71ccea94ce
spdk_app_start no longer creates threads and appropriate docs should be updated. Signed-off-by: Maciej Szwed <maciej.szwed@intel.com> Change-Id: I29736e26faa6a3250a6019e90d9734ff04f6e1fd Reviewed-on: https://review.spdk.io/gerrit/c/spdk/spdk/+/518 Community-CI: Mellanox Build Bot Tested-by: SPDK CI Jenkins <sys_sgci@intel.com> Reviewed-by: Shuhei Matsumoto <shuhei.matsumoto.xt@hitachi.com> Reviewed-by: Tomasz Zawadzki <tomasz.zawadzki@intel.com> Reviewed-by: Paul Luse <paul.e.luse@intel.com>
251 lines
11 KiB
Markdown
251 lines
11 KiB
Markdown
# 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 many things in practice. For instance, moving from one
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SSD to two should double the number of I/O's per second. Or doubling the number
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of CPU cores should double the amount of computation possible. Or even doubling
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the number of NICs should double the network throughput. To achieve this, the
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software's threads of execution must be independent from one another as much as
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possible. In practice, that means avoiding software locks and even atomic
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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 accessing the data. This model has many great
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properties:
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* It's easy to convert single-threaded programs to multi-threaded programs
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because you don't have to change the data model from the single-threaded
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version. You 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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* The scheduler can interrupt threads, allowing for efficient time-sharing
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of CPU resources.
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Unfortunately, as the number of threads scales up, contention on the lock around
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the shared data does too. More granular locking helps, but then also increases
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the complexity of the program. Even then, beyond a certain number of contended
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locks, threads will spend most of their time attempting to acquire the locks and
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the program will not benefit from more 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 data,
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they pass a message to the owning thread to perform the operation on their
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behalf. This strategy, of course, is not at all new. For instance, it is one of
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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 consists of a function pointer and a pointer to some context. Messages
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are 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
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to believe due to caching effects. If a single core is accessing the same data
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(on behalf of all of the other cores), then that data is far more likely to be
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in a cache closer to that core. It's often most efficient to have each core work
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on a small set of data sitting in its local cache and then hand off a small
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message to the next core when done.
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In more extreme cases where even message passing may be too costly, each thread
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may make a local copy of the data. The thread will then only reference its local
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copy. To mutate the data, threads will send a message to each other thread
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telling them to perform the update on their local copy. This is great when the
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data isn't mutated very often, but is read very frequently, and is often
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employed in the I/O path. This of course trades memory size for computational
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efficiency, so it is used in only the most critical code 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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[thread](http://www.spdk.io/doc/thread_8h.html)
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abstraction, located in `libspdk_thread.a`. The thread abstraction provides a
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basic message passing framework and defines a few key primitives.
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First, `spdk_thread` is an abstraction for a lightweight, stackless thread of
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execution. A lower level framework can execute an `spdk_thread` for a single
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timeslice by calling `spdk_thread_poll()`. A lower level framework is allowed to
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move an `spdk_thread` between system threads at any time, as long as there is
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only a single system thread executing `spdk_thread_poll()` on that
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`spdk_thread` at any given time. New lightweight threads may be created at any
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time by calling `spdk_thread_create()` and destroyed by calling
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`spdk_thread_destroy()`. The lightweight thread is the foundational abstraction for
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threading in SPDK.
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There are then a few additional abstractions layered on top of the
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`spdk_thread`. One is the `spdk_poller`, which is an abstraction for a
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function that should be repeatedly called on the given thread. Another is an
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`spdk_msg_fn`, which is a function pointer and a context pointer, that can
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be sent to a thread for execution via `spdk_thread_send_msg()`.
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The library also defines two additional abstractions: `spdk_io_device` and
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`spdk_io_channel`. In the course of implementing SPDK we noticed the same
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pattern emerging in a number of different libraries. In order to implement a
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message passing strategy, the code would describe some object with global state
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and also some per-thread context associated with that object that was accessed
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in the I/O path to avoid locking on the global state. The pattern was clearest
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in the lowest layers where I/O was being submitted to block devices. These
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devices often expose multiple queues that can be assigned to threads and then
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accessed without a lock to submit I/O. To abstract that, we generalized the
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device to `spdk_io_device` and the thread-specific queue to `spdk_io_channel`.
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Over time, however, the pattern has appeared in a huge number of places that
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don't fit quite so nicely with the names we originally chose. In today's code
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`spdk_io_device` is any pointer, whose uniqueness is predicated only on its
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memory address, and `spdk_io_channel` is the per-thread context associated with
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a particular `spdk_io_device`.
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The threading abstraction 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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Most critically, the thread abstraction does not actually spawn any system level
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threads of its own. Instead, it relies on the existence of some lower level
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framework that spawns system threads and sets up event loops. Inside those event
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loops, the threading abstraction simply requires the lower level framework to
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repeatedly call `spdk_thread_poll()` on each `spdk_thread()` that exists. This
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makes SPDK very portable to a wide variety of asynchronous, event-based
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frameworks such as [Seastar](https://www.seastar.io) or [libuv](https://libuv.org/).
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# The event Framework
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The SPDK project didn't want to officially pick an asynchronous, event-based
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framework for all of the example applications it shipped with, in the interest
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of supporting the widest variety of frameworks possible. But the applications do
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of course require something that implements an asynchronous event loop in order
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to run, so enter the `event` framework located in `lib/event`. This framework
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includes things like polling and scheduling the lightweight threads, installing
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signal handlers to cleanly shutdown, and basic command line option parsing.
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Only established applications should consider directly integrating the lower
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level libraries.
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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 languages 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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