*
*/
-#include <stdio.h>
enum ReplayEvents {
/* for instruction event */
EVENT_EXCEPTION,
/* for async events */
EVENT_ASYNC,
+ /* for shutdown request */
+ EVENT_SHUTDOWN,
+ /* for character device write event */
+ EVENT_CHAR_WRITE,
+ /* for character device read all event */
+ EVENT_CHAR_READ_ALL,
+ EVENT_CHAR_READ_ALL_ERROR,
+ /* for audio out event */
+ EVENT_AUDIO_OUT,
+ /* for audio in event */
+ EVENT_AUDIO_IN,
+ /* for clock read/writes */
+ /* some of greater codes are reserved for clocks */
+ EVENT_CLOCK,
+ EVENT_CLOCK_LAST = EVENT_CLOCK + REPLAY_CLOCK_COUNT - 1,
+ /* for checkpoint event */
+ /* some of greater codes are reserved for checkpoints */
+ EVENT_CHECKPOINT,
+ EVENT_CHECKPOINT_LAST = EVENT_CHECKPOINT + CHECKPOINT_COUNT - 1,
+ /* end of log event */
+ EVENT_END,
EVENT_COUNT
};
/* Asynchronous events IDs */
enum ReplayAsyncEventKind {
+ REPLAY_ASYNC_EVENT_BH,
+ REPLAY_ASYNC_EVENT_INPUT,
+ REPLAY_ASYNC_EVENT_INPUT_SYNC,
+ REPLAY_ASYNC_EVENT_CHAR_READ,
+ REPLAY_ASYNC_EVENT_BLOCK,
+ REPLAY_ASYNC_EVENT_NET,
REPLAY_ASYNC_COUNT
};
typedef enum ReplayAsyncEventKind ReplayAsyncEventKind;
typedef struct ReplayState {
+ /*! Cached clock values. */
+ int64_t cached_clock[REPLAY_CLOCK_COUNT];
/*! Current step - number of processed instructions and timer events. */
uint64_t current_step;
/*! Number of instructions to be executed before other events happen. */
int instructions_count;
+ /*! Type of the currently executed event. */
+ unsigned int data_kind;
+ /*! Flag which indicates that event is not processed yet. */
+ unsigned int has_unread_data;
+ /*! Temporary variable for saving current log offset. */
+ uint64_t file_offset;
+ /*! Next block operation id.
+ This counter is global, because requests from different
+ block devices should not get overlapping ids. */
+ uint64_t block_request_id;
} ReplayState;
extern ReplayState replay_state;
-extern unsigned int replay_data_kind;
-
/* File for replay writing */
extern FILE *replay_file;
the next event from the log. */
void replay_finish_event(void);
/*! Reads data type from the file and stores it in the
- replay_data_kind variable. */
+ data_kind variable. */
void replay_fetch_data_kind(void);
/*! Saves queued events (like instructions and sound). */
\return true, if event was found */
bool replay_next_event_is(int event);
+/*! Reads next clock value from the file.
+ If clock kind read from the file is different from the parameter,
+ the value is not used. */
+void replay_read_next_clock(unsigned int kind);
+
/* Asynchronous events queue */
/*! Initializes events' processing internals */
void replay_init_events(void);
/*! Clears internal data structures for events handling */
void replay_finish_events(void);
-/*! Enables storing events in the queue */
-void replay_enable_events(void);
/*! Flushes events queue */
void replay_flush_events(void);
/*! Clears events list before loading new VM state */
void replay_save_events(int checkpoint);
/*! Read events from the file into the input queue */
void replay_read_events(int checkpoint);
+/*! Adds specified async event to the queue */
+void replay_add_event(ReplayAsyncEventKind event_kind, void *opaque,
+ void *opaque2, uint64_t id);
+
+/* Input events */
+
+/*! Saves input event to the log */
+void replay_save_input_event(InputEvent *evt);
+/*! Reads input event from the log */
+InputEvent *replay_read_input_event(void);
+/*! Adds input event to the queue */
+void replay_add_input_event(struct InputEvent *event);
+/*! Adds input sync event to the queue */
+void replay_add_input_sync_event(void);
+
+/* Character devices */
+
+/*! Called to run char device read event. */
+void replay_event_char_read_run(void *opaque);
+/*! Writes char read event to the file. */
+void replay_event_char_read_save(void *opaque);
+/*! Reads char event read from the file. */
+void *replay_event_char_read_load(void);
+
+/* Network devices */
+
+/*! Called to run network event. */
+void replay_event_net_run(void *opaque);
+/*! Writes network event to the file. */
+void replay_event_net_save(void *opaque);
+/*! Reads network from the file. */
+void *replay_event_net_load(void);
+
+/* VMState-related functions */
+
+/* Registers replay VMState.
+ Should be called before virtual devices initialization
+ to make cached timers available for post_load functions. */
+void replay_vmstate_register(void);
#endif