Fixed the application quit mechanism. Due to the two levels of asynchronous
message sending the main thread exit()ed before the team debugger could process its quit message. We're no longer taking the detour via Debugger when quitting a window. The team debugger just quits and synchronously notifies the application, which in turn waits until all team debugger threads have gone. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31219 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -13,6 +13,7 @@
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#include <Application.h>
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#include <Message.h>
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#include <AutoLocker.h>
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#include <ObjectList.h>
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#include "debug_utils.h"
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@@ -163,11 +164,12 @@ parse_arguments(int argc, const char* const* argv, bool noOutput,
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}
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class Debugger : public BApplication {
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class Debugger : public BApplication, private TeamDebugger::Listener {
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public:
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Debugger()
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:
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BApplication(kDebuggerSignature)
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BApplication(kDebuggerSignature),
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fRunningTeamDebuggers(0)
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{
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}
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@@ -178,17 +180,14 @@ public:
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virtual void MessageReceived(BMessage* message)
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{
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switch (message->what) {
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case MSG_DEBUGGER_QUIT_REQUESTED:
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case MSG_TEAM_DEBUGGER_QUIT:
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{
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TeamDebugger* debugger = NULL;
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if (message->FindPointer("debugger",
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(void**)&debugger) == B_OK
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&& fTeamDebuggers.HasItem(debugger)) {
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fTeamDebuggers.RemoveItem(debugger);
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debugger->DeleteSelf();
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if (fTeamDebuggers.CountItems() == 0)
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PostMessage(B_QUIT_REQUESTED);
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}
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int32 threadID;
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if (message->FindInt32("thread", &threadID) == B_OK)
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wait_for_thread(threadID, NULL);
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if (--fRunningTeamDebuggers == 0)
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Quit();
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break;
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}
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default:
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@@ -255,23 +254,45 @@ printf("There's already a debugger for team: %ld\n", team);
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return;
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}
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debugger = new(std::nothrow) TeamDebugger;
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debugger = new(std::nothrow) TeamDebugger(this);
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if (debugger == NULL) {
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// TODO: Notify the user!
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fprintf(stderr, "Error: Out of memory!\n");
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}
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if (debugger->Init(team, thread, stopInMain) == B_OK
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&& fTeamDebuggers.AddItem(debugger)) {
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status_t error = debugger->Init(team, thread, stopInMain);
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if (debugger->Thread())
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fRunningTeamDebuggers++;
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if (error == B_OK && fTeamDebuggers.AddItem(debugger)) {
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printf("debugger for team %ld created and initialized successfully!\n", team);
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} else
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delete debugger;
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}
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private:
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typedef BObjectList<TeamDebugger> TeamDebuggerList;
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private:
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// TeamDebugger::Listener
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virtual void TeamDebuggerQuit(TeamDebugger* debugger)
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{
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// Note: Locking here only works, since we're never locking the other
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// way around. If we even need to do that, we'll have to introduce a
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// separate lock to protect the list.
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AutoLocker<Debugger> locker(this);
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fTeamDebuggers.RemoveItem(debugger);
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locker.Unlock();
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if (debugger->Thread() >= 0) {
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BMessage message(MSG_TEAM_DEBUGGER_QUIT);
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message.AddInt32("thread", debugger->Thread());
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PostMessage(&message);
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}
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}
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virtual bool QuitRequested()
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{
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// TODO:...
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// return true;
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// NOTE: The default implementation will just ask all windows'
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// QuitRequested() hooks. This in turn will ask the TeamWindows.
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// For now, this is what we want. If we have more windows later,
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@@ -282,12 +303,17 @@ printf("debugger for team %ld created and initialized successfully!\n", team);
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// QuitReqested() hook or the TeamsWindow and other global windows
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// could always return false in their QuitRequested().
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return BApplication::QuitRequested();
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// TODO: This is ugly. The team debuggers own the windows, not the
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// other way around.
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}
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private:
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typedef BObjectList<TeamDebugger> TeamDebuggerList;
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virtual void Quit()
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{
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// don't quit before all team debuggers have been quit
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if (fRunningTeamDebuggers <= 0)
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BApplication::Quit();
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}
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private:
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TeamDebugger* _TeamDebuggerForTeam(team_id teamID) const
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{
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for (int32 i = 0; TeamDebugger* debugger = fTeamDebuggers.ItemAt(i);
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@@ -301,6 +327,7 @@ private:
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private:
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TeamDebuggerList fTeamDebuggers;
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int32 fRunningTeamDebuggers;
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};
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