This is changes the interface of CodeBuffer to that of a partially persistent
data structure based on reference counting:
- Exactly one CodeBuffer is now designated as "active", which means data can
be *appended* to it
- Lossy modifications to the active CodeBuffer will not invalidate any data
in use by other threads, which enables save sharing across threads
- Instead, such lossy modifications trigger a new "version" of the data in
the modifying thread. Old versions of the CodeBuffer persist as read-only
data for use by the other threads.
- The other threads can update their version of the CodeBuffer. This will
decrease the reference count and eventually trigger deallocation of the
old version
This has been a bug that we have technically lived with ever since SMC
tracking was introduced. The problem boils down to the fact that memory
management syscalls from multiple threads can race our SMC tracking.
This was only uncovered due to recent changes in the Steam client where
downloading games has more aggressively started reallocating memory.
This causes Steam to oversubscribe the CPU by a small margin, causing
threads to context switch more heavily during memory management.
The strace that finally managed to capture this:
```
41574 munmap(0xba84e000, 724992 <unfinished ...>
<...>
41227 mmap(NULL, 540672, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -3, 0 <unfinished ...>
<...>
41574 <... munmap resumed>) = 0
<...>
41227 <... mmap resumed>) = 0xba87b000
```
While FEX's tracking linearly was:
```
mmap, 0xba87b000, 0x84000, 0x3, 0x22, 0xfffffffd, 0x0
munmap, 0xba84e000, 0xb1000
```
The way munmap and mmap perfectly interleave while getting context switched meant that the kernel's view of munmap then mmap didn't match our view of mmap completing first then munmap happening afterwards.
The kernel/strace is obviously the correct view in this instance.
This all comes down to how these threads are racing the VMA tracking
mutex after the syscall happens and not guaranteeing sequential
consistency that matches the kernel's view.
The only way to correct this sanely is to extend the locking period to
also encompass the syscalls getting executed. This is a bit tricky since
the VMA tracking needs to ensure that the lock is no longer held once
ThreadManager invalidation occurs so a callback to do the syscall
operation is about the only sane approach here. Luckily we now have
fextl::move_only_function.
Fixes consistent crashes with Steam game downloads (and maybe some
chromium crashes?)
FEXServer's logger performs such self-moves for the log pipe posix_descriptor
of short-lived clients. This resulted in a double-close previously, which
could interfere with file operations on other threads (typically crashing
FEXServer in effect).
This matches behaviour with the x86 host runner that RSP isn't
guaranteed to be set to a valid memory location. Make sure when running
tests on ARM that it gets the same behaviour.
Avoid hardcoding the file name. Upstream Clang currently expects the aarch64 variant of
compiler-rt. Changing this to use arm64ec in the file name could be problematic in the future,
if the MinGW toolchain gains support for ARM64X. Querying Clang for the correct file name is
the most forward-compatible approach.
Makes it more easily reflect what this functions are actually doing and
add a couple lines of documentation to help with the inherent opaqueness
of these.
NFC, just helps my brain wrap this more easily.
With fortifications enabled, glibc long jump has some additional checks
in place that break because we do a stack pivot. The only way around
this is to do our own long jumps. Luckily this is trivial.
Fixes#4558
I noticed this cascade of mprotects when poking at Crypt of the
Necrodancer, since it consistently is invalidating code. I saw us
calling mprotect on the same page 32 times in a tight loop and thought
surely this isn't FEX doing this.
Turns out we were calling the callback after invalidating each thread.
It should instead be done once at the end of invalidating the thread's
caches while still holding the locks.
Fixes this weird cascade of mprotects that equal the number of FEX
threads.
Newer fuse releases changed how they are waiting on child processes to
exit. Setting the signal action to SIG_IGN would cause
erofsfuse/squashfuse to inherit the ignored action and cause their
internal `wait4` syscalls to fail with ECHLD.
Set the action back to default inside the FEXServer because our original
reasoning for setting the ignoring is no longer valid. FEXInterpreter
still ignores SIGCHLD while launching FEXServer.
Maybe fixes the muvm thing people have been complaining about.
Also fixes accidental comma delimiter usage.
protects last page of codebuffer. This should cause a
SIGSEGV if we try to access it. Until now it was possible to go over
and access out of bounds.
In addition, there a couple of clang-tidy fixes which should be NFC.
Due to how jit block tail padding is working, there's no real good way
to determine the true "implementation size" of an instruction without
the backend being aware of wanting to investigate it.
Trying to inject another instruction, or another IR operation actually
subtly changes codegen in a way that gives invalid results. The only
real way to get around this is to inject a known token in to the
instruction stream as we `ExitFunction`.
So inject a `udf #0x420f`, and change the scanning behaviour to find the
first one and cut everything else off afterwards.
This already scoops out some code in some game blocks that were
accidentally landing ExitFunction code in the json.
This also has been tested to work with #4528 with its InstCountCI
specific changes reverted.
This means we don't need to play subtle padding tricks in the JIT to get
the information we want in InstcountCI.
With the previous stack leak fix, RUINER reduced its memory leaking down
to around 50MB/s. The remaining memory leaks come from the pthread stack
that we are required to allocate (128KB per thread) and some internal
DTV tracking structures.
The problems come in the fact that glibc/pthread only tears down its
internal state for these if the pthread function actually returns! We
can **technically** switch the initial stack over to a "user" stack but
that introduces more problems around internal dtv tracking that we
already fixed months ago, so we can't actually do that in practice.
This leaves us no choice, we effectively are mandated to return from the
pthread function in order to free the memory from glibc. The only way we
can safely do this is with a long jump and deferring some data structure
management until that case.
This is all incredibly sucky but it's necessary to work. With these
changes, RUINER is no longer leaking memory (Hovering at around 3GB used
while in-game) and even Steam is consuming less memory.
It doesn't solve the problem that thread creation and teardown could
likely be faster, but not many applications are creating 720
threads/second.
Fixes an issue where a thread that exits with the `exit` syscall never
actually frees its pivot stack. This is common practice and it was
missed when I was fixing the previous stack pivot leak.
This was uncovered when looking at the game
[RUINER](https://store.steampowered.com/agecheck/app/464060/?curator_clanid=4777282)
for timing bugs. Turns out the Linux build of the game creates and
destroys a VLC object every tick of the engine. Creating this VLC
object creates six threads behind the scenes. At what I assume the
default tick of the engine is of 120Hz(?) this would mean it is
attempting to create and destroy 720 threads per second, quickly
leading to memory exhaustion under FEX.
While this hits the biggest memory leak we have around thread creation,
this game is still hitting thread creation so hard that I can see other
leaks that I need to track down still.