LUMIERA.clone/src/steam/control/steam-dispatcher.cpp
Ichthyostega fdd8e2d595 Library: identify reason for deadlock
- the deadlock was caused by leaking error state through the C-style lumiera_error

- but the reason for the deadlock lies in the »convenience shortcut«
  in the Object-Monitor scope guard for entering a wait state immediately.
  This function undermines the unlocking-guarantee, when an exception
  emanates from within the wait() function itself.
2023-09-30 23:55:42 +02:00

492 lines
18 KiB
C++

/*
SteamDispatcher - Steam-Layer command dispatch and execution
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* *****************************************************/
/** @file steam-dispatcher.cpp
** Implementation details of running commands and the builder.
** The SteamDispatcher is at the heart of the session subsystem and implements a
** (single) session thread to perform commands and trigger builder runs. New commands
** can be enqueued with a dedicated CommandQueue, while the details of operation control
** logic are encapsulated in a [logic component](\ref Looper).
**
** # Operational Semantics
** We need to distinguish between the SteamDispatcher itself, which is a static (singleton) service,
** and the »Session Subsystem« plus the _Session proper._ The subsystem has an application-global lifecycle,
** while the Session itself is a data structure and can be closed, opened or re-loaded. There is a singular
** transactional access point to the Session datastructure, which can be switched to new session contents.
** But external manipulation of the session contents is performed by commands, which are _dispatched_ --
** to manage this process is the concern of the »Session Subsystem«.
**
** Closing a session blocks further command processing, while the lifecycle of the _Session Subsystem_ is
** actually linked to _running the \ref DispatcherLoop_ -- implementation logic defined within this
** translation unit. This loop implementation is performed in a dedicated thread, _the Session Loop Thread._
** And this also entails opening the public SessionCommandService interface.
**
** ## Loop operation control
** The loop starts with a blocking wait state, bound to the condition Looper::requireAction. Here, Looper
** is a helper to encapsulate the control logic, separated from the actual control flow. In the loop body,
** depending on the Looper's decision, either the next command is fetched from the CommandQueue and dispatched,
** or a builder run is triggered, rebuilding the »Low-Level-Model« to reflect the executed command's effects.
** After these working actions, a _"check point"_ is reached in Looper::markStateProcessed, which updates
** the logic and manages a _dirty state_ to control builder runs. After that, the looping control flow
** again enters the possibly blocking condition wait.
** - after a command has been dispatched, the builder is _dirty_ and needs to run
** - yet we continue to dispatch further commands, until the queue is emptied
** - and only after a further small latency wait, the builder run is triggered
** - but we _enforce a builder run_ after some extended timeout period, even
** when the command queue is not yet emptied
** - from the outside, it is possible to deactivate processing and place the
** loop into dormant state. This is used while closing or loading the Session
** - and of course we can request the Session Loop Thread to stop, for shutting
** down the »Session Subsystem« as a whole
** - in both cases the currently performed action (command or builder) is
** finished, without interrupt
**
** ## Locking
** The SteamDispatcher uses an "inner and outer capsule" design, and both layers are locked independently.
** On the outer layer, locking ensures sanity of the control data structures, while locking on the inner
** layer guards the communication with the Session Loop Thread, and coordinates sleep wait and notification.
** As usual with Lumiera's Thread wrapper, the management of the thread's lifecycle itself, hand-over of
** parameters, and starting / joining of the thread operation is protected by separate locking embedded
** into the thread and threadpool handling code.
** @note most of the time, the Session Loop Thread does not hold any lock, most notably while performing
** a command or running the builder. Likewise, evaluation of the control logic in the Looper helper
** is a private detail of the performing thread. The lock is acquired solely for checking or leaving
** the wait state and when fetching the next command from queue.
**
** @see SteamDispatcher
** @see DispatcherLooper_test
** @see CommandQueue_test
**
*/
#include "lib/error.hpp"
#include "include/logging.h"
#include "steam/control/steam-dispatcher.hpp"
#include "steam/control/command-dispatch.hpp"
#include "steam/control/command-queue.hpp"
#include "steam/control/looper.hpp"
#include "steam/control/session-command-service.hpp"
#include "steam/mobject/session.hpp"
#include "lib/depend-inject.hpp"
#include "lib/sync-barrier.hpp"
#include "lib/thread.hpp"
#include "lib/util.hpp" ///////////////TODO for test command invocation
#include <memory>
using lib::Sync;
using lib::RecursiveLock_Waitable;
using lib::SyncBarrier;
using lib::Thread;
using std::unique_ptr;
namespace steam {
namespace control {
namespace error = lumiera::error;
/********************************************************************//**
* PImpl within SteamDispatcher to implement the _Session Loop Thread._
* During the lifetime of this object...
* - the SessionCommandService is offered to enqueue commands
* - the Session Loop thread dispatches commands and triggers the Builder
* @see DispatcherLooper_test
*/
class DispatcherLoop
: public CommandDispatch
, public Sync<RecursiveLock_Waitable>
{
using ServiceHandle = lib::DependInject<SessionCommandService>::ServiceInstance<>;
/** manage the primary public Session interface */
ServiceHandle commandService_;
SyncBarrier init_;
CommandQueue queue_;
Looper looper_;
Thread thread_;
public:
/** start the session loop thread
* @param notification callback to invoke on thread termination
* @remark _in theory_ this ctor could block, since it waits for the thread
* actually to get operational and it waits for the SessionCommand interface
* to be opened. The latter _better should not_ run into any obstacles, because
* in case it does, the main application thread will be deadlocked on startup.
* Such might happen indirectly, when something depends on "the Session"
*/
DispatcherLoop (Subsys::SigTerm notification)
: commandService_{ServiceHandle::NOT_YET_STARTED}
, queue_{}
, looper_([&]() -> bool
{
return not queue_.empty();
})
, thread_{"Lumiera Session"
,&DispatcherLoop::runSessionThread
, this, notification}
{
init_.sync(); // done with setup; loop may run now....
INFO (session, "Steam-Dispatcher running...");
{
Lock(this); // open public session interface:
commandService_.createInstance(*this);
}
}
~DispatcherLoop()
{
try {
commandService_.shutdown(); // redundant call, to ensure session interface is closed reliably
INFO (session, "Steam-Dispatcher stopped.");
}
ERROR_LOG_AND_IGNORE(session, "Stopping the Steam-Dispatcher");
}
void
activateCommandProecssing()
{
Lock sync(this);
looper_.enableProcessing(true);
INFO (command, "Session command processing activated.");
sync.notifyAll();
}
void
deactivateCommandProecssing()
{
Lock sync(this);
looper_.enableProcessing(false);
INFO (command, "Session command interface closed.");
sync.notifyAll();
}
void
requestStop() noexcept
{
Lock sync(this);
commandService_.shutdown(); // closes Session interface
looper_.triggerShutdown();
sync.notifyAll();
}
void
awaitStateProcessed() const
{
Lock(unConst(this)).wait(unConst(*this), &DispatcherLoop::isStateSynched); ///////////////////////TICKET #1051 : support bool-λ and fix the correctness-error in the »convenience shortcut«
////////////////////////TICKET #1057 : const correctness on wait predicate
// wake-up typically by updateState()
}
size_t
size() const
{
Lock sync(this);
return queue_.size();
}
/* === CommandDispatch interface === */
void
enqueue (Command&& cmd) override
{
Lock sync(this);
queue_.feed (move (cmd));
sync.notifyAll();
}
void
clear() override
{
Lock sync(this);
queue_.clear();
sync.notifyAll();
}
private:
/**
* any operation running in the Session thread is
* started from here. When this loop terminates,
* the »session subsystem« shuts down.
*/
void
runSessionThread (Subsys::SigTerm notifyEnd)
{
string errorMsg;
init_.sync();
try
{
while (looper_.shallLoop())
{
awaitAction();
if (looper_.isDying())
break;
if (looper_.runBuild())
startBuilder();
else
if (looper_.isWorking())
processCommands();
updateState();
}
}
catch (std::exception& problem)
{ // could also be lumiera::Error
errorMsg = problem.what();
lumiera_error(); // clear error flag
}
catch (...)
{
errorMsg = string{lumiera_error()};
}
// leave the Session thread...
// send notification of subsystem shutdown
notifyEnd (&errorMsg);
}
void
awaitAction() ///< at begin of loop body...
{
Lock(this).wait(looper_, &Looper::requireAction,
looper_.getTimeout());
}
void
updateState() ///< at end of loop body...
{
looper_.markStateProcessed();
if (looper_.isDisabled()) // otherwise wake-up would not be safe
Lock(this).notifyAll();
}
bool
isStateSynched()
{
if (thread_.invokedWithinThread())
throw error::Fatal("Possible Deadlock. "
"Attempt to synchronise to a command processing check point "
"from within the (single) session thread."
, error::LUMIERA_ERROR_LIFECYCLE);
return not looper_.hasPendingChanges();
}
void
processCommands()
{
Command cmd;
{
Lock sync(this);
if (not queue_.empty())
cmd = queue_.pop();
}
if (cmd)
{
INFO (command, "+++ dispatch %s", util::cStr(cmd)); ///////////////////////////////TICKET #211 actually use a command logging and execution strategy here
//////////////////////////////////////////////////////TODO : magic to invoke commands from unit tests
if (util::startsWith (string(cmd.getID()), "test"))
{
INFO (command, "+++ -------->>> bang!");
auto resultState = cmd();
resultState.maybeThrow();
}
//////////////////////////////////////////////////////TODO : magic to invoke commands from unit tests
}
}
void
startBuilder()
{
INFO (builder, "+++ start the Steam-Builder...");
}
};
/** storage for Singleton access */
lib::Depend<SteamDispatcher> SteamDispatcher::instance;
/* ======== SteamDispatcher implementation ======== */
SteamDispatcher::SteamDispatcher() { }
SteamDispatcher::~SteamDispatcher() { }
/** starting the SteamDispatcher means to start the session subsystem.
* @return `false` when _starting_ failed since it is already running...
* @remark this function implements the start operation for the »session subsystem«.
* More specifically, this operation starts a new thread to perform the
* _session loop,_ which means to perform commands and trigger the builder.
* It might block temporarily for synchronisation with this new thread and
* while opening the SessionCommand facade.
*/
bool
SteamDispatcher::start (Subsys::SigTerm termNotification)
{
Lock sync(this);
if (runningLoop_) return false;
runningLoop_.reset (
new DispatcherLoop (
[=] (string* problemMessage)
{
SteamDispatcher::endRunningLoopState();
termNotification(problemMessage);
}));
if (active_)
runningLoop_->activateCommandProecssing();
return true;
}
/** whether the »session subsystem« is operational.
* @return `true` if the session loop thread has been fully
* started and is not (yet) completely terminated.
*/
bool
SteamDispatcher::isRunning()
{
Lock sync(this);
return bool(runningLoop_);
}
/** signal to the loop thread that it needs to terminate.
* @note the immediate consequence is to close SessionCommandService
*/
void
SteamDispatcher::requestStop() noexcept
{
try {
Lock sync(this);
if (runningLoop_)
runningLoop_->requestStop();
}
ERROR_LOG_AND_IGNORE (command, "Request for Session Loop Thread to terminate");
}
/** @internal clean-up when leaving the session loop thread.
* This function is hooked up in to the termination callback,
* and is in fact the only one to delete the loop PImpl. We
* take the (outer) lock on SteamDispatcher to ensure no one
* commits anything to the DispatcherLoop object while being
* deleted. The call itself, while technically originating
* from within DispatcherLoop::runSessionThread(), relies
* solely on stack based context data and is a tail call.
*/
void
SteamDispatcher::endRunningLoopState()
{
Lock sync(this);
if (runningLoop_)
runningLoop_.reset(); // delete DispatcherLoop object
else
WARN (command, "clean-up of DispatcherLoop invoked, "
"while SteamDispatcher is not marked as 'running'. "
"Likely an error in lifecycle logic, as the only one "
"intended to delete this object is the loop thread itself.");
}
/** activate processing of enqueued session commands.
* @remarks command processing serves as public external interface
* to the session. This call is used by the session lifecycle (SessManagerImpl)
* when the session is brought up; any other invocation runs danger to mess up
* the session lifecycle state and process commands on a deconfigured session.
* In case the dispatcher loop is not actually running, the activation state
* is stored and applied accordingly later, when the loop is fired up.
*/
void
SteamDispatcher::activate()
{
Lock sync(this);
active_ = true;
if (runningLoop_)
runningLoop_->activateCommandProecssing();
}
/** halt further processing of session commands
* @note the processing itself runs in a separate thread, thus any currently
* ongoing command or builder execution will be completed prior to this setting
* to take effect. If the intention is to halt processing because the session is
* about to dismantled, it is mandatory to awaitDeactivation()
*/
void
SteamDispatcher::deactivate()
{
Lock sync(this);
active_ = false;
if (runningLoop_)
runningLoop_->deactivateCommandProecssing();
}
/** block until the dispatcher has actually reached disabled state.
* @warning beware of invoking this function from within the session thread,
* since the waiting relies on the very lock also used to coordinate
* command processing and builder runs within that thread.
* @throw error::Fatal when a deadlock due to such a recursive call can be detected
*/
void
SteamDispatcher::awaitDeactivation()
{
Lock sync(this);
if (runningLoop_)
runningLoop_->awaitStateProcessed();
}
/** discard any commands waiting in the dispatcher queue */
void
SteamDispatcher::clear()
{
Lock sync(this);
if (not empty())
{
WARN (command, "DISCARDING pending Session commands.");
REQUIRE (runningLoop_);
runningLoop_->clear();
}
}
bool
SteamDispatcher::empty() const
{
Lock sync(this);
return not runningLoop_
or 0 == runningLoop_->size();
}
}} // namespace steam::control