* Introduced new job_control_entry structure which, among other things,
is used instead of death_entry for team::dead_children.
* Added team::{stopped,continued}_children, which, analoguously to
dead_children, are used to track the state of stopped/continued
children.
* A team does have a job_control_entry, which is allocated at team
creation time. It will be inserted into the parent's
{stopped,continued}_children lists as the team's main thread is
stopped/continued and removed when waitpid() retrieves the child
state. When the team dies the entry is detached from the team and goes
into the parent's dead_children list.
* Removed the wait_for_any field from team_dead_children. It was solely
used to avoid deletion of the contained entries in certain situations.
wait_for_child() (the waitpid() backend) always deletes an entry now,
regardless of whether other threads are waiting; that's in
accordance with the waidpid() specification. wait_for_thread() removes
the entry only, if the caller is the parent of the respective team.
* Introduced team_set_job_control_state() which performes the job
control entry transitions between the respective lists and wakes up
threads waiting in wait_for_child(). It is invoked on team death and
when the team's main thread receives job control signals.
* Reorganized wait_for_child(). It handles WCONTINUED and WUNTRACED now,
too. Removed a block that interpreted the supplied ID as thread ID.
* Added missing parts in waitpid().
Job control starts to work, though it seems to have some glitches.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@22088 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -29,13 +29,16 @@ status_t team_get_address_space(team_id id,
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struct vm_address_space **_addressSpace);
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char **user_team_get_arguments(void);
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int user_team_get_arg_count(void);
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status_t team_get_death_entry(struct team *team, thread_id child,
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struct death_entry *death, struct death_entry **_freeDeath);
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struct job_control_entry* team_get_death_entry(struct team *team,
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thread_id child, bool* _deleteEntry);
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bool team_is_valid(team_id id);
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struct team *team_get_team_struct_locked(team_id id);
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int32 team_max_teams(void);
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int32 team_used_teams(void);
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void team_set_job_control_state(struct team* team, job_control_state newState,
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int signal, bool threadsLocked);
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status_t start_watching_team(team_id team, void (*hook)(team_id, void *),
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void *data);
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status_t stop_watching_team(team_id team, void (*hook)(team_id, void *),
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