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package runtime
// This file implements the TinyGo scheduler. This scheduler is a very simple
// cooperative round robin scheduler, with a runqueue that contains a linked
// list of goroutines (tasks) that should be run next, in order of when they
// were added to the queue (first-in, first-out). It also contains a sleep queue
// with sleeping goroutines in order of when they should be re-activated.
//
// The scheduler is used both for the asyncify based scheduler and for the task
// based scheduler. In both cases, the 'internal/task.Task' type is used to represent one
// goroutine.
import (
"internal/task"
"runtime/interrupt"
)
const schedulerDebug = false
// On JavaScript, we can't do a blocking sleep. Instead we have to return and
// queue a new scheduler invocation using setTimeout.
const asyncScheduler = GOOS == "js"
var schedulerDone bool
// Queues used by the scheduler.
var (
runqueue task.Queue
sleepQueue *task.Task
sleepQueueBaseTime timeUnit
timerQueue *timerNode
)
// Simple logging, for debugging.
func scheduleLog(msg string) {
if schedulerDebug {
println("---", msg)
}
}
// Simple logging with a task pointer, for debugging.
func scheduleLogTask(msg string, t *task.Task) {
if schedulerDebug {
println("---", msg, t)
}
}
// Simple logging with a channel and task pointer.
func scheduleLogChan(msg string, ch *channel, t *task.Task) {
if schedulerDebug {
println("---", msg, ch, t)
}
}
// deadlock is called when a goroutine cannot proceed any more, but is in theory
// not exited (so deferred calls won't run). This can happen for example in code
// like this, that blocks forever:
//
// select{}
//
//go:noinline
func deadlock() {
// call yield without requesting a wakeup
task.Pause()
panic("unreachable")
}
// Goexit terminates the currently running goroutine. No other goroutines are affected.
//
// Unlike the main Go implementation, no deferred calls will be run.
//
//go:inline
func Goexit() {
// its really just a deadlock
deadlock()
}
// Add this task to the end of the run queue.
func runqueuePushBack(t *task.Task) {
runqueue.Push(t)
}
// Add this task to the sleep queue, assuming its state is set to sleeping.
func addSleepTask(t *task.Task, duration timeUnit) {
if schedulerDebug {
println(" set sleep:", t, duration)
if t.Next != nil {
panic("runtime: addSleepTask: expected next task to be nil")
}
}
t.Data = uint64(duration)
now := ticks()
if sleepQueue == nil {
scheduleLog(" -> sleep new queue")
// set new base time
sleepQueueBaseTime = now
}
// Add to sleep queue.
q := &sleepQueue
for ; *q != nil; q = &(*q).Next {
if t.Data < (*q).Data {
// this will finish earlier than the next - insert here
break
} else {
// this will finish later - adjust delay
t.Data -= (*q).Data
}
}
if *q != nil {
// cut delay time between this sleep task and the next
(*q).Data -= t.Data
}
t.Next = *q
*q = t
}
// addTimer adds the given timer node to the timer queue. It must not be in the
// queue already.
// This function is very similar to addSleepTask but for timerQueue instead of
// sleepQueue.
func addTimer(tim *timerNode) {
mask := interrupt.Disable()
// Add to timer queue.
q := &timerQueue
for ; *q != nil; q = &(*q).next {
if tim.whenTicks() < (*q).whenTicks() {
// this will finish earlier than the next - insert here
break
}
}
tim.next = *q
*q = tim
interrupt.Restore(mask)
}
// removeTimer is the implementation of time.stopTimer. It removes a timer from
// the timer queue, returning true if the timer is present in the timer queue.
func removeTimer(tim *timer) bool {
removedTimer := false
mask := interrupt.Disable()
for t := &timerQueue; *t != nil; t = &(*t).next {
if (*t).timer == tim {
scheduleLog("removed timer")
*t = (*t).next
removedTimer = true
break
}
}
if !removedTimer {
scheduleLog("did not remove timer")
}
interrupt.Restore(mask)
return removedTimer
}
// Run the scheduler until all tasks have finished.
// There are a few special cases:
// - When returnAtDeadlock is true, it also returns when there are no more
// runnable goroutines.
// - When using the asyncify scheduler, it returns when it has to wait
// (JavaScript uses setTimeout so the scheduler must return to the JS
// environment).
func scheduler(returnAtDeadlock bool) {
// Main scheduler loop.
var now timeUnit
for !schedulerDone {
scheduleLog("")
scheduleLog(" schedule")
if sleepQueue != nil || timerQueue != nil {
now = ticks()
}
// Add tasks that are done sleeping to the end of the runqueue so they
// will be executed soon.
if sleepQueue != nil && now-sleepQueueBaseTime >= timeUnit(sleepQueue.Data) {
t := sleepQueue
scheduleLogTask(" awake:", t)
sleepQueueBaseTime += timeUnit(t.Data)
sleepQueue = t.Next
t.Next = nil
runqueue.Push(t)
}
// Check for expired timers to trigger.
if timerQueue != nil && now >= timerQueue.whenTicks() {
scheduleLog("--- timer awoke")
delay := ticksToNanoseconds(now - timerQueue.whenTicks())
// Pop timer from queue.
tn := timerQueue
timerQueue = tn.next
tn.next = nil
// Run the callback stored in this timer node.
tn.callback(tn, delay)
}
t := runqueue.Pop()
if t == nil {
if sleepQueue == nil && timerQueue == nil {
if returnAtDeadlock {
return
}
if asyncScheduler {
// JavaScript is treated specially, see below.
return
}
waitForEvents()
continue
}
var timeLeft timeUnit
if sleepQueue != nil {
timeLeft = timeUnit(sleepQueue.Data) - (now - sleepQueueBaseTime)
}
if timerQueue != nil {
timeLeftForTimer := timerQueue.whenTicks() - now
if sleepQueue == nil || timeLeftForTimer < timeLeft {
timeLeft = timeLeftForTimer
}
}
if schedulerDebug {
println(" sleeping...", sleepQueue, uint(timeLeft))
for t := sleepQueue; t != nil; t = t.Next {
println(" task sleeping:", t, timeUnit(t.Data))
}
for tim := timerQueue; tim != nil; tim = tim.next {
println("--- timer waiting:", tim, tim.whenTicks())
}
}
sleepTicks(timeLeft)
if asyncScheduler {
// The sleepTicks function above only sets a timeout at which
// point the scheduler will be called again. It does not really
// sleep. So instead of sleeping, we return and expect to be
// called again.
break
}
continue
}
// Run the given task.
scheduleLogTask(" run:", t)
t.Resume()
}
}
func Gosched() {
runqueue.Push(task.Current())
task.Pause()
}
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