48a07bfb95
The organization in rustbuild was a little odd at the moment where the `lib.rs` was quite small but the binary `main.rs` was much larger. Unfortunately as well there was a `build/` directory with the implementation of the build system, but this directory was ignored by GitHub on the file-search prompt which was a little annoying. This commit reorganizes rustbuild slightly where all the library files (the build system) is located directly inside of `src/bootstrap` and all the binaries now live in `src/bootstrap/bin` (they're small). Hopefully this should allow GitHub to index and allow navigating all the files while maintaining a relatively similar layout to the other libraries in `src/`.
112 lines
5.3 KiB
Rust
112 lines
5.3 KiB
Rust
// Copyright 2015 The Rust Project Developers. See the COPYRIGHT
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// file at the top-level directory of this distribution and at
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// http://rust-lang.org/COPYRIGHT.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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//! Job management on Windows for bootstrapping
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//!
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//! Most of the time when you're running a build system (e.g. make) you expect
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//! Ctrl-C or abnormal termination to actually terminate the entire tree of
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//! process in play, not just the one at the top. This currently works "by
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//! default" on Unix platforms because Ctrl-C actually sends a signal to the
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//! *process group* rather than the parent process, so everything will get torn
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//! down. On Windows, however, this does not happen and Ctrl-C just kills the
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//! parent process.
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//!
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//! To achieve the same semantics on Windows we use Job Objects to ensure that
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//! all processes die at the same time. Job objects have a mode of operation
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//! where when all handles to the object are closed it causes all child
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//! processes associated with the object to be terminated immediately.
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//! Conveniently whenever a process in the job object spawns a new process the
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//! child will be associated with the job object as well. This means if we add
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//! ourselves to the job object we create then everything will get torn down!
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//!
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//! Unfortunately most of the time the build system is actually called from a
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//! python wrapper (which manages things like building the build system) so this
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//! all doesn't quite cut it so far. To go the last mile we duplicate the job
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//! object handle into our parent process (a python process probably) and then
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//! close our own handle. This means that the only handle to the job object
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//! resides in the parent python process, so when python dies the whole build
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//! system dies (as one would probably expect!).
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//!
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//! Note that this module has a #[cfg(windows)] above it as none of this logic
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//! is required on Unix.
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extern crate kernel32;
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extern crate winapi;
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use std::env;
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use std::io;
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use std::mem;
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use self::winapi::*;
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use self::kernel32::*;
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pub unsafe fn setup() {
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// Create a new job object for us to use
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let job = CreateJobObjectW(0 as *mut _, 0 as *const _);
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assert!(job != 0 as *mut _, "{}", io::Error::last_os_error());
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// Indicate that when all handles to the job object are gone that all
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// process in the object should be killed. Note that this includes our
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// entire process tree by default because we've added ourselves and our
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// children will reside in the job by default.
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let mut info = mem::zeroed::<JOBOBJECT_EXTENDED_LIMIT_INFORMATION>();
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info.BasicLimitInformation.LimitFlags = JOB_OBJECT_LIMIT_KILL_ON_JOB_CLOSE;
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let r = SetInformationJobObject(job,
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JobObjectExtendedLimitInformation,
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&mut info as *mut _ as LPVOID,
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mem::size_of_val(&info) as DWORD);
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assert!(r != 0, "{}", io::Error::last_os_error());
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// Assign our process to this job object. Note that if this fails, one very
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// likely reason is that we are ourselves already in a job object! This can
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// happen on the build bots that we've got for Windows, or if just anyone
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// else is instrumenting the build. In this case we just bail out
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// immediately and assume that they take care of it.
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//
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// Also note that nested jobs (why this might fail) are supported in recent
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// versions of Windows, but the version of Windows that our bots are running
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// at least don't support nested job objects.
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let r = AssignProcessToJobObject(job, GetCurrentProcess());
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if r == 0 {
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CloseHandle(job);
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return
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}
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// If we've got a parent process (e.g. the python script that called us)
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// then move ownership of this job object up to them. That way if the python
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// script is killed (e.g. via ctrl-c) then we'll all be torn down.
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//
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// If we don't have a parent (e.g. this was run directly) then we
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// intentionally leak the job object handle. When our process exits
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// (normally or abnormally) it will close the handle implicitly, causing all
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// processes in the job to be cleaned up.
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let pid = match env::var("BOOTSTRAP_PARENT_ID") {
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Ok(s) => s,
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Err(..) => return,
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};
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let parent = OpenProcess(PROCESS_DUP_HANDLE, FALSE, pid.parse().unwrap());
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assert!(parent != 0 as *mut _, "{}", io::Error::last_os_error());
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let mut parent_handle = 0 as *mut _;
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let r = DuplicateHandle(GetCurrentProcess(), job,
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parent, &mut parent_handle,
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0, FALSE, DUPLICATE_SAME_ACCESS);
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// If this failed, well at least we tried! An example of DuplicateHandle
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// failing in the past has been when the wrong python2 package spawed this
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// build system (e.g. the `python2` package in MSYS instead of
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// `mingw-w64-x86_64-python2`. Not sure why it failed, but the "failure
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// mode" here is that we only clean everything up when the build system
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// dies, not when the python parent does, so not too bad.
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if r != 0 {
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CloseHandle(job);
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}
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}
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