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#include "stdafx.h"
#include "ActiveFunctions.h"
#include "Engine.h"
#include "Utils/StackTrace.h"
#include "Utils/Cache.h"
namespace storm {
/**
* Collect stack traces for all UThreads on a single OS thread.
*/
class TraceCollector {
public:
// Resulting stack traces:
vector<::StackTrace> traces;
// Collect stack traces. If 'thisThread' is true, then we also capture this UThread.
void capture(Bool includeThisThread) {
vector<os::UThread> stacks = os::Thread::current().idleUThreads();
if (includeThisThread) {
captureCurrent();
}
for (size_t i = 0; i < stacks.size(); i++) {
if (!stacks[i].detour(util::memberVoidFn(this, &TraceCollector::captureCurrent))) {
WARNING(L"Failed to execute detour!");
}
}
}
private:
// Capture the current UThread.
void captureCurrent() {
traces.push_back(stackTrace());
}
};
PauseThreads::PauseThreads(Engine &engine) : signal(0), wait(0) {
data = new ActiveFunctions();
vector<os::Thread> threads = engine.allThreads();
threadCount = threads.size();
os::Thread current = os::Thread::current();
for (size_t i = 0; i < threads.size(); i++) {
if (threads[i] == current) {
threadCount--;
} else {
os::UThread::spawn(util::memberVoidFn(this, &PauseThreads::threadMain), &threads[i]);
}
}
// Capture the call stacks of us while we are waiting.
captureStacks(true);
// Wait for all of them to have entered the thread main function, and have collected stack traces!
// Note: This halts the user-level scheduler for this thread. Otherwise, the stacks we captured above
// might no longer be alove when we have finished waiting. We *could* capture our stacks after the
// other threads are done, but that makes it much harder to write robust reload tests (and can easily
// be confusing when using the PauseThreads class, as one would not really expect it to allow
// other UThreads to run when it pauses threads).
for (size_t i = 0; i < threadCount; i++)
signal.down();
// Prepare the data for consumption!
data->done();
}
PauseThreads::~PauseThreads() {
// Clear data to avoid stale references.
data->clear();
data->release();
// Make sure all operations from this thread are visible to others.
dataBarrier();
// Signal all threads to wake up.
for (size_t i = 0; i < threadCount; i++)
wait.up();
// ...and wait for them to wake up. Otherwise, we might destroy 'wait' too early.
for (size_t i = 0; i < threadCount; i++)
signal.down();
// Clear our local ICache as well.
clearLocalICache();
}
void PauseThreads::threadMain() {
// Capture threads, don't include this thread.
captureStacks(false);
// Tell the main thread that we are done.
signal.up();
// Start waiting.
wait.down();
// Tell the main thread that we are done.
signal.up();
// Make any updates visible to this core.
clearLocalICache();
}
void PauseThreads::captureStacks(Bool includeCurrent) {
TraceCollector collector;
collector.capture(includeCurrent);
util::Lock::L z(dataLock);
data->addThread(collector.traces);
}
/**
* PauseThreadsData.
*/
wostream &operator <<(wostream &to, const ActiveOffset &offset) {
return to << offset.offset << L" x" << offset.count;
}
class FrameCompare {
public:
const vector<StackFrame> &frames;
FrameCompare(const vector<StackFrame> &frames) : frames(frames) {}
bool operator() (size_t a, size_t b) const {
return size_t(frames[a].fn()) < size_t(frames[b].fn());
}
bool operator() (size_t a, const void *b) const {
return size_t(frames[a].fn()) < size_t(b);
}
bool operator() (const void *a, size_t b) const {
return size_t(a) < size_t(frames[b].fn());
}
};
ActiveFunctions::ActiveFunctions() : refs(1) {}
void ActiveFunctions::addRef() {
atomicIncrement(refs);
}
void ActiveFunctions::release() {
if (atomicDecrement(refs) == 0)
delete this;
}
vector<ActiveOffset> ActiveFunctions::find(const void *function) const {
size_t fnSize = runtime::codeSize(function);
const byte *fnStart = (const byte *)function;
const void *fnEnd = fnStart + fnSize;
FrameCompare compare(frames);
vector<size_t>::const_iterator first =
std::lower_bound(sortedFrames.begin(), sortedFrames.end(), fnStart, compare);
vector<size_t>::const_iterator last =
std::upper_bound(sortedFrames.begin(), sortedFrames.end(), fnEnd, compare);
vector<ActiveOffset> result;
for (vector<size_t>::const_iterator i = first; i != last; ++i) {
const StackFrame &frame = frames[*i];
const byte *stackPos = (const byte *)frame.fn();
size_t offset = stackPos - fnStart;
if (result.empty()) {
result.push_back(ActiveOffset(offset, 1));
} else if (result.back().offset == offset) {
result.back().count++;
} else {
result.push_back(ActiveOffset(offset, 1));
}
}
return result;
}
size_t ActiveFunctions::replace(const void *function, size_t offset, const void *replace, size_t rOffset) const {
const void *exactPtr = (const byte *)function + offset;
const void *replacePtr = (const byte *)replace + rOffset;
FrameCompare compare(frames);
vector<size_t>::const_iterator found =
std::lower_bound(sortedFrames.begin(), sortedFrames.end(), exactPtr, compare);
code::Binary *replaceBinary = code::codeBinary(replace);
code::Arena *arena = replaceBinary->engine().arena();
size_t replaced = 0;
while (!compare(exactPtr, *found)) {
const StackFrame &frame = frames[*found];
if (frame.returnLocation) {
frame.updateReturnLocation(replacePtr);
// *(const void **)frame.returnLocation = replacePtr;
replaced++;
// Update any EH information on the stack:
if (*found + 1 < frames.size())
arena->updateEhInfo(replace, rOffset, frames[*found + 1].returnLocation);
}
++found;
}
return replaced;
}
void ActiveFunctions::addThread(const vector<::StackTrace> &src) {
threadStart.push_back(uthreadStart.size());
for (size_t i = 0; i < src.size(); i++) {
uthreadStart.push_back(frames.size());
const ::StackTrace &st = src[i];
for (nat j = 0; j < st.count(); j++)
frames.push_back(st[j]);
}
}
void ActiveFunctions::done() {
// Note: We know that the function allocations in the GC are pinned at this point, so it
// makes sense to do this here, even without location dependency objects, etc.
sortedFrames.reserve(frames.size());
for (size_t i = 0; i < frames.size(); i++)
sortedFrames.push_back(i);
std::sort(sortedFrames.begin(), sortedFrames.end(), FrameCompare(frames));
}
void ActiveFunctions::clear() {
frames.clear();
uthreadStart.clear();
threadStart.clear();
}
}
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