The per-command V8 watchdog kept a single global slot whose correctness relied on the old process-wide lock (at most one command armed at a time). With thread-per-connection several connections arm concurrently, so a second arm overwrote the first's slot and left that command's isolate unbounded. Key the armed slots by generation so each connection's command has its own; the worker fires whichever have overrun and terminates each via its IsolateHandle. Refs #430.
123 lines
4.2 KiB
Rust
123 lines
4.2 KiB
Rust
//! Shared per-command V8 watchdog for the CDP server.
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//!
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//! One long-lived watchdog thread bounds every in-flight V8 command with a
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//! deadline, instead of spawning and joining a thread per command (which adds
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//! ~240us per command on the hot dispatch path). `arm` and `disarm` are a mutex
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//! plus a condvar notify, in the low microseconds.
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//!
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//! With the thread-per-connection server (issue #430) several connections can
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//! have a command armed at the same time (one isolate per connection, each on
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//! its own OS thread), so a single global slot would let one connection's arm
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//! overwrite another's and leave that command unbounded. The watchdog therefore
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//! tracks a set of armed slots keyed by a monotonic generation, fires whichever
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//! have overrun, and terminates each through its thread-safe `IsolateHandle`.
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use std::collections::HashMap;
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use std::sync::atomic::{AtomicBool, Ordering};
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use std::sync::{Arc, Condvar, Mutex, OnceLock};
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use std::time::{Duration, Instant};
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use crate::runtime::IsolateHandle;
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struct Slot {
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deadline: Instant,
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handle: IsolateHandle,
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fired: Arc<AtomicBool>,
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}
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struct Shared {
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// (armed slots keyed by generation, monotonic generation counter)
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state: Mutex<(HashMap<u64, Slot>, u64)>,
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cv: Condvar,
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}
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static SHARED: OnceLock<Arc<Shared>> = OnceLock::new();
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fn shared() -> &'static Arc<Shared> {
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SHARED.get_or_init(|| {
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let s = Arc::new(Shared {
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state: Mutex::new((HashMap::new(), 0)),
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cv: Condvar::new(),
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});
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let worker = s.clone();
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std::thread::Builder::new()
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.name("cdp-watchdog".into())
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.spawn(move || watchdog_loop(worker))
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.expect("spawn cdp watchdog");
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s
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})
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}
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fn watchdog_loop(s: Arc<Shared>) {
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let mut guard = s.state.lock().unwrap();
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loop {
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let now = Instant::now();
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// Terminate every slot that has overrun its deadline. The dispatcher's
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// `disarm` will observe `fired` and clear the V8 termination flag before
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// that isolate runs its next command.
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let expired: Vec<u64> = guard
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.0
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.iter()
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.filter(|(_, slot)| slot.deadline <= now)
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.map(|(gen, _)| *gen)
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.collect();
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for gen in expired {
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if let Some(slot) = guard.0.remove(&gen) {
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slot.fired.store(true, Ordering::SeqCst);
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slot.handle.terminate_execution();
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}
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}
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// Sleep until the nearest remaining deadline, or until arm/disarm wakes
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// us. The worker holds the lock until it waits, so a notify cannot be
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// lost into the void.
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let next = guard
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.0
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.values()
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.map(|slot| slot.deadline.saturating_duration_since(now))
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.min();
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guard = match next {
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None => s.cv.wait(guard).unwrap(),
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Some(dur) => s.cv.wait_timeout(guard, dur).unwrap().0,
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};
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}
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}
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/// Handle to an armed command; pass to [`disarm`].
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pub struct Armed {
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gen: u64,
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fired: Arc<AtomicBool>,
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}
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/// Arm the shared watchdog for the current command. If the isolate is still
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/// executing `budget` later, it is terminated. O(1), no thread spawn. Safe to
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/// call concurrently from several connections: each command gets its own slot.
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pub fn arm(handle: IsolateHandle, budget: Duration) -> Armed {
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let s = shared();
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let mut guard = s.state.lock().unwrap();
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guard.1 += 1;
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let gen = guard.1;
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let fired = Arc::new(AtomicBool::new(false));
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guard.0.insert(
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gen,
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Slot {
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deadline: Instant::now() + budget,
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handle,
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fired: fired.clone(),
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},
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);
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s.cv.notify_one();
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Armed { gen, fired }
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}
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/// Disarm the command's watchdog. Returns true if it had already fired
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/// (terminated the isolate), in which case the caller must clear the V8
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/// termination flag before the next command runs.
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pub fn disarm(armed: Armed) -> bool {
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let s = shared();
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let mut guard = s.state.lock().unwrap();
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guard.0.remove(&armed.gen);
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// Wake the worker so it recomputes its sleep if we removed the nearest slot.
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s.cv.notify_one();
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armed.fired.load(Ordering::SeqCst)
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}
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