// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #if defined(OS_WIN) #include #endif #include "content/gpu/gpu_watchdog_thread.h" #include "base/bind.h" #include "base/bind_helpers.h" #include "base/command_line.h" #include "base/compiler_specific.h" #include "base/process_util.h" #include "base/process.h" #include "build/build_config.h" #include "content/public/common/content_switches.h" #include "content/public/common/result_codes.h" namespace content { namespace { const int64 kCheckPeriodMs = 2000; } // namespace GpuWatchdogThread::GpuWatchdogThread(int timeout) : base::Thread("Watchdog"), watched_message_loop_(MessageLoop::current()), timeout_(base::TimeDelta::FromMilliseconds(timeout)), armed_(false), #if defined(OS_WIN) watched_thread_handle_(0), arm_cpu_time_(), #endif ALLOW_THIS_IN_INITIALIZER_LIST(task_observer_(this)), ALLOW_THIS_IN_INITIALIZER_LIST(weak_factory_(this)) { DCHECK(timeout >= 0); #if defined(OS_WIN) // GetCurrentThread returns a pseudo-handle that cannot be used by one thread // to identify another. DuplicateHandle creates a "real" handle that can be // used for this purpose. BOOL result = DuplicateHandle(GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &watched_thread_handle_, THREAD_QUERY_INFORMATION, FALSE, 0); DCHECK(result); #endif watched_message_loop_->AddTaskObserver(&task_observer_); } void GpuWatchdogThread::PostAcknowledge() { // Called on the monitored thread. Responds with OnAcknowledge. Cannot use // the method factory. Rely on reference counting instead. message_loop()->PostTask( FROM_HERE, base::Bind(&GpuWatchdogThread::OnAcknowledge, this)); } void GpuWatchdogThread::CheckArmed() { // Acknowledge the watchdog if it has armed itself. The watchdog will not // change its armed state until it is acknowledged. if (armed()) { PostAcknowledge(); } } void GpuWatchdogThread::Init() { // Schedule the first check. OnCheck(); } void GpuWatchdogThread::CleanUp() { weak_factory_.InvalidateWeakPtrs(); } GpuWatchdogThread::GpuWatchdogTaskObserver::GpuWatchdogTaskObserver( GpuWatchdogThread* watchdog) : watchdog_(watchdog) { } GpuWatchdogThread::GpuWatchdogTaskObserver::~GpuWatchdogTaskObserver() { } void GpuWatchdogThread::GpuWatchdogTaskObserver::WillProcessTask( base::TimeTicks time_posted) { watchdog_->CheckArmed(); } void GpuWatchdogThread::GpuWatchdogTaskObserver::DidProcessTask( base::TimeTicks time_posted) { watchdog_->CheckArmed(); } GpuWatchdogThread::~GpuWatchdogThread() { // Verify that the thread was explicitly stopped. If the thread is stopped // implicitly by the destructor, CleanUp() will not be called. DCHECK(!weak_factory_.HasWeakPtrs()); #if defined(OS_WIN) CloseHandle(watched_thread_handle_); #endif watched_message_loop_->RemoveTaskObserver(&task_observer_); } void GpuWatchdogThread::OnAcknowledge() { // The check has already been acknowledged and another has already been // scheduled by a previous call to OnAcknowledge. It is normal for a // watched thread to see armed_ being true multiple times before // the OnAcknowledge task is run on the watchdog thread. if (!armed_) return; // Revoke any pending hang termination. weak_factory_.InvalidateWeakPtrs(); armed_ = false; // The monitored thread has responded. Post a task to check it again. message_loop()->PostDelayedTask( FROM_HERE, base::Bind(&GpuWatchdogThread::OnCheck, weak_factory_.GetWeakPtr()), base::TimeDelta::FromMilliseconds(kCheckPeriodMs)); } void GpuWatchdogThread::OnCheck() { if (armed_) return; // Must set armed before posting the task. This task might be the only task // that will activate the TaskObserver on the watched thread and it must not // miss the false -> true transition. armed_ = true; #if defined(OS_WIN) arm_cpu_time_ = GetWatchedThreadTime(); #endif arm_absolute_time_ = base::Time::Now(); // Post a task to the monitored thread that does nothing but wake up the // TaskObserver. Any other tasks that are pending on the watched thread will // also wake up the observer. This simply ensures there is at least one. watched_message_loop_->PostTask( FROM_HERE, base::Bind(&base::DoNothing)); // Post a task to the watchdog thread to exit if the monitored thread does // not respond in time. message_loop()->PostDelayedTask( FROM_HERE, base::Bind( &GpuWatchdogThread::DeliberatelyTerminateToRecoverFromHang, weak_factory_.GetWeakPtr()), timeout_); } // Use the --disable-gpu-watchdog command line switch to disable this. void GpuWatchdogThread::DeliberatelyTerminateToRecoverFromHang() { #if defined(OS_WIN) // Defer termination until a certain amount of CPU time has elapsed on the // watched thread. base::TimeDelta time_since_arm = GetWatchedThreadTime() - arm_cpu_time_; if (time_since_arm < timeout_) { message_loop()->PostDelayedTask( FROM_HERE, base::Bind( &GpuWatchdogThread::DeliberatelyTerminateToRecoverFromHang, weak_factory_.GetWeakPtr()), timeout_ - time_since_arm); return; } #endif // If the watchdog woke up significantly behind schedule, disarm and reset // the watchdog check. This is to prevent the watchdog thread from terminating // when a machine wakes up from sleep or hibernation, which would otherwise // appear to be a hang. if (base::Time::Now() - arm_absolute_time_ > timeout_ * 2) { armed_ = false; OnCheck(); return; } // For minimal developer annoyance, don't keep terminating. You need to skip // the call to base::Process::Terminate below in a debugger for this to be // useful. static bool terminated = false; if (terminated) return; #if defined(OS_WIN) if (IsDebuggerPresent()) return; #endif LOG(ERROR) << "The GPU process hung. Terminating after " << timeout_.InMilliseconds() << " ms."; bool should_crash = CommandLine::ForCurrentProcess()->HasSwitch(switches::kCrashOnGpuHang); #if defined(OS_WIN) should_crash = true; #endif if (should_crash) { // Deliberately crash the process to create a crash dump. *((volatile int*)0) = 0x1337; } else { base::Process current_process(base::GetCurrentProcessHandle()); current_process.Terminate(RESULT_CODE_HUNG); } terminated = true; } #if defined(OS_WIN) base::TimeDelta GpuWatchdogThread::GetWatchedThreadTime() { FILETIME creation_time; FILETIME exit_time; FILETIME user_time; FILETIME kernel_time; BOOL result = GetThreadTimes(watched_thread_handle_, &creation_time, &exit_time, &kernel_time, &user_time); DCHECK(result); ULARGE_INTEGER user_time64; user_time64.HighPart = user_time.dwHighDateTime; user_time64.LowPart = user_time.dwLowDateTime; ULARGE_INTEGER kernel_time64; kernel_time64.HighPart = kernel_time.dwHighDateTime; kernel_time64.LowPart = kernel_time.dwLowDateTime; // Time is reported in units of 100 nanoseconds. Kernel and user time are // summed to deal with to kinds of hangs. One is where the GPU process is // stuck in user level, never calling into the kernel and kernel time is // not increasing. The other is where either the kernel hangs and never // returns to user level or where user level code // calls into kernel level repeatedly, giving up its quanta before it is // tracked, for example a loop that repeatedly Sleeps. return base::TimeDelta::FromMilliseconds(static_cast( (user_time64.QuadPart + kernel_time64.QuadPart) / 10000)); } #endif } // namespace content