thread, for use when the process has called a thread // creation system API when events were not passed through. The return value // is the native ID of the result. static NativeThreadId StartThread(Callback aStart, void* aArgument, bool aNeedsJoin); // Wait until this thread finishes executing its start routine. void Join(); // Give access to the atomic lock which the thread owns. Maybe& AtomicLockId() { return mAtomicLockId; } /////////////////////////////////////////////////////////////////////////////// // Thread Coordination /////////////////////////////////////////////////////////////////////////////// // Basic API for threads to coordinate activity with each other, for use // during replay. Each Notify() on a thread ID will cause that thread to // return from one call to Wait(). Thus, if a thread Wait()'s and then // another thread Notify()'s its ID, the first thread will wake up afterward. // Similarly, if a thread Notify()'s another thread which is not waiting, // that second thread will return from its next Wait() without needing // another Notify(). // // If the main thread has called WaitForIdleThreads, then calling // Wait() will put this thread in the desired idle state. WaitNoIdle() will // never cause the thread to enter the idle state, and should be used // carefully to avoid deadlocks with the main thread. static void Wait(); static void WaitNoIdle(); static void Notify(size_t aId); // Wait indefinitely, until the process is rewound. static void WaitForever(); // Wait indefinitely, without allowing this thread to be rewound. static void WaitForeverNoIdle(); // API for handling unrecorded waits in replaying threads. // // The callback passed to NotifyUnrecordedWait will be invoked at most once // by the main thread whenever the main thread is waiting for other threads to // become idle, and at most once after the call to NotifyUnrecordedWait if the // main thread is already waiting for other threads to become idle. // // The callback should poke the thread so that it is no longer blocked on the // resource. The thread must call MaybeWaitForCheckpointSave before blocking // again. // // MaybeWaitForCheckpointSave takes a callback to release any resources // before the thread begins idling. The return value is whether this callback // was invoked. void NotifyUnrecordedWait(const std::function& aNotifyCallback); bool MaybeWaitForCheckpointSave( const std::function& aReleaseCallback); // Wait for all other threads to enter the idle state necessary for saving // or restoring a checkpoint. This may only be called on the main thread. static void WaitForIdleThreads(); // After WaitForIdleThreads(), the main thread will call this to allow // other threads to resume execution. static void ResumeIdleThreads(); // Allow a single thread to resume execution. static void ResumeSingleIdleThread(size_t aId); // Return whether this thread will remain in the idle state entered after // WaitForIdleThreads. bool ShouldIdle() { return mShouldIdle; } }; // This uses a stack pointer instead of TLS to make sure events are passed // through, for avoiding thorny reentrance issues. class AutoEnsurePassThroughThreadEventsUseStackPointer { Thread* mThread; bool mPassedThrough; public: AutoEnsurePassThroughThreadEventsUseStackPointer() : mThread(Thread::GetByStackPointer(this)), mPassedThrough(!mThread || mThread->PassThroughEvents()) { if (!mPassedThrough) { mThread->SetPassThrough(true); } } ~AutoEnsurePassThroughThreadEventsUseStackPointer() { if (!mPassedThrough) { mThread->SetPassThrough(false); } } }; // Mark a region of code where a thread's event stream can be accessed. // This class has several properties: // // - When recording, all writes to the thread's event stream occur atomically // within the class: the end of the stream cannot be hit at an intermediate // point. // // - When replaying, this checks for the end of the stream, and blocks the // thread if necessary. // // - When replaying, this is a point where the thread can begin diverging from // the recording. Checks for divergence should occur after the constructor // finishes. class MOZ_RAII RecordingEventSection { Thread* mThread; public: explicit RecordingEventSection(Thread* aThread) : mThread(aThread) { if (!aThread || !aThread->CanAccessRecording()) { return; } if (IsRecording()) { MOZ_RELEASE_ASSERT(!aThread->Events().mInRecordingEventSection); aThread->Events().mFile->mStreamLock.ReadLock(); aThread->Events().mInRecordingEventSection = true; } else { while (!aThread->MaybeDivergeFromRecording() && aThread->Events().AtEnd()) { HitEndOfRecording(); } } } ~RecordingEventSection() { if (!mThread || !mThread->CanAccessRecording()) { return; } if (IsRecording()) { mThread->Events().mFile->mStreamLock.ReadUnlock(); mThread->Events().mInRecordingEventSection = false; } } bool CanAccessEvents() { if (!mThread || mThread->PassThroughEvents() || mThread->HasDivergedFromRecording()) { return false; } MOZ_RELEASE_ASSERT(mThread->CanAccessRecording()); return true; } }; } // namespace recordreplay } // namespace mozilla #endif // mozilla_recordreplay_Thread_h