replay: rewrite async event handling

This patch decouples checkpoints and async events.
It was a tricky part of replay implementation. Now it becomes
much simpler and easier to maintain.

Signed-off-by: Pavel Dovgalyuk <Pavel.Dovgalyuk@ispras.ru>
Acked-by: Richard Henderson <richard.henderson@linaro.org>
Message-Id: <165364837856.688121.8785039478408995979.stgit@pasha-ThinkPad-X280>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
This commit is contained in:
Pavel Dovgalyuk 2022-05-27 13:46:18 +03:00 committed by Paolo Bonzini
parent 75bbe5e5ec
commit 60618e2d77
8 changed files with 54 additions and 76 deletions

View file

@ -87,8 +87,6 @@ typedef struct ReplayState {
int32_t read_event_kind;
/*! Asynchronous event id read from the log */
uint64_t read_event_id;
/*! Asynchronous event checkpoint id read from the log */
int32_t read_event_checkpoint;
} ReplayState;
extern ReplayState replay_state;
@ -152,9 +150,9 @@ void replay_finish_events(void);
/*! Returns true if there are any unsaved events in the queue */
bool replay_has_events(void);
/*! Saves events from queue into the file */
void replay_save_events(int checkpoint);
void replay_save_events(void);
/*! Read events from the file into the input queue */
void replay_read_events(int checkpoint);
void replay_read_events(void);
/*! Adds specified async event to the queue */
void replay_add_event(ReplayAsyncEventKind event_kind, void *opaque,
void *opaque2, uint64_t id);