/* * Copyright (c) 2012, 2015 ARM Limited * All rights reserved * * The license below extends only to copyright in the software and shall * not be construed as granting a license to any other intellectual * property including but not limited to intellectual property relating * to a hardware implementation of the functionality of the software * licensed hereunder. You may use the software subject to the license * terms below provided that you ensure that this notice is replicated * unmodified and in its entirety in all distributions of the software, * modified or unmodified, in source code or in binary form. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer; * redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution; * neither the name of the copyright holders nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * Authors: Andreas Sandberg */ #ifndef __SIM_DRAIN_HH__ #define __SIM_DRAIN_HH__ #include #include #include #include "base/flags.hh" class Drainable; #ifndef SWIG // SWIG doesn't support strongly typed enums /** * Object drain/handover states * * An object starts out in the Running state. When the simulator * prepares to take a snapshot or prepares a CPU for handover, it * calls the drain() method to transfer the object into the Draining * or Drained state. If any object enters the Draining state * (Drainable::drain() returning >0), simulation continues until it * all objects have entered the Drained state. * * Before resuming simulation, the simulator calls resume() to * transfer the object to the Running state. * * \note Even though the state of an object (visible to the rest of * the world through Drainable::getState()) could be used to determine * if all objects have entered the Drained state, the protocol is * actually a bit more elaborate. See Drainable::drain() for details. */ enum class DrainState { Running, /** Running normally */ Draining, /** Draining buffers pending serialization/handover */ Drained /** Buffers drained, ready for serialization/handover */ }; #endif /** * This class coordinates draining of a System. * * When draining the simulator, we need to make sure that all * Drainable objects within the system have ended up in the drained * state before declaring the operation to be successful. This class * keeps track of how many objects are still in the process of * draining. Once it determines that all objects have drained their * state, it exits the simulation loop. * * @note A System might not be completely drained even though the * DrainManager has caused the simulation loop to exit. Draining needs * to be restarted until all Drainable objects declare that they don't * need further simulation to be completely drained. See Drainable for * more information. */ class DrainManager { private: DrainManager(); #ifndef SWIG DrainManager(DrainManager &) = delete; #endif ~DrainManager(); public: /** Get the singleton DrainManager instance */ static DrainManager &instance() { return _instance; } /** * Try to drain the system. * * Try to drain the system and return true if all objects are in a * the Drained state at which point the whole simulator is in a * consistent state and ready for checkpointing or CPU * handover. The simulation script must continue simulating until * the simulation loop returns "Finished drain", at which point * this method should be called again. This cycle should continue * until this method returns true. * * @return true if all objects were drained successfully, false if * more simulation is needed. */ bool tryDrain(); /** * Resume normal simulation in a Drained system. */ void resume(); /** * Run state fixups before a checkpoint restore operation * * The drain state of an object isn't stored in a checkpoint since * the whole system is always going to be in the Drained state * when the checkpoint is created. When the checkpoint is restored * at a later stage, recreated objects will be in the Running * state since the state isn't stored in checkpoints. This method * performs state fixups on all Drainable objects and the * DrainManager itself. */ void preCheckpointRestore(); /** Check if the system is drained */ bool isDrained() { return _state == DrainState::Drained; } /** Get the simulators global drain state */ DrainState state() { return _state; } /** * Notify the DrainManager that a Drainable object has finished * draining. */ void signalDrainDone(); public: void registerDrainable(Drainable *obj); void unregisterDrainable(Drainable *obj); private: /** * Thread-safe helper function to get the number of Drainable * objects in a system. */ size_t drainableCount() const; /** Lock protecting the set of drainable objects */ mutable std::mutex globalLock; /** Set of all drainable objects */ std::unordered_set _allDrainable; /** * Number of objects still draining. This is flagged atomic since * it can be manipulated by SimObjects living in different * threads. */ std::atomic_uint _count; /** Global simulator drain state */ DrainState _state; /** Singleton instance of the drain manager */ static DrainManager _instance; }; /** * Interface for objects that might require draining before * checkpointing. * * An object's internal state needs to be drained when creating a * checkpoint, switching between CPU models, or switching between * timing models. Once the internal state has been drained from * all objects in the simulator, the objects are serialized to * disc or the configuration change takes place. The process works as * follows (see simulate.py for details): * *
    *
  1. Call Drainable::drain() for every object in the * system. Draining has completed if all of them return * zero. Otherwise, the sum of the return values is loaded into * the counter of the DrainManager. A pointer to the drain * manager is passed as an argument to the drain() method. * *
  2. Continue simulation. When an object has finished draining its * internal state, it calls DrainManager::signalDrainDone() on the * manager. When the counter in the manager reaches zero, the * simulation stops. * *
  3. Check if any object still needs draining, if so repeat the * process above. * *
  4. Serialize objects, switch CPU model, or change timing model. * *
  5. Call Drainable::drainResume() and continue the simulation. *
* */ class Drainable { friend class DrainManager; public: Drainable(); virtual ~Drainable(); /** * Determine if an object needs draining and register a * DrainManager. * * When draining the state of an object, the simulator calls drain * with a pointer to a drain manager. If the object does not need * further simulation to drain internal buffers, it switched to * the Drained state and returns 0, otherwise it switches to the * Draining state and returns the number of times that it will * call Event::process() on the drain event. Most objects are * expected to return either 0 or 1. * * @note An object that has entered the Drained state can be * disturbed by other objects in the system and consequently be * forced to enter the Draining state again. The simulator * therefore repeats the draining process until all objects return * 0 on the first call to drain(). * * @param drainManager DrainManager to use to inform the simulator * when draining has completed. * * @return 0 if the object is ready for serialization now, >0 if * it needs further simulation. */ virtual unsigned int drain(DrainManager *drainManager) = 0; /** * Resume execution after a successful drain. * * @note This method is normally only called from the simulation * scripts. */ virtual void drainResume(); DrainState getDrainState() const { return _drainState; } protected: void setDrainState(DrainState new_state) { _drainState = new_state; } private: DrainManager &_drainManager; DrainState _drainState; }; #endif