drain.hh revision 11937
1/*
2 * Copyright (c) 2012, 2015, 2017 ARM Limited
3 * All rights reserved
4 *
5 * The license below extends only to copyright in the software and shall
6 * not be construed as granting a license to any other intellectual
7 * property including but not limited to intellectual property relating
8 * to a hardware implementation of the functionality of the software
9 * licensed hereunder.  You may use the software subject to the license
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13 *
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15 * modification, are permitted provided that the following conditions are
16 * met: redistributions of source code must retain the above copyright
17 * notice, this list of conditions and the following disclaimer;
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23 * this software without specific prior written permission.
24 *
25 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
26 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
27 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
30 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
31 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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36 *
37 * Authors: Andreas Sandberg
38 */
39
40#ifndef __SIM_DRAIN_HH__
41#define __SIM_DRAIN_HH__
42
43#include <atomic>
44#include <mutex>
45#include <vector>
46
47class Drainable;
48
49#ifndef SWIG // SWIG doesn't support strongly typed enums
50/**
51 * Object drain/handover states
52 *
53 * An object starts out in the Running state. When the simulator
54 * prepares to take a snapshot or prepares a CPU for handover, it
55 * calls the drain() method to transfer the object into the Draining
56 * or Drained state. If any object enters the Draining state
57 * (Drainable::drain() returning >0), simulation continues until it
58 * all objects have entered the Drained state.
59 *
60 * Before resuming simulation, the simulator calls resume() to
61 * transfer the object to the Running state. This in turn results in a
62 * call to drainResume() for all Drainable objects in the
63 * simulator. New Drainable objects may be created while resuming. In
64 * such cases, the new objects will be created in the Resuming state
65 * and later resumed.
66 *
67 * \note Even though the state of an object (visible to the rest of
68 * the world through Drainable::getState()) could be used to determine
69 * if all objects have entered the Drained state, the protocol is
70 * actually a bit more elaborate. See Drainable::drain() for details.
71 */
72enum class DrainState {
73    Running,  /** Running normally */
74    Draining, /** Draining buffers pending serialization/handover */
75    Drained,  /** Buffers drained, ready for serialization/handover */
76    Resuming, /** Transient state while the simulator is resuming */
77};
78#endif
79
80/**
81 * This class coordinates draining of a System.
82 *
83 * When draining the simulator, we need to make sure that all
84 * Drainable objects within the system have ended up in the drained
85 * state before declaring the operation to be successful. This class
86 * keeps track of how many objects are still in the process of
87 * draining. Once it determines that all objects have drained their
88 * state, it exits the simulation loop.
89 *
90 * @note A System might not be completely drained even though the
91 * DrainManager has caused the simulation loop to exit. Draining needs
92 * to be restarted until all Drainable objects declare that they don't
93 * need further simulation to be completely drained. See Drainable for
94 * more information.
95 */
96class DrainManager
97{
98  private:
99    DrainManager();
100#ifndef SWIG
101    DrainManager(DrainManager &) = delete;
102#endif
103    ~DrainManager();
104
105  public:
106    /** Get the singleton DrainManager instance */
107    static DrainManager &instance() { return _instance; }
108
109    /**
110     * Try to drain the system.
111     *
112     * Try to drain the system and return true if all objects are in a
113     * the Drained state at which point the whole simulator is in a
114     * consistent state and ready for checkpointing or CPU
115     * handover. The simulation script must continue simulating until
116     * the simulation loop returns "Finished drain", at which point
117     * this method should be called again. This cycle should continue
118     * until this method returns true.
119     *
120     * @return true if all objects were drained successfully, false if
121     * more simulation is needed.
122     */
123    bool tryDrain();
124
125    /**
126     * Resume normal simulation in a Drained system.
127     */
128    void resume();
129
130    /**
131     * Run state fixups before a checkpoint restore operation
132     *
133     * The drain state of an object isn't stored in a checkpoint since
134     * the whole system is always going to be in the Drained state
135     * when the checkpoint is created. When the checkpoint is restored
136     * at a later stage, recreated objects will be in the Running
137     * state since the state isn't stored in checkpoints. This method
138     * performs state fixups on all Drainable objects and the
139     * DrainManager itself.
140     */
141    void preCheckpointRestore();
142
143    /** Check if the system is drained */
144    bool isDrained() const { return _state == DrainState::Drained; }
145
146    /** Get the simulators global drain state */
147    DrainState state() const { return _state; }
148
149    /**
150     * Notify the DrainManager that a Drainable object has finished
151     * draining.
152     */
153    void signalDrainDone();
154
155  public:
156    void registerDrainable(Drainable *obj);
157    void unregisterDrainable(Drainable *obj);
158
159  private:
160    /**
161     * Helper function to check if all Drainable objects are in a
162     * specific state.
163     */
164    bool allInState(DrainState state) const;
165
166    /**
167     * Thread-safe helper function to get the number of Drainable
168     * objects in a system.
169     */
170    size_t drainableCount() const;
171
172    /** Lock protecting the set of drainable objects */
173    mutable std::mutex globalLock;
174
175    /** Set of all drainable objects */
176    std::vector<Drainable *> _allDrainable;
177
178    /**
179     * Number of objects still draining. This is flagged atomic since
180     * it can be manipulated by SimObjects living in different
181     * threads.
182     */
183    std::atomic_uint _count;
184
185    /** Global simulator drain state */
186    DrainState _state;
187
188    /** Singleton instance of the drain manager */
189    static DrainManager _instance;
190};
191
192/**
193 * Interface for objects that might require draining before
194 * checkpointing.
195 *
196 * An object's internal state needs to be drained when creating a
197 * checkpoint, switching between CPU models, or switching between
198 * timing models. Once the internal state has been drained from
199 * <i>all</i> objects in the simulator, the objects are serialized to
200 * disc or the configuration change takes place. The process works as
201 * follows (see simulate.py for details):
202 *
203 * <ol>
204 * <li>DrainManager::tryDrain() calls Drainable::drain() for every
205 *     object in the system. Draining has completed if all of them
206 *     return true. Otherwise, the drain manager keeps track of the
207 *     objects that requested draining and waits for them to signal
208 *     that they are done draining using the signalDrainDone() method.
209 *
210 * <li>Continue simulation. When an object has finished draining its
211 *     internal state, it calls DrainManager::signalDrainDone() on the
212 *     manager. The drain manager keeps track of the objects that
213 *     haven't drained yet, simulation stops when the set of
214 *     non-drained objects becomes empty.
215 *
216 * <li>Check if any object still needs draining
217 *     (DrainManager::tryDrain()), if so repeat the process above.
218 *
219 * <li>Serialize objects, switch CPU model, or change timing model.
220 *
221 * <li>Call DrainManager::resume(), which in turn calls
222 *     Drainable::drainResume() for all objects, and then continue the
223 *     simulation.
224 * </ol>
225 *
226 */
227class Drainable
228{
229    friend class DrainManager;
230
231  protected:
232    Drainable();
233    virtual ~Drainable();
234
235    /**
236     * Notify an object that it needs to drain its state.
237     *
238     * If the object does not need further simulation to drain
239     * internal buffers, it returns DrainState::Drained and
240     * automatically switches to the Drained state. If the object
241     * needs more simulation, it returns DrainState::Draining and
242     * automatically enters the Draining state. Other return values
243     * are invalid.
244     *
245     * @note An object that has entered the Drained state can be
246     * disturbed by other objects in the system and consequently stop
247     * being drained. These perturbations are not visible in the drain
248     * state. The simulator therefore repeats the draining process
249     * until all objects return DrainState::Drained on the first call
250     * to drain().
251     *
252     * @return DrainState::Drained if the object is drained at this
253     * point in time, DrainState::Draining if it needs further
254     * simulation.
255     */
256    virtual DrainState drain() = 0;
257
258    /**
259     * Resume execution after a successful drain.
260     */
261    virtual void drainResume() {};
262
263    /**
264     * Signal that an object is drained
265     *
266     * This method is designed to be called whenever an object enters
267     * into a state where it is ready to be drained. The method is
268     * safe to call multiple times and there is no need to check that
269     * draining has been requested before calling this method.
270     */
271    void signalDrainDone() const {
272        switch (_drainState) {
273          case DrainState::Running:
274          case DrainState::Drained:
275          case DrainState::Resuming:
276            return;
277          case DrainState::Draining:
278            _drainState = DrainState::Drained;
279            _drainManager.signalDrainDone();
280            return;
281        }
282    }
283
284  public:
285    /** Return the current drain state of an object. */
286    DrainState drainState() const { return _drainState; }
287
288    /**
289     * Notify a child process of a fork.
290     *
291     * When calling fork in gem5, we need to ensure that resources
292     * shared between the parent and the child are consistent. This
293     * method is intended to be overloaded to handle that. For
294     * example, an object could use this method to re-open input files
295     * to get a separate file description with a private file offset.
296     *
297     * This method is only called in the child of the fork. The call
298     * takes place in a drained system.
299     */
300    virtual void notifyFork() {};
301
302  private:
303    /** DrainManager interface to request a drain operation */
304    DrainState dmDrain();
305    /** DrainManager interface to request a resume operation */
306    void dmDrainResume();
307
308    /** Convenience reference to the drain manager */
309    DrainManager &_drainManager;
310
311    /**
312     * Current drain state of the object. Needs to be mutable since
313     * objects need to be able to signal that they have transitioned
314     * into a Drained state even if the calling method is const.
315     */
316    mutable DrainState _drainState;
317};
318
319#endif
320