rust/src/bootstrap/job.rs
Alex Crichton 48a07bfb95 rustbuild: Remove the build directory
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/`.
2016-07-05 21:58:20 -07:00

112 lines
5.3 KiB
Rust

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