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sched_setaffinity binds one thread, so the fallback that undid a GameMode pin only freed the thread that called Start(); the worker threads the fix exists to protect stayed on the daemon's cores. Walk /proc/self/task instead, and treat a readdir failure partway through as a failed restore rather than a finished one. Also stop chrome_trace_writer emitting a valueless "ts" on to_chars failure, or a bare inf/nan, either of which costs the whole trace instead of one field.
124 lines
3.9 KiB
C++
124 lines
3.9 KiB
C++
#ifndef MOCKTAIL_RUNTIME_GAME_MODE_H_
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#define MOCKTAIL_RUNTIME_GAME_MODE_H_
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#include <sched.h>
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#include <string>
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#include <string_view>
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#include "mocktail/status.h"
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namespace mocktail {
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namespace runtime {
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enum class GameModePolicy {
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kAuto,
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kOn,
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kOff,
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};
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bool ParseGameModePolicy(std::string_view value, GameModePolicy* policy);
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const char* GameModePolicyName(GameModePolicy policy);
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enum class GameModeSessionState {
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kDisabled,
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kUnavailable,
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kRequestFailed,
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kDeclinedCorePinning,
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kAlreadyActive,
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kActive,
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kStopped,
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kStopFailed,
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};
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const char* GameModeSessionStateName(GameModeSessionState state);
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// libgamemode's public header exposes header-only wrappers. The shared object
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// itself exports the real_* entry points represented by this table.
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struct GameModeClientApi {
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using RequestFn = int (*)();
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using QueryFn = int (*)();
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using ErrorFn = const char* (*)();
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RequestFn request_start = nullptr;
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RequestFn request_end = nullptr;
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QueryFn query_status = nullptr;
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ErrorFn error_string = nullptr;
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};
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// The CPU affinity calls, injectable so tests exercise the restore without
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// moving the threads they run on.
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struct CpuAffinityApi {
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// Reads the calling thread's permitted CPUs. GameMode pins every thread
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// alike, so one thread's mask is enough to detect the pin.
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using GetFn = int (*)(cpu_set_t* mask);
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// Applies `mask` to every thread of this process, not only the caller.
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// Returns 0 when each live thread took it.
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using SetFn = int (*)(const cpu_set_t* mask);
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GetFn get = nullptr;
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SetFn set = nullptr;
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};
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CpuAffinityApi HostCpuAffinityApi();
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// True when `after` permits a strict subset of the CPUs `before` permits.
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// An equal, wider or merely relocated set is not a narrowing.
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bool CpuAffinityNarrowed(const cpu_set_t& before, const cpu_set_t& after);
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// Owns at most one ref-counted GameMode request. Missing host support and
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// daemon rejection remain nonfatal because GameMode is an optimization, not a
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// correctness dependency.
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//
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// GameMode pins the calling process to the host's fastest cores when it sees a
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// wide core-speed spread. Roblox spreads its own work over a worker pool, so
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// that pin concentrates the load onto a couple of cores instead of helping,
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// and the daemon re-applies it every few seconds, so correcting the mask in
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// place does not hold. Under `auto`, a request that narrows the affinity is
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// released again: ending the request is what releases the pin. `on` is an
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// explicit choice and keeps the pinned session.
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class GameModeSession final {
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public:
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GameModeSession() = default;
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~GameModeSession();
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GameModeSession(const GameModeSession&) = delete;
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GameModeSession& operator=(const GameModeSession&) = delete;
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GameModeSession(GameModeSession&& other) noexcept;
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GameModeSession& operator=(GameModeSession&& other) = delete;
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static GameModeSession Start(GameModePolicy policy);
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static GameModeSession StartWithClientForTesting(
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GameModePolicy policy, GameModeClientApi api);
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static GameModeSession StartWithClientForTesting(
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GameModePolicy policy, GameModeClientApi api, CpuAffinityApi affinity);
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GameModeSessionState state() const { return state_; }
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const std::string& detail() const { return detail_; }
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bool active() const {
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return state_ == GameModeSessionState::kActive ||
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state_ == GameModeSessionState::kAlreadyActive;
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}
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bool owns_request() const { return owns_request_; }
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Status Stop();
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private:
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static GameModeSession StartBound(GameModePolicy policy,
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GameModeClientApi api,
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CpuAffinityApi affinity,
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void* library_handle);
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void CloseLibrary();
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GameModeClientApi api_;
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void* library_handle_ = nullptr;
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GameModeSessionState state_ = GameModeSessionState::kDisabled;
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bool owns_request_ = false;
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std::string detail_;
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};
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} // namespace runtime
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} // namespace mocktail
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#endif // MOCKTAIL_RUNTIME_GAME_MODE_H_
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