Пример #1
0
void replay_finish(void)
{
    if (replay_mode == REPLAY_MODE_NONE) {
        return;
    }

    replay_save_instructions();

    /* finalize the file */
    if (replay_file) {
        if (replay_mode == REPLAY_MODE_RECORD) {
            /* write end event */
            replay_put_event(EVENT_END);

            /* write header */
            fseek(replay_file, 0, SEEK_SET);
            replay_put_dword(REPLAY_VERSION);
        }

        fclose(replay_file);
        replay_file = NULL;
    }
    if (replay_filename) {
        g_free(replay_filename);
        replay_filename = NULL;
    }

    replay_finish_events();
    replay_mutex_destroy();
}
Пример #2
0
bool replay_checkpoint(ReplayCheckpoint checkpoint)
{
    bool res = false;
    assert(EVENT_CHECKPOINT + checkpoint <= EVENT_CHECKPOINT_LAST);
    replay_save_instructions();

    if (!replay_file) {
        return true;
    }

    replay_mutex_lock();

    if (replay_mode == REPLAY_MODE_PLAY) {
        if (replay_next_event_is(EVENT_CHECKPOINT + checkpoint)) {
            replay_finish_event();
        } else if (replay_state.data_kind != EVENT_ASYNC) {
            res = false;
            goto out;
        }
        replay_read_events(checkpoint);
        /* replay_read_events may leave some unread events.
           Return false if not all of the events associated with
           checkpoint were processed */
        res = replay_state.data_kind != EVENT_ASYNC;
    } else if (replay_mode == REPLAY_MODE_RECORD) {
        replay_put_event(EVENT_CHECKPOINT + checkpoint);
        replay_save_events(checkpoint);
        res = true;
    }
out:
    replay_mutex_unlock();
    return res;
}
Пример #3
0
void replay_char_read_all_save_buf(uint8_t *buf, int offset)
{
    replay_save_instructions();
    replay_mutex_lock();
    replay_put_event(EVENT_CHAR_READ_ALL);
    replay_put_array(buf, offset);
    replay_mutex_unlock();
}
Пример #4
0
void replay_char_read_all_save_error(int res)
{
    assert(res < 0);
    replay_save_instructions();
    replay_mutex_lock();
    replay_put_event(EVENT_CHAR_READ_ALL_ERROR);
    replay_put_dword(res);
    replay_mutex_unlock();
}
Пример #5
0
void replay_char_write_event_save(int res, int offset)
{
    replay_save_instructions();
    replay_mutex_lock();
    replay_put_event(EVENT_CHAR_WRITE);
    replay_put_dword(res);
    replay_put_dword(offset);
    replay_mutex_unlock();
}
Пример #6
0
bool replay_checkpoint(ReplayCheckpoint checkpoint)
{
    bool res = false;
    static bool in_checkpoint;
    assert(EVENT_CHECKPOINT + checkpoint <= EVENT_CHECKPOINT_LAST);

    if (!replay_file) {
        return true;
    }

    if (in_checkpoint) {
        /* If we are already in checkpoint, then there is no need
           for additional synchronization.
           Recursion occurs when HW event modifies timers.
           Timer modification may invoke the checkpoint and
           proceed to recursion. */
        return true;
    }
    in_checkpoint = true;

    replay_save_instructions();

    if (replay_mode == REPLAY_MODE_PLAY) {
        g_assert(replay_mutex_locked());
        if (replay_next_event_is(EVENT_CHECKPOINT + checkpoint)) {
            replay_finish_event();
        } else if (replay_state.data_kind != EVENT_ASYNC) {
            res = false;
            goto out;
        }
        replay_read_events(checkpoint);
        /* replay_read_events may leave some unread events.
           Return false if not all of the events associated with
           checkpoint were processed */
        res = replay_state.data_kind != EVENT_ASYNC;
    } else if (replay_mode == REPLAY_MODE_RECORD) {
        g_assert(replay_mutex_locked());
        replay_put_event(EVENT_CHECKPOINT + checkpoint);
        /* This checkpoint belongs to several threads.
           Processing events from different threads is
           non-deterministic */
        if (checkpoint != CHECKPOINT_CLOCK_WARP_START
            /* FIXME: this is temporary fix, other checkpoints
                      may also be invoked from the different threads someday.
                      Asynchronous event processing should be refactored
                      to create additional replay event kind which is
                      nailed to the one of the threads and which processes
                      the event queue. */
            && checkpoint != CHECKPOINT_CLOCK_VIRTUAL) {
            replay_save_events(checkpoint);
        }
        res = true;
    }
out:
    in_checkpoint = false;
    return res;
}
Пример #7
0
bool replay_interrupt(void)
{
    if (replay_mode == REPLAY_MODE_RECORD) {
        g_assert(replay_mutex_locked());
        replay_save_instructions();
        replay_put_event(EVENT_INTERRUPT);
        return true;
    } else if (replay_mode == REPLAY_MODE_PLAY) {
        g_assert(replay_mutex_locked());
        bool res = replay_has_interrupt();
        if (res) {
            replay_finish_event();
        }
        return res;
    }

    return true;
}
Пример #8
0
bool replay_exception(void)
{

    if (replay_mode == REPLAY_MODE_RECORD) {
        g_assert(replay_mutex_locked());
        replay_save_instructions();
        replay_put_event(EVENT_EXCEPTION);
        return true;
    } else if (replay_mode == REPLAY_MODE_PLAY) {
        g_assert(replay_mutex_locked());
        bool res = replay_has_exception();
        if (res) {
            replay_finish_event();
        }
        return res;
    }

    return true;
}