/* * Copyright (c) 2012, 2015, 2017 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 class Drainable; /** * 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. This in turn results in a * call to drainResume() for all Drainable objects in the * simulator. New Drainable objects may be created while resuming. In * such cases, the new objects will be created in the Resuming state * and later resumed. * * \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 */ Resuming, /** Transient state while the simulator is resuming */ }; /** * 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(); DrainManager(DrainManager &) = delete; ~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() const { return _state == DrainState::Drained; } /** Get the simulators global drain state */ DrainState state() const { return _state; } /** * Notify the DrainManager that a Drainable object has finished * draining. */ void signalDrainDone(); public: void registerDrainable(Drainable *obj); void unregisterDrainable(Drainable *obj); private: /** * Helper function to check if all Drainable objects are in a * specific state. */ bool allInState(DrainState state) const; /** * 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::vector _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. DrainManager::tryDrain() calls Drainable::drain() for every * object in the system. Draining has completed if all of them * return true. Otherwise, the drain manager keeps track of the * objects that requested draining and waits for them to signal * that they are done draining using the signalDrainDone() method. * *
  2. Continue simulation. When an object has finished draining its * internal state, it calls DrainManager::signalDrainDone() on the * manager. The drain manager keeps track of the objects that * haven't drained yet, simulation stops when the set of * non-drained objects becomes empty. * *
  3. Check if any object still needs draining * (DrainManager::tryDrain()), if so repeat the process above. * *
  4. Serialize objects, switch CPU model, or change timing model. * *
  5. Call DrainManager::resume(), which in turn calls * Drainable::drainResume() for all objects, and then continue the * simulation. *
* */ class Drainable { friend class DrainManager; protected: Drainable(); virtual ~Drainable(); /** * Notify an object that it needs to drain its state. * * If the object does not need further simulation to drain * internal buffers, it returns DrainState::Drained and * automatically switches to the Drained state. If the object * needs more simulation, it returns DrainState::Draining and * automatically enters the Draining state. Other return values * are invalid. * * @note An object that has entered the Drained state can be * disturbed by other objects in the system and consequently stop * being drained. These perturbations are not visible in the drain * state. The simulator therefore repeats the draining process * until all objects return DrainState::Drained on the first call * to drain(). * * @return DrainState::Drained if the object is drained at this * point in time, DrainState::Draining if it needs further * simulation. */ virtual DrainState drain() = 0; /** * Resume execution after a successful drain. */ virtual void drainResume() {}; /** * Signal that an object is drained * * This method is designed to be called whenever an object enters * into a state where it is ready to be drained. The method is * safe to call multiple times and there is no need to check that * draining has been requested before calling this method. */ void signalDrainDone() const { switch (_drainState) { case DrainState::Running: case DrainState::Drained: case DrainState::Resuming: return; case DrainState::Draining: _drainState = DrainState::Drained; _drainManager.signalDrainDone(); return; } } public: /** Return the current drain state of an object. */ DrainState drainState() const { return _drainState; } /** * Notify a child process of a fork. * * When calling fork in gem5, we need to ensure that resources * shared between the parent and the child are consistent. This * method is intended to be overloaded to handle that. For * example, an object could use this method to re-open input files * to get a separate file description with a private file offset. * * This method is only called in the child of the fork. The call * takes place in a drained system. */ virtual void notifyFork() {}; private: /** DrainManager interface to request a drain operation */ DrainState dmDrain(); /** DrainManager interface to request a resume operation */ void dmDrainResume(); /** Convenience reference to the drain manager */ DrainManager &_drainManager; /** * Current drain state of the object. Needs to be mutable since * objects need to be able to signal that they have transitioned * into a Drained state even if the calling method is const. */ mutable DrainState _drainState; }; #endif