Merge pull request #144 from mdiluz/add-config-hotreloading

Add config hot-reloading
This commit is contained in:
Alex Smith
2019-05-24 08:58:43 +01:00
committed by GitHub
6 changed files with 279 additions and 57 deletions

View File

@@ -99,6 +99,17 @@ static void game_mode_context_leave(GameModeContext *self);
static char *game_mode_context_find_exe(pid_t pid);
static void game_mode_execute_scripts(char scripts[CONFIG_LIST_MAX][CONFIG_VALUE_MAX], int timeout);
static void start_reaper_thread(GameModeContext *self)
{
pthread_mutex_init(&self->reaper.mutex, NULL);
pthread_cond_init(&self->reaper.condition, NULL);
self->reaper.running = true;
if (pthread_create(&self->reaper.thread, NULL, game_mode_context_reaper, self) != 0) {
FATAL_ERROR("Couldn't construct a new thread");
}
}
void game_mode_context_init(GameModeContext *self)
{
if (had_context_init) {
@@ -120,14 +131,25 @@ void game_mode_context_init(GameModeContext *self)
game_mode_initialise_gpu(self->config, &self->target_gpu);
pthread_rwlock_init(&self->rwlock, NULL);
pthread_mutex_init(&self->reaper.mutex, NULL);
pthread_cond_init(&self->reaper.condition, NULL);
/* Get the reaper thread going */
self->reaper.running = true;
if (pthread_create(&self->reaper.thread, NULL, game_mode_context_reaper, self) != 0) {
FATAL_ERROR("Couldn't construct a new thread");
}
start_reaper_thread(self);
}
static void end_reaper_thread(GameModeContext *self)
{
self->reaper.running = false;
/* We might be stuck waiting, so wake it up again */
pthread_mutex_lock(&self->reaper.mutex);
pthread_cond_signal(&self->reaper.condition);
pthread_mutex_unlock(&self->reaper.mutex);
/* Join the thread as soon as possible */
pthread_join(self->reaper.thread, NULL);
pthread_cond_destroy(&self->reaper.condition);
pthread_mutex_destroy(&self->reaper.mutex);
}
void game_mode_context_destroy(GameModeContext *self)
@@ -143,18 +165,8 @@ void game_mode_context_destroy(GameModeContext *self)
had_context_init = false;
game_mode_client_free(self->client);
self->reaper.running = false;
/* We might be stuck waiting, so wake it up again */
pthread_mutex_lock(&self->reaper.mutex);
pthread_cond_signal(&self->reaper.condition);
pthread_mutex_unlock(&self->reaper.mutex);
/* Join the thread as soon as possible */
pthread_join(self->reaper.thread, NULL);
pthread_cond_destroy(&self->reaper.condition);
pthread_mutex_destroy(&self->reaper.mutex);
end_reaper_thread(self);
/* Destroy the gpu object */
game_mode_free_gpu(&self->stored_gpu);
@@ -324,6 +336,20 @@ int game_mode_context_num_clients(GameModeContext *self)
return atomic_load(&self->refcount);
}
static int game_mode_apply_client_optimisations(GameModeContext *self, pid_t client)
{
/* Store current renice and apply */
game_mode_apply_renice(self, client, 0 /* expect zero value to start with */);
/* Store current ioprio value and apply */
game_mode_apply_ioprio(self, client, IOPRIO_DEFAULT);
/* Apply scheduler policies */
game_mode_apply_scheduling(self, client);
return 0;
}
int game_mode_context_register(GameModeContext *self, pid_t client, pid_t requester)
{
errno = 0;
@@ -410,21 +436,16 @@ int game_mode_context_register(GameModeContext *self, pid_t client, pid_t reques
/* Update the list */
cl->next = self->client;
self->client = cl;
pthread_rwlock_unlock(&self->rwlock);
/* First add, init */
if (atomic_fetch_add_explicit(&self->refcount, 1, memory_order_seq_cst) == 0) {
game_mode_context_enter(self);
}
/* Store current renice and apply */
game_mode_apply_renice(self, client, 0 /* expect zero value to start with */);
game_mode_apply_client_optimisations(self, client);
/* Store current ioprio value and apply */
game_mode_apply_ioprio(self, client, IOPRIO_DEFAULT);
/* Apply scheduler policies */
game_mode_apply_scheduling(self, client);
/* Unlock now we're done applying optimisations */
pthread_rwlock_unlock(&self->rwlock);
game_mode_client_count_changed();
@@ -438,6 +459,17 @@ error_cleanup:
return err;
}
static int game_mode_remove_client_optimisations(GameModeContext *self, pid_t client)
{
/* Restore the ioprio value for the process, expecting it to be the config value */
game_mode_apply_ioprio(self, client, (int)config_get_ioprio_value(self->config));
/* Restore the renice value for the process, expecting it to be our config value */
game_mode_apply_renice(self, client, (int)config_get_renice_value(self->config));
return 0;
}
int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requester)
{
GameModeClient *cl = NULL;
@@ -491,9 +523,6 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
break;
}
/* Unlock here, potentially yielding */
pthread_rwlock_unlock(&self->rwlock);
if (!found) {
LOG_HINTED(
ERROR,
@@ -503,6 +532,7 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
" -- with a nearby 'Removing expired game' which means we cleaned up properly\n"
" -- (we will log this event). This hint will be displayed only once.\n",
client);
pthread_rwlock_unlock(&self->rwlock);
return -1;
}
@@ -511,14 +541,13 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
game_mode_context_leave(self);
}
game_mode_remove_client_optimisations(self, client);
/* Unlock now we're done applying optimisations */
pthread_rwlock_unlock(&self->rwlock);
game_mode_client_count_changed();
/* Restore the ioprio value for the process, expecting it to be the config value */
game_mode_apply_ioprio(self, client, (int)config_get_ioprio_value(self->config));
/* Restore the renice value for the process, expecting it to be our config value */
game_mode_apply_renice(self, client, (int)config_get_renice_value(self->config));
return 0;
}
@@ -613,6 +642,39 @@ static void game_mode_client_free(GameModeClient *client)
free(client);
}
/* Internal refresh config function (assumes no contention with reaper thread) */
static void game_mode_reload_config_internal(GameModeContext *self)
{
LOG_MSG("Reloading config...\n");
/* Make sure we have a readwrite lock on ourselves */
pthread_rwlock_wrlock(&self->rwlock);
/* Remove current optimisations when we're already active */
if (game_mode_context_num_clients(self)) {
for (GameModeClient *cl = self->client; cl; cl = cl->next)
game_mode_remove_client_optimisations(self, cl->pid);
game_mode_context_leave(self);
}
/* Reload the config */
config_reload(self->config);
/* Re-apply all current optimisations */
if (game_mode_context_num_clients(self)) {
/* Start the global context back up */
game_mode_context_enter(self);
for (GameModeClient *cl = self->client; cl; cl = cl->next)
game_mode_apply_client_optimisations(self, cl->pid);
}
pthread_rwlock_unlock(&self->rwlock);
LOG_MSG("Config reload complete\n");
}
/**
* We continuously run until told otherwise.
*/
@@ -640,6 +702,12 @@ static void *game_mode_context_reaper(void *userdata)
/* Expire remaining entries */
game_mode_context_auto_expire(self);
/* Check if we should be reloading the config, and do so if needed */
if (config_needs_reload(self->config)) {
LOG_MSG("Detected config file changes\n");
game_mode_reload_config_internal(self);
}
ts.tv_sec = time(NULL) + reaper_interval;
}
@@ -736,3 +804,23 @@ static void game_mode_execute_scripts(char scripts[CONFIG_LIST_MAX][CONFIG_VALUE
i++;
}
}
/*
* Reload the current configuration
*
* Reloading the configuration completely live would be problematic for various optimisation values,
* to ensure we have a fully clean state, we tear down the whole gamemode state and regrow it with a
* new config, remembering the registered games
*/
int game_mode_reload_config(GameModeContext *self)
{
/* Stop the reaper thread first */
end_reaper_thread(self);
game_mode_reload_config_internal(self);
/* Restart the reaper thread back up again */
start_reaper_thread(self);
return 0;
}