// interrupt.h // Data structures to emulate low-level interrupt hardware. // // The hardware provides a routine (SetLevel) to enable or disable // interrupts. // // In order to emulate the hardware, we need to keep track of all // interrupts the hardware devices would cause, and when they // are supposed to occur. // // This module also keeps track of simulated time. Time advances // only when the following occur: // interrupts are re-enabled // a user instruction is executed // there is nothing in the ready queue // // As a result, unlike real hardware, interrupts (and thus time-slice // context switches) cannot occur anywhere in the code where interrupts // are enabled, but rather only at those places in the code where // simulated time advances (so that it becomes time to invoke an // interrupt in the hardware simulation). // // NOTE: this means that incorrectly synchronized code may work // fine on this hardware simulation (even with randomized time slices), // but it wouldn't work on real hardware. (Just because we can't // always detect when your program would fail in real life, does not // mean it's ok to write incorrectly synchronized code!) // // DO NOT CHANGE -- part of the machine emulation // // Copyright (c) 1992-1993 The Regents of the University of California. // All rights reserved. See copyright.h for copyright notice and limitation // of liability and disclaimer of warranty provisions. #ifndef INTERRUPT_H #define INTERRUPT_H #include "copyright.h" #include "list.h" // Interrupts can be disabled (IntOff) or enabled (IntOn) enum IntStatus { IntOff, IntOn }; // Nachos can be running kernel code (SystemMode), user code (UserMode), // or there can be no runnable thread, because the ready list // is empty (IdleMode). enum MachineStatus {IdleMode, SystemMode, UserMode}; // IntType records which hardware device generated an interrupt. // In Nachos, we support a hardware timer device, a disk, a console // display and keyboard, and a network. enum IntType { TimerInt, DiskInt, ConsoleWriteInt, ConsoleReadInt, NetworkSendInt, NetworkRecvInt}; // The following class defines an interrupt that is scheduled // to occur in the future. The internal data structures are // left public to make it simpler to manipulate. class PendingInterrupt { public: PendingInterrupt(VoidFunctionPtr func, int param, int time, IntType kind); // initialize an interrupt that will // occur in the future VoidFunctionPtr handler; // The function (in the hardware device // emulator) to call when the interrupt occurs int arg; // The argument to the function. int when; // When the interrupt is supposed to fire IntType type; // for debugging }; // The following class defines the data structures for the simulation // of hardware interrupts. We record whether interrupts are enabled // or disabled, and any hardware interrupts that are scheduled to occur // in the future. class Interrupt { public: Interrupt(); // initialize the interrupt simulation ~Interrupt(); // de-allocate data structures IntStatus SetLevel(IntStatus level);// Disable or enable interrupts // and return previous setting. void Enable(); // Enable interrupts. IntStatus getLevel() {return level;}// Return whether interrupts // are enabled or disabled void Idle(); // The ready queue is empty, roll // simulated time forward until the // next interrupt void Halt(); // quit and print out stats void YieldOnReturn(); // cause a context switch on return // from an interrupt handler MachineStatus getStatus() { return status; } // idle, kernel, user void setStatus(MachineStatus st) { status = st; } void DumpState(); // Print interrupt state // NOTE: the following are internal to the hardware simulation code. // DO NOT call these directly. I should make them "private", // but they need to be public since they are called by the // hardware device simulators. void Schedule(VoidFunctionPtr handler,// Schedule an interrupt to occur int arg, int when, IntType type);// at time ``when''. This is called // by the hardware device simulators. void OneTick(); // Advance simulated time private: IntStatus level; // are interrupts enabled or disabled? List *pending; // the list of interrupts scheduled // to occur in the future bool inHandler; // TRUE if we are running an interrupt handler bool yieldOnReturn; // TRUE if we are to context switch // on return from the interrupt handler MachineStatus status; // idle, kernel mode, user mode // these functions are internal to the interrupt simulation code bool CheckIfDue(bool advanceClock); // Check if an interrupt is supposed // to occur now void ChangeLevel(IntStatus old, // SetLevel, without advancing the IntStatus now); // simulated time }; #endif // INTERRRUPT_H