refactor: Break ioprio API functions out of the main daemon source

Signed-off-by: Kai Krakow <kai@kaishome.de>
This commit is contained in:
Kai Krakow 2018-10-08 22:24:53 +02:00
parent edf9257de4
commit 403ce122f6
4 changed files with 66 additions and 53 deletions

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@ -29,9 +29,14 @@ POSSIBILITY OF SUCH DAMAGE.
*/ */
#pragma once
#define _GNU_SOURCE #define _GNU_SOURCE
#include "daemon_config.h"
#include "gamemode.h"
#include "helpers.h"
#include "logging.h"
#include <errno.h>
#include <sys/syscall.h> #include <sys/syscall.h>
#include <unistd.h> #include <unistd.h>
@ -80,3 +85,55 @@ static inline int ioprio_set(int which, int who, int ioprio)
{ {
return (int)syscall(SYS_ioprio_set, which, who, ioprio); return (int)syscall(SYS_ioprio_set, which, who, ioprio);
} }
/**
* Apply io priorities
*
* This tries to change the io priority of the client to a value specified
* and can possibly reduce lags or latency when a game has to load assets
* on demand.
*/
void game_mode_apply_ioprio(const GameModeContext *self, const pid_t client)
{
GameModeConfig *config = game_mode_config_from_context(self);
LOG_MSG("Setting scheduling policies...\n");
/*
* read configuration "ioprio" (0..7)
*/
int ioprio = 0;
config_get_ioprio_value(config, &ioprio);
if (IOPRIO_RESET_DEFAULT == ioprio) {
LOG_MSG("IO priority will be reset to default behavior (based on CPU priority).\n");
ioprio = 0;
} else if (IOPRIO_DONT_SET == ioprio) {
return;
} else {
/* maybe clamp the value */
int invalid_ioprio = ioprio;
ioprio = CLAMP(0, 7, ioprio);
if (ioprio != invalid_ioprio)
LOG_ERROR("IO priority value %d invalid, clamping to %d\n", invalid_ioprio, ioprio);
/* We support only IOPRIO_CLASS_BE as IOPRIO_CLASS_RT required CAP_SYS_ADMIN */
ioprio = IOPRIO_PRIO_VALUE(IOPRIO_CLASS_BE, ioprio);
}
/*
* Actually apply the io priority
*/
int c = IOPRIO_PRIO_CLASS(ioprio), p = IOPRIO_PRIO_DATA(ioprio);
if (ioprio_set(IOPRIO_WHO_PROCESS, client, ioprio) == 0) {
if (0 == ioprio)
LOG_MSG("Resetting client [%d] IO priority.\n", client);
else
LOG_MSG("Setting client [%d] IO priority to (%d,%d).\n", client, c, p);
} else {
LOG_ERROR("Setting client [%d] IO priority to (%d,%d) failed with error %d, ignoring\n",
client,
c,
p,
errno);
}
}

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@ -36,7 +36,6 @@ POSSIBILITY OF SUCH DAMAGE.
#include "governors-query.h" #include "governors-query.h"
#include "governors.h" #include "governors.h"
#include "helpers.h" #include "helpers.h"
#include "ioprio.h"
#include "logging.h" #include "logging.h"
#include <ctype.h> #include <ctype.h>
@ -159,56 +158,6 @@ void game_mode_context_destroy(GameModeContext *self)
pthread_rwlock_destroy(&self->rwlock); pthread_rwlock_destroy(&self->rwlock);
} }
/**
* Apply io priorities
*
* This tries to change the io priority of the client to a value specified
* and can possibly reduce lags or latency when a game has to load assets
* on demand.
*/
static void game_mode_apply_ioprio(GameModeContext *self, pid_t client)
{
LOG_MSG("Setting scheduling policies...\n");
/*
* read configuration "ioprio" (0..7)
*/
int ioprio = 0;
config_get_ioprio_value(self->config, &ioprio);
if (IOPRIO_RESET_DEFAULT == ioprio) {
LOG_MSG("IO priority will be reset to default behavior (based on CPU priority).\n");
ioprio = 0;
} else if (IOPRIO_DONT_SET == ioprio) {
return;
} else {
/* maybe clamp the value */
int invalid_ioprio = ioprio;
ioprio = CLAMP(0, 7, ioprio);
if (ioprio != invalid_ioprio)
LOG_ERROR("IO priority value %d invalid, clamping to %d\n", invalid_ioprio, ioprio);
/* We support only IOPRIO_CLASS_BE as IOPRIO_CLASS_RT required CAP_SYS_ADMIN */
ioprio = IOPRIO_PRIO_VALUE(IOPRIO_CLASS_BE, ioprio);
}
/*
* Actually apply the io priority
*/
int c = IOPRIO_PRIO_CLASS(ioprio), p = IOPRIO_PRIO_DATA(ioprio);
if (ioprio_set(IOPRIO_WHO_PROCESS, client, ioprio) == 0) {
if (0 == ioprio)
LOG_MSG("Resetting client [%d] IO priority.\n", client);
else
LOG_MSG("Setting client [%d] IO priority to (%d,%d).\n", client, c, p);
} else {
LOG_ERROR("Setting client [%d] IO priority to (%d,%d) failed with error %d, ignoring\n",
client,
c,
p,
errno);
}
}
/** /**
* Pivot into game mode. * Pivot into game mode.
* *

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@ -104,6 +104,12 @@ GameModeConfig *game_mode_config_from_context(const GameModeContext *context);
char *game_mode_lookup_proc_env(const procfd_t proc_fd, const char *var); char *game_mode_lookup_proc_env(const procfd_t proc_fd, const char *var);
char *game_mode_lookup_user_home(void); char *game_mode_lookup_user_home(void);
/** gamemode-ioprio.c
* Provides internal API functions specific to adjusting process
* IO priorities.
*/
void game_mode_apply_ioprio(const GameModeContext *self, const pid_t client);
/** gamemode-proc.c /** gamemode-proc.c
* Provides internal API functions specific to working with process * Provides internal API functions specific to working with process
* environments. * environments.

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@ -19,6 +19,7 @@ daemon_sources = [
'main.c', 'main.c',
'gamemode.c', 'gamemode.c',
'gamemode-env.c', 'gamemode-env.c',
'gamemode-ioprio.c',
'gamemode-proc.c', 'gamemode-proc.c',
'gamemode-sched.c', 'gamemode-sched.c',
'daemonize.c', 'daemonize.c',