Record/replay provides REPLAY_CLOCK_LOCKED macro to access the clock when vm_clock_seqlock is locked. This macro is needed because replay internals operate icount. In locked case replay use icount_get_raw_locked for icount request, which prevents excess locking which leads to deadlock. But previously only record code used *_locked function and replay did not. Therefore sometimes clock access lead to deadlocks. This patch fixes clock access for replay too and uses *_locked icount access function. Signed-off-by: Pavel Dovgalyuk <Pavel.Dovgalyuk@ispras.ru> Message-Id: <161347990483.1313189.8371838968343494161.stgit@pasha-ThinkPad-X280> Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
		
			
				
	
	
		
			235 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef REPLAY_H
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#define REPLAY_H
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/*
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 * replay.h
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 *
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 * Copyright (c) 2010-2015 Institute for System Programming
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 *                         of the Russian Academy of Sciences.
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 *
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 * This work is licensed under the terms of the GNU GPL, version 2 or later.
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 * See the COPYING file in the top-level directory.
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 *
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 */
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#include "qapi/qapi-types-misc.h"
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#include "qapi/qapi-types-run-state.h"
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#include "qapi/qapi-types-replay.h"
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#include "qapi/qapi-types-ui.h"
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#include "block/aio.h"
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/* replay clock kinds */
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enum ReplayClockKind {
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    /* host_clock */
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    REPLAY_CLOCK_HOST,
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    /* virtual_rt_clock */
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    REPLAY_CLOCK_VIRTUAL_RT,
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    REPLAY_CLOCK_COUNT
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};
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typedef enum ReplayClockKind ReplayClockKind;
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/* IDs of the checkpoints */
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enum ReplayCheckpoint {
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    CHECKPOINT_CLOCK_WARP_START,
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    CHECKPOINT_CLOCK_WARP_ACCOUNT,
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    CHECKPOINT_RESET_REQUESTED,
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    CHECKPOINT_SUSPEND_REQUESTED,
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    CHECKPOINT_CLOCK_VIRTUAL,
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    CHECKPOINT_CLOCK_HOST,
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    CHECKPOINT_CLOCK_VIRTUAL_RT,
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    CHECKPOINT_INIT,
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    CHECKPOINT_RESET,
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    CHECKPOINT_COUNT
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};
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typedef enum ReplayCheckpoint ReplayCheckpoint;
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typedef struct ReplayNetState ReplayNetState;
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extern ReplayMode replay_mode;
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/* Name of the initial VM snapshot */
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extern char *replay_snapshot;
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/* Replay locking
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 *
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 * The locks are needed to protect the shared structures and log file
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 * when doing record/replay. They also are the main sync-point between
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 * the main-loop thread and the vCPU thread. This was a role
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 * previously filled by the BQL which has been busy trying to reduce
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 * its impact across the code. This ensures blocks of events stay
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 * sequential and reproducible.
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 */
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void replay_mutex_lock(void);
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void replay_mutex_unlock(void);
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/* Replay process control functions */
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/*! Enables recording or saving event log with specified parameters */
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void replay_configure(struct QemuOpts *opts);
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/*! Initializes timers used for snapshotting and enables events recording */
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void replay_start(void);
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/*! Closes replay log file and frees other resources. */
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void replay_finish(void);
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/*! Adds replay blocker with the specified error description */
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void replay_add_blocker(Error *reason);
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/* Returns name of the replay log file */
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const char *replay_get_filename(void);
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/*
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 * Start making one step in backward direction.
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 * Used by gdbstub for backwards debugging.
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 * Returns true on success.
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 */
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bool replay_reverse_step(void);
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/*
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 * Start searching the last breakpoint/watchpoint.
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 * Used by gdbstub for backwards debugging.
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 * Returns true if the process successfully started.
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 */
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bool replay_reverse_continue(void);
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/*
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 * Returns true if replay module is processing
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 * reverse_continue or reverse_step request
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 */
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bool replay_running_debug(void);
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/* Called in reverse debugging mode to collect breakpoint information */
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void replay_breakpoint(void);
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/* Called when gdb is attached to gdbstub */
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void replay_gdb_attached(void);
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/* Processing the instructions */
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/*! Returns number of executed instructions. */
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uint64_t replay_get_current_icount(void);
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/*! Returns number of instructions to execute in replay mode. */
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int replay_get_instructions(void);
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/*! Updates instructions counter in replay mode. */
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void replay_account_executed_instructions(void);
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/* Interrupts and exceptions */
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/*! Called by exception handler to write or read
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    exception processing events. */
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bool replay_exception(void);
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/*! Used to determine that exception is pending.
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    Does not proceed to the next event in the log. */
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bool replay_has_exception(void);
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/*! Called by interrupt handlers to write or read
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    interrupt processing events.
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    \return true if interrupt should be processed */
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bool replay_interrupt(void);
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/*! Tries to read interrupt event from the file.
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    Returns true, when interrupt request is pending */
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bool replay_has_interrupt(void);
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/* Processing clocks and other time sources */
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/*! Save the specified clock */
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int64_t replay_save_clock(ReplayClockKind kind, int64_t clock,
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                          int64_t raw_icount);
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/*! Read the specified clock from the log or return cached data */
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int64_t replay_read_clock(ReplayClockKind kind, int64_t raw_icount);
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/*! Saves or reads the clock depending on the current replay mode. */
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#define REPLAY_CLOCK(clock, value)                                      \
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    (replay_mode == REPLAY_MODE_PLAY                                    \
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        ? replay_read_clock((clock), icount_get_raw())                  \
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        : replay_mode == REPLAY_MODE_RECORD                             \
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            ? replay_save_clock((clock), (value), icount_get_raw())     \
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            : (value))
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#define REPLAY_CLOCK_LOCKED(clock, value)                               \
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    (replay_mode == REPLAY_MODE_PLAY                                    \
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        ? replay_read_clock((clock), icount_get_raw_locked())           \
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        : replay_mode == REPLAY_MODE_RECORD                             \
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            ? replay_save_clock((clock), (value), icount_get_raw_locked()) \
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            : (value))
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/* Processing data from random generators */
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/* Saves the values from the random number generator */
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void replay_save_random(int ret, void *buf, size_t len);
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/* Loads the saved values for the random number generator */
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int replay_read_random(void *buf, size_t len);
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/* Events */
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/*! Called when qemu shutdown is requested. */
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void replay_shutdown_request(ShutdownCause cause);
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/*! Should be called at check points in the execution.
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    These check points are skipped, if they were not met.
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    Saves checkpoint in the SAVE mode and validates in the PLAY mode.
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    Returns 0 in PLAY mode if checkpoint was not found.
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    Returns 1 in all other cases. */
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bool replay_checkpoint(ReplayCheckpoint checkpoint);
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/*! Used to determine that checkpoint is pending.
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    Does not proceed to the next event in the log. */
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bool replay_has_checkpoint(void);
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/* Asynchronous events queue */
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/*! Disables storing events in the queue */
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void replay_disable_events(void);
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/*! Enables storing events in the queue */
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void replay_enable_events(void);
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/*! Returns true when saving events is enabled */
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bool replay_events_enabled(void);
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/* Flushes events queue */
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void replay_flush_events(void);
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/*! Adds bottom half event to the queue */
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void replay_bh_schedule_event(QEMUBH *bh);
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/* Adds oneshot bottom half event to the queue */
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void replay_bh_schedule_oneshot_event(AioContext *ctx,
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    QEMUBHFunc *cb, void *opaque);
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/*! Adds input event to the queue */
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void replay_input_event(QemuConsole *src, InputEvent *evt);
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/*! Adds input sync event to the queue */
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void replay_input_sync_event(void);
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/*! Adds block layer event to the queue */
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void replay_block_event(QEMUBH *bh, uint64_t id);
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/*! Returns ID for the next block event */
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uint64_t blkreplay_next_id(void);
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/* Character device */
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/*! Registers char driver to save it's events */
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void replay_register_char_driver(struct Chardev *chr);
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/*! Saves write to char device event to the log */
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void replay_chr_be_write(struct Chardev *s, uint8_t *buf, int len);
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/*! Writes char write return value to the replay log. */
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void replay_char_write_event_save(int res, int offset);
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/*! Reads char write return value from the replay log. */
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void replay_char_write_event_load(int *res, int *offset);
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/*! Reads information about read_all character event. */
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int replay_char_read_all_load(uint8_t *buf);
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/*! Writes character read_all error code into the replay log. */
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void replay_char_read_all_save_error(int res);
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/*! Writes character read_all execution result into the replay log. */
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void replay_char_read_all_save_buf(uint8_t *buf, int offset);
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/* Network */
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/*! Registers replay network filter attached to some backend. */
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ReplayNetState *replay_register_net(NetFilterState *nfs);
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/*! Unregisters replay network filter. */
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void replay_unregister_net(ReplayNetState *rns);
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/*! Called to write network packet to the replay log. */
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void replay_net_packet_event(ReplayNetState *rns, unsigned flags,
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                             const struct iovec *iov, int iovcnt);
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/* Audio */
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/*! Saves/restores number of played samples of audio out operation. */
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void replay_audio_out(size_t *played);
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/*! Saves/restores recorded samples of audio in operation. */
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void replay_audio_in(size_t *recorded, void *samples, size_t *wpos, size_t size);
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/* VM state operations */
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/*! Called at the start of execution.
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    Loads or saves initial vmstate depending on execution mode. */
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void replay_vmstate_init(void);
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/*! Called to ensure that replay state is consistent and VM snapshot
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    can be created */
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bool replay_can_snapshot(void);
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#endif
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