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using System;
using System.IO;
using System.Text;
using ST = System.Threading;
using System.Configuration;
using System.Globalization;
using System.Reflection;
using System.Collections;
using System.Collections.Specialized;
using System.Runtime.InteropServices;
using System.Runtime.Remoting.Channels;
using System.Runtime.Remoting.Messaging;
using Mono.Debugger.Languages;
namespace Mono.Debugger.Backend
{
internal class ThreadManager : DebuggerMarshalByRefObject
{
public static TimeSpan WaitTimeout = TimeSpan.FromMilliseconds (5000);
internal ThreadManager (DebuggerServant backend)
{
this.backend = backend;
thread_hash = Hashtable.Synchronized (new Hashtable ());
engine_hash = Hashtable.Synchronized (new Hashtable ());
processes = ArrayList.Synchronized (new ArrayList ());
pending_events = Hashtable.Synchronized (new Hashtable ());
address_domain = AddressDomain.Global;
command_mutex = new DebuggerMutex ("command_mutex");
command_mutex.DebugFlags = DebugFlags.Wait;
wait_event = new ST.AutoResetEvent (false);
idle_event = new ST.ManualResetEvent (false);
engine_event = new ST.ManualResetEvent (true);
ready_event = new ST.ManualResetEvent (false);
event_queue = new DebuggerEventQueue ("event_queue");
event_queue.DebugFlags = DebugFlags.Wait;
mono_debugger_server_global_init ();
wait_thread = new ST.Thread (new ST.ThreadStart (start_wait_thread));
wait_thread.IsBackground = true;
wait_thread.Start ();
inferior_thread = new ST.Thread (new ST.ThreadStart (start_inferior));
inferior_thread.IsBackground = true;
inferior_thread.Start ();
ready_event.WaitOne ();
}
ProcessStart start;
DebuggerServant backend;
DebuggerEventQueue event_queue;
ST.Thread inferior_thread;
ST.Thread wait_thread;
ST.ManualResetEvent ready_event;
ST.ManualResetEvent idle_event;
ST.ManualResetEvent engine_event;
ST.AutoResetEvent wait_event;
Hashtable thread_hash;
Hashtable engine_hash;
Hashtable pending_events;
ArrayList processes;
AddressDomain address_domain;
DebuggerMutex command_mutex;
bool abort_requested;
bool waiting;
[DllImport("monodebuggerserver")]
static extern int mono_debugger_server_global_init ();
[DllImport("monodebuggerserver")]
static extern int mono_debugger_server_global_wait (out int status);
[DllImport("monodebuggerserver")]
static extern int mono_debugger_server_get_pending_sigint ();
void start_inferior ()
{
event_queue.Lock ();
ready_event.Set ();
while (!abort_requested) {
engine_thread_main ();
}
}
// <remarks>
// These three variables are shared between the two threads, so you need to
// lock (this) before accessing/modifying them.
// </remarks>
Command current_command = null;
SingleSteppingEngine current_event = null;
int current_event_status = 0;
public ProcessServant StartApplication (ProcessStart start)
{
ProcessServant process = CreateProcess (start);
process.WaitForApplication ();
return process;
}
public ProcessServant OpenCoreFile (ProcessStart start, out Thread[] threads)
{
this.start = start;
CoreFile core = CoreFile.OpenCoreFile (this, start);
threads = core.GetThreads ();
return core;
}
internal void AddEngine (SingleSteppingEngine engine)
{
thread_hash.Add (engine.PID, engine);
engine_hash.Add (engine.ID, engine);
}
internal void ProcessExecd (SingleSteppingEngine engine)
{
SingleSteppingEngine old_engine = (SingleSteppingEngine) thread_hash [engine.PID];
if (old_engine != null) {
thread_hash [engine.PID] = engine;
engine_hash.Remove (old_engine.ID);
} else
thread_hash.Add (engine.PID, engine);
engine_hash.Add (engine.ID, engine);
}
internal void RemoveProcess (ProcessServant process)
{
processes.Remove (process);
}
internal SingleSteppingEngine GetEngine (int id)
{
return (SingleSteppingEngine) engine_hash [id];
}
public bool HasTarget {
get { return inferior_thread != null; }
}
static int next_process_id = 0;
internal int NextThreadID {
get { return ++next_process_id; }
}
internal bool HandleChildEvent (SingleSteppingEngine engine, Inferior inferior,
ref Inferior.ChildEvent cevent, out bool resume_target)
{
if (cevent.Type == Inferior.ChildEventType.NONE) {
resume_target = true;
return true;
}
inferior.Process.Initialize (engine, inferior, false);
if (cevent.Type == Inferior.ChildEventType.CHILD_CREATED_THREAD) {
inferior.Process.ThreadCreated (inferior, (int) cevent.Argument, false);
resume_target = true;
return true;
}
if (cevent.Type == Inferior.ChildEventType.CHILD_FORKED) {
inferior.Process.ChildForked (inferior, (int) cevent.Argument);
resume_target = true;
return true;
}
if (cevent.Type == Inferior.ChildEventType.CHILD_EXECD) {
inferior.Process.ChildExecd (inferior);
resume_target = false;
return true;
}
if ((cevent.Type == Inferior.ChildEventType.CHILD_STOPPED) &&
(cevent.Argument == inferior.SIGCHLD)) {
cevent = new Inferior.ChildEvent (
Inferior.ChildEventType.CHILD_STOPPED, 0, 0, 0);
resume_target = false;
return false;
}
bool retval = false;
resume_target = false;
if (inferior.Process.MonoManager != null)
retval = inferior.Process.MonoManager.HandleChildEvent (
engine, inferior, ref cevent, out resume_target);
if ((cevent.Type == Inferior.ChildEventType.CHILD_EXITED) ||
(cevent.Type == Inferior.ChildEventType.CHILD_SIGNALED)) {
thread_hash.Remove (engine.PID);
engine_hash.Remove (engine.ID);
engine.OnThreadExited (cevent);
resume_target = false;
return true;
}
return retval;
}
public DebuggerServant Debugger {
get { return backend; }
}
public AddressDomain AddressDomain {
get { return address_domain; }
}
internal bool InBackgroundThread {
get { return ST.Thread.CurrentThread == inferior_thread; }
}
internal object SendCommand (SingleSteppingEngine sse, TargetAccessDelegate target,
object user_data)
{
Command command = new Command (sse, target, user_data);
if (!engine_event.WaitOne (WaitTimeout, false))
throw new TargetException (TargetError.NotStopped);
event_queue.Lock ();
engine_event.Reset ();
current_command = command;
event_queue.Signal ();
event_queue.Unlock ();
engine_event.WaitOne ();
if (command.Result is Exception)
throw (Exception) command.Result;
else
return command.Result;
}
internal ProcessServant CreateProcess (ProcessStart start)
{
Command command = new Command (CommandType.CreateProcess, start);
if (!engine_event.WaitOne (WaitTimeout, false))
throw new TargetException (TargetError.NotStopped);
event_queue.Lock ();
engine_event.Reset ();
current_command = command;
event_queue.Signal ();
event_queue.Unlock ();
engine_event.WaitOne ();
if (command.Result is Exception)
throw (Exception) command.Result;
else
return (ProcessServant) command.Result;
}
internal void AddPendingEvent (SingleSteppingEngine engine, Inferior.ChildEvent cevent)
{
pending_events.Add (engine, cevent);
}
// <summary>
// The heart of the SingleSteppingEngine. This runs in a background
// thread and processes stepping commands and events.
//
// For each application we're debugging, there is just one SingleSteppingEngine,
// no matter how many threads the application has. The engine is using one single
// event loop which is processing commands from the user and events from all of
// the application's threads.
// </summary>
void engine_thread_main ()
{
Report.Debug (DebugFlags.Wait, "ThreadManager waiting");
event_queue.Wait ();
Report.Debug (DebugFlags.Wait, "ThreadManager done waiting");
if (abort_requested) {
Report.Debug (DebugFlags.Wait, "Engine thread abort requested");
return;
}
int status;
SingleSteppingEngine event_engine;
Command command;
Report.Debug (DebugFlags.Wait, "ThreadManager woke up: {0} {1:x} {2}",
current_event, current_event_status, current_command);
event_engine = current_event;
status = current_event_status;
current_event = null;
current_event_status = 0;
command = current_command;
current_command = null;
if (event_engine != null) {
try {
Report.Debug (DebugFlags.Wait,
"ThreadManager {0} process event: {1}",
DebuggerWaitHandle.CurrentThread, event_engine);
event_engine.ProcessEvent (status);
Report.Debug (DebugFlags.Wait,
"ThreadManager {0} process event done: {1}",
DebuggerWaitHandle.CurrentThread, event_engine);
} catch (ST.ThreadAbortException) {
;
} catch (Exception e) {
Report.Debug (DebugFlags.Wait,
"ThreadManager caught exception: {0}", e);
Console.WriteLine ("EXCEPTION: {0}", e);
}
check_pending_events ();
engine_event.Set ();
RequestWait ();
}
if (command == null)
return;
// These are synchronous commands; ie. the caller blocks on us
// until we finished the command and sent the result.
if (command.Type == CommandType.TargetAccess) {
try {
command.Result = command.Engine.Invoke (
(TargetAccessDelegate) command.Data1, command.Data2);
} catch (ST.ThreadAbortException) {
return;
} catch (Exception ex) {
command.Result = ex;
}
engine_event.Set ();
} else if (command.Type == CommandType.CreateProcess) {
try {
ProcessStart start = (ProcessStart) command.Data1;
ProcessServant process = new ProcessServant (this, start);
CommandResult result;
SingleSteppingEngine sse = new SingleSteppingEngine (
this, process, start, out result);
thread_hash.Add (sse.PID, sse);
engine_hash.Add (sse.ID, sse);
processes.Add (process);
RequestWait ();
command.Result = process;
} catch (ST.ThreadAbortException) {
return;
} catch (Exception ex) {
command.Result = ex;
}
engine_event.Set ();
} else {
throw new InvalidOperationException ();
}
}
void check_pending_events ()
{
SingleSteppingEngine[] list = new SingleSteppingEngine [pending_events.Count];
pending_events.Keys.CopyTo (list, 0);
for (int i = 0; i < list.Length; i++) {
SingleSteppingEngine engine = list [i];
if (engine.Process.HasThreadLock)
continue;
Inferior.ChildEvent cevent = (Inferior.ChildEvent) pending_events [engine];
pending_events.Remove (engine);
try {
Report.Debug (DebugFlags.Wait,
"ThreadManager {0} process pending event: {1} {2}",
DebuggerWaitHandle.CurrentThread, engine, cevent);
engine.ReleaseThreadLock (cevent);
Report.Debug (DebugFlags.Wait,
"ThreadManager {0} process pending event done: {1}",
DebuggerWaitHandle.CurrentThread, engine);
} catch (ST.ThreadAbortException) {
;
} catch (Exception e) {
Report.Debug (DebugFlags.Wait,
"ThreadManager caught exception: {0}", e);
}
}
}
void start_wait_thread ()
{
Report.Debug (DebugFlags.Threads, "Wait thread started: {0}",
DebuggerWaitHandle.CurrentThread);
//
// NOTE: Dispose() intentionally uses
// wait_thread.Abort ();
// wait_thread.Join ();
//
// The Thread.Abort() is neccessary since we may be blocked in a
// waitpid(). In this case, the thread abort signal which is sent
// to the current thread will make the waitpid() abort with an EINTR,
// so we're not deadlocking here.
//
try {
while (wait_thread_main ())
;
} catch (ST.ThreadAbortException) {
Report.Debug (DebugFlags.Threads, "Wait thread abort: {0}",
DebuggerWaitHandle.CurrentThread);
ST.Thread.ResetAbort ();
}
Report.Debug (DebugFlags.Threads, "Wait thread exiting: {0}",
DebuggerWaitHandle.CurrentThread);
}
bool wait_thread_main ()
{
Report.Debug (DebugFlags.Wait, "Wait thread sleeping");
wait_event.WaitOne ();
waiting = true;
int pid, status;
if (abort_requested) {
Report.Debug (DebugFlags.Wait,
"Wait thread abort requested");
//
// Reap all our children.
//
do {
pid = mono_debugger_server_global_wait (out status);
Report.Debug (DebugFlags.Wait,
"Wait thread received event: {0} {1:x}",
pid, status);
} while (pid > 0);
return false;
}
Report.Debug (DebugFlags.Wait, "Wait thread waiting");
//
// Wait until we got an event from the target or a command from the user.
//
pid = mono_debugger_server_global_wait (out status);
Report.Debug (DebugFlags.Wait,
"Wait thread received event: {0} {1:x}",
pid, status);
//
// Note: `pid' is basically just an unique number which identifies the
// SingleSteppingEngine of this event.
//
if (abort_requested || (pid <= 0))
return true;
SingleSteppingEngine event_engine = (SingleSteppingEngine) thread_hash [pid];
if (event_engine == null) {
Console.WriteLine ("WARNING: Got event {0:x} for unknown pid {1}",
status, pid);
waiting = false;
RequestWait ();
return true;
}
engine_event.WaitOne ();
event_queue.Lock ();
engine_event.Reset ();
if (current_event != null) {
Console.WriteLine ("FUCK: {0}", Environment.StackTrace);
throw new InternalError ();
}
current_event = event_engine;
current_event_status = status;
waiting = false;
event_queue.Signal ();
event_queue.Unlock ();
return true;
}
private void RequestWait ()
{
if (waiting)
throw new InternalError ();
wait_event.Set ();
}
#region IDisposable implementation
private bool disposed = false;
private void check_disposed ()
{
if (disposed)
throw new ObjectDisposedException ("ThreadManager");
}
protected virtual void Dispose (bool disposing)
{
// Check to see if Dispose has already been called.
lock (this) {
if (disposed)
return;
abort_requested = true;
#if FIXME
RequestWait ();
#endif
event_queue.Signal();
disposed = true;
}
//
// There are two situations where Dispose() can be called:
//
// a) It's a user-requested `kill' or `quit'.
//
// In this case, the wait thread is normally blocking in waitpid()
// (via mono_debugger_server_global_wait ()).
//
// To wake it up, the engine thread must issue a
// ptrace (PTRACE_KILL, inferior->pid) - note that the same restriction
// apply like for any other ptrace() call, so this can only be done
// from the engine thread.
//
// To do that, we just set the `abort_requested' flag here and then
// join the engine thread - after it exited, we also join the wait
// thread so it can reap the dead child.
//
// Once both threads exited, we can go ahead and dispose everything.
//
// b) The child exited.
//
// In this case, we're invoked from the engine thread via the
// `ThreadExitEvent' (that's why we must not join the engine thread).
//
// The child is already dead, so we just set the flag and join the
// wait thread [note that the wait thread is already dying at this point;
// it was blocking on the `wait_event', woke up and found the
// `abort_requested' - so we only join it to avoid a race condition].
//
// After that, we can go ahead and dispose everything.
//
// If this is a call to Dispose, dispose all managed resources.
if (disposing) {
if (inferior_thread == null)
return;
Report.Debug (DebugFlags.Wait,
"Thread manager dispose");
if (ST.Thread.CurrentThread != inferior_thread)
inferior_thread.Join ();
wait_thread.Abort ();
wait_thread.Join ();
ProcessServant[] procs = new ProcessServant [processes.Count];
processes.CopyTo (procs, 0);
for (int i = 0; i < procs.Length; i++)
procs [i].Dispose ();
}
}
public void Dispose ()
{
Dispose (true);
// Take yourself off the Finalization queue
GC.SuppressFinalize (this);
}
#endregion
~ThreadManager ()
{
Dispose (false);
}
}
}
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