2017-12-28 19:46:45 +00:00
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# Message Passing and Concurrency {#concurrency}
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# Theory
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One of the primary aims of SPDK is to scale linearly with the addition of
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hardware. This can mean a number of things in practice. For instance, moving
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from one SSD to two should double the number of I/O's per second. Or doubling
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the number of CPU cores should double the amount of computation possible. Or
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even doubling the number of NICs should double the network throughput. To
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achieve this, the software must be designed such that threads of execution are
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independent from one another as much as possible. In practice, that means
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avoiding software locks and even atomic instructions.
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Traditionally, software achieves concurrency by placing some shared data onto
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the heap, protecting it with a lock, and then having all threads of execution
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acquire the lock only when that shared data needs to be accessed. This model
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has a number of great properties:
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* It's relatively easy to convert single-threaded programs to multi-threaded
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programs because you don't have to change the data model from the
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single-threaded version. You just add a lock around the data.
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* You can write your program as a synchronous, imperative list of statements
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that you read from top to bottom.
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* Your threads can be interrupted and put to sleep by the operating system
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scheduler behind the scenes, allowing for efficient time-sharing of CPU resources.
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Unfortunately, as the number of threads scales up, contention on the lock
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around the shared data does too. More granular locking helps, but then also
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greatly increases the complexity of the program. Even then, beyond a certain
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number highly contended locks, threads will spend most of their time
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attempting to acquire the locks and the program will not benefit from any
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additional CPU cores.
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SPDK takes a different approach altogether. Instead of placing shared data in a
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global location that all threads access after acquiring a lock, SPDK will often
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assign that data to a single thread. When other threads want to access the
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data, they pass a message to the owning thread to perform the operation on
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their behalf. This strategy, of course, is not at all new. For instance, it is
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one of the core design principles of
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[Erlang](http://erlang.org/download/armstrong_thesis_2003.pdf) and is the main
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concurrency mechanism in [Go](https://tour.golang.org/concurrency/2). A message
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in SPDK typically consists of a function pointer and a pointer to some context,
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and is passed between threads using a
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[lockless ring](http://dpdk.org/doc/guides/prog_guide/ring_lib.html). Message
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passing is often much faster than most software developer's intuition leads them to
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believe, primarily due to caching effects. If a single core is consistently
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accessing the same data (on behalf of all of the other cores), then that data
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is far more likely to be in a cache closer to that core. It's often most
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efficient to have each core work on a relatively small set of data sitting in
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its local cache and then hand off a small message to the next core when done.
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In more extreme cases where even message passing may be too costly, a copy of
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the data will be made for each thread. The thread will then only reference its
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local copy. To mutate the data, threads will send a message to each other
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thread telling them to perform the update on their local copy. This is great
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when the data isn't mutated very often, but may be read very frequently, and is
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often employed in the I/O path. This of course trades memory size for
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computational efficiency, so it's use is limited to only the most critical code
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paths.
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# Message Passing Infrastructure
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SPDK provides several layers of message passing infrastructure. The most
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fundamental libraries in SPDK, for instance, don't do any message passing on
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their own and instead enumerate rules about when functions may be called in
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their documentation (e.g. @ref nvme). Most libraries, however, depend on SPDK's
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[io_channel](http://www.spdk.io/doc/io__channel_8h.html) infrastructure,
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2018-06-11 18:22:27 +00:00
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located in `libspdk_thread.a`. The io_channel infrastructure is an abstraction
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2017-12-28 19:46:45 +00:00
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around a basic message passing framework and defines a few key abstractions.
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First, spdk_thread is an abstraction for a thread of execution and
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spdk_poller is an abstraction for a function that should be
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periodically called on the given thread. On each system thread that the user
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wishes to use with SPDK, they must first call spdk_allocate_thread(). This
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function takes three function pointers - one that will be called to pass a
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message to this thread, one that will be called to request that a poller be
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started on this thread, and finally one to request that a poller be stopped.
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*The implementation of these functions is not provided by this library*. Many
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applications already have facilities for passing messages, so to ease
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integration with existing code bases we've left the implementation up to the
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user. However, for users starting from scratch, see the following section on
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the event framework for an SPDK-provided implementation.
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The library also defines two other abstractions: spdk_io_device and
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spdk_io_channel. In the course of implementing SPDK we noticed the
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same pattern emerging in a number of different libraries. In order to
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implement a message passing strategy, the code would describe some object with
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global state and also some per-thread context associated with that object that
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was accessed in the I/O path to avoid locking on the global state. The pattern
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was clearest in the lowest layers where I/O was being submitted to block
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devices. These devices often expose multiple queues that can be assigned to
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threads and then accessed without a lock to submit I/O. To abstract that, we
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generalized the device to spdk_io_device and the thread-specific queue to
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spdk_io_channel. Over time, however, the pattern has appeared in a huge
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number of places that don't fit quite so nicely with the names we originally
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chose. In today's code spdk_io_device is any pointer, whose uniqueness is
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predicated only on its memory address, and spdk_io_channel is the per-thread
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context associated with a particular spdk_io_device.
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The io_channel infrastructure provides functions to send a message to any other
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thread, to send a message to all threads one by one, and to send a message to
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all threads for which there is an io_channel for a given io_device.
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# The event Framework
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As the number of example applications in SPDK grew, it became clear that a
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large portion of the code in each was implementing the basic message passing
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infrastructure required to call spdk_allocate_thread(). This includes spawning
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one thread per core, pinning each thread to a unique core, and allocating
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lockless rings between the threads for message passing. Instead of
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2018-01-31 22:02:07 +00:00
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re-implementing that infrastructure for each example application, SPDK
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provides the SPDK @ref event. This library handles setting up all of the
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message passing infrastructure, installing signal handlers to cleanly
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shutdown, implements periodic pollers, and does basic command line parsing.
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When started through spdk_app_start(), the library automatically spawns all of
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the threads requested, pins them, and calls spdk_allocate_thread() with
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appropriate function pointers for each one. This makes it much easier to
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implement a brand new SPDK application and is the recommended method for those
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starting out. Only established applications with sufficient message passing
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infrastructure should consider directly integrating the lower level libraries.
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2017-12-28 19:46:45 +00:00
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# Limitations of the C Language
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Message passing is efficient, but it results in asynchronous code.
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Unfortunately, asynchronous code is a challenge in C. It's often implemented by
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passing function pointers that are called when an operation completes. This
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chops up the code so that it isn't easy to follow, especially through logic
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branches. The best solution is to use a language with support for
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[futures and promises](https://en.wikipedia.org/wiki/Futures_and_promises),
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such as C++, Rust, Go, or almost any other higher level language. However, SPDK is a low
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level library and requires very wide compatibility and portability, so we've
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elected to stay with plain old C.
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We do have a few recommendations to share, though. For _simple_ callback chains,
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it's easiest if you write the functions from bottom to top. By that we mean if
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function `foo` performs some asynchronous operation and when that completes
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function `bar` is called, then function `bar` performs some operation that
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calls function `baz` on completion, a good way to write it is as such:
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void baz(void *ctx) {
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...
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}
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void bar(void *ctx) {
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async_op(baz, ctx);
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}
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void foo(void *ctx) {
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async_op(bar, ctx);
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}
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Don't split these functions up - keep them as a nice unit that can be read from bottom to top.
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For more complex callback chains, especially ones that have logical branches
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or loops, it's best to write out a state machine. It turns out that higher
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level langauges that support futures and promises are just generating state
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machines at compile time, so even though we don't have the ability to generate
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them in C we can still write them out by hand. As an example, here's a
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callback chain that performs `foo` 5 times and then calls `bar` - effectively
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an asynchronous for loop.
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enum states {
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FOO_START = 0,
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FOO_END,
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BAR_START,
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BAR_END
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};
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struct state_machine {
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enum states state;
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int count;
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};
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static void
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foo_complete(void *ctx)
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{
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struct state_machine *sm = ctx;
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sm->state = FOO_END;
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run_state_machine(sm);
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}
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static void
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foo(struct state_machine *sm)
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{
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do_async_op(foo_complete, sm);
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}
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static void
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bar_complete(void *ctx)
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{
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struct state_machine *sm = ctx;
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sm->state = BAR_END;
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run_state_machine(sm);
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}
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static void
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bar(struct state_machine *sm)
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{
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do_async_op(bar_complete, sm);
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}
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static void
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run_state_machine(struct state_machine *sm)
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{
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enum states prev_state;
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do {
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prev_state = sm->state;
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switch (sm->state) {
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case FOO_START:
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foo(sm);
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break;
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case FOO_END:
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/* This is the loop condition */
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if (sm->count++ < 5) {
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sm->state = FOO_START;
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} else {
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sm->state = BAR_START;
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}
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break;
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case BAR_START:
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bar(sm);
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break;
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case BAR_END:
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break;
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}
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} while (prev_state != sm->state);
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}
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void do_async_for(void)
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{
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struct state_machine *sm;
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sm = malloc(sizeof(*sm));
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sm->state = FOO_START;
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sm->count = 0;
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run_state_machine(sm);
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}
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This is complex, of course, but the `run_state_machine` function can be read
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from top to bottom to get a clear overview of what's happening in the code
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without having to chase through each of the callbacks.
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