Systemd/src/core/target.c
Lennart Poettering 6fcbec6f9b core: whenever we change state of a unit, force out PropertiesChanged bus signal
This allows clients to follow our internal state changes safely.

Previously, quick state changes (for example, when we restart a unit due
to Restart= after it quickly transitioned through DEAD/FAILED states)
would be coalesced into one bus signal event, with this change there's
the guarantee that all state changes after the unit was announced ones
are reflected on th bus.

Note we only do this kind of guaranteed flushing only for unit state
changes, not for other unit property changes, where clients still have
to expect coalescing. This is because the unit state is a very
important, high-level concept.

Fixes: #10185
2018-12-01 12:53:26 +01:00

224 lines
5.7 KiB
C

/* SPDX-License-Identifier: LGPL-2.1+ */
#include "dbus-target.h"
#include "dbus-unit.h"
#include "log.h"
#include "serialize.h"
#include "special.h"
#include "string-util.h"
#include "target.h"
#include "unit-name.h"
#include "unit.h"
static const UnitActiveState state_translation_table[_TARGET_STATE_MAX] = {
[TARGET_DEAD] = UNIT_INACTIVE,
[TARGET_ACTIVE] = UNIT_ACTIVE
};
static void target_set_state(Target *t, TargetState state) {
TargetState old_state;
assert(t);
if (t->state != state)
bus_unit_send_pending_change_signal(UNIT(t), false);
old_state = t->state;
t->state = state;
if (state != old_state)
log_debug("%s changed %s -> %s",
UNIT(t)->id,
target_state_to_string(old_state),
target_state_to_string(state));
unit_notify(UNIT(t), state_translation_table[old_state], state_translation_table[state], 0);
}
static int target_add_default_dependencies(Target *t) {
static const UnitDependency deps[] = {
UNIT_REQUIRES,
UNIT_REQUISITE,
UNIT_WANTS,
UNIT_BINDS_TO,
UNIT_PART_OF
};
int r;
unsigned k;
assert(t);
if (!UNIT(t)->default_dependencies)
return 0;
/* Imply ordering for requirement dependencies on target units. Note that when the user created a contradicting
* ordering manually we won't add anything in here to make sure we don't create a loop. */
for (k = 0; k < ELEMENTSOF(deps); k++) {
Unit *other;
Iterator i;
void *v;
HASHMAP_FOREACH_KEY(v, other, UNIT(t)->dependencies[deps[k]], i) {
r = unit_add_default_target_dependency(other, UNIT(t));
if (r < 0)
return r;
}
}
if (unit_has_name(UNIT(t), SPECIAL_SHUTDOWN_TARGET))
return 0;
/* Make sure targets are unloaded on shutdown */
return unit_add_two_dependencies_by_name(UNIT(t), UNIT_BEFORE, UNIT_CONFLICTS, SPECIAL_SHUTDOWN_TARGET, true, UNIT_DEPENDENCY_DEFAULT);
}
static int target_load(Unit *u) {
Target *t = TARGET(u);
int r;
assert(t);
r = unit_load_fragment_and_dropin(u);
if (r < 0)
return r;
/* This is a new unit? Then let's add in some extras */
if (u->load_state == UNIT_LOADED) {
r = target_add_default_dependencies(t);
if (r < 0)
return r;
}
return 0;
}
static int target_coldplug(Unit *u) {
Target *t = TARGET(u);
assert(t);
assert(t->state == TARGET_DEAD);
if (t->deserialized_state != t->state)
target_set_state(t, t->deserialized_state);
return 0;
}
static void target_dump(Unit *u, FILE *f, const char *prefix) {
Target *t = TARGET(u);
assert(t);
assert(f);
fprintf(f,
"%sTarget State: %s\n",
prefix, target_state_to_string(t->state));
}
static int target_start(Unit *u) {
Target *t = TARGET(u);
int r;
assert(t);
assert(t->state == TARGET_DEAD);
r = unit_acquire_invocation_id(u);
if (r < 0)
return r;
target_set_state(t, TARGET_ACTIVE);
return 1;
}
static int target_stop(Unit *u) {
Target *t = TARGET(u);
assert(t);
assert(t->state == TARGET_ACTIVE);
target_set_state(t, TARGET_DEAD);
return 1;
}
static int target_serialize(Unit *u, FILE *f, FDSet *fds) {
Target *s = TARGET(u);
assert(s);
assert(f);
assert(fds);
(void) serialize_item(f, "state", target_state_to_string(s->state));
return 0;
}
static int target_deserialize_item(Unit *u, const char *key, const char *value, FDSet *fds) {
Target *s = TARGET(u);
assert(u);
assert(key);
assert(value);
assert(fds);
if (streq(key, "state")) {
TargetState state;
state = target_state_from_string(value);
if (state < 0)
log_debug("Failed to parse state value %s", value);
else
s->deserialized_state = state;
} else
log_debug("Unknown serialization key '%s'", key);
return 0;
}
_pure_ static UnitActiveState target_active_state(Unit *u) {
assert(u);
return state_translation_table[TARGET(u)->state];
}
_pure_ static const char *target_sub_state_to_string(Unit *u) {
assert(u);
return target_state_to_string(TARGET(u)->state);
}
const UnitVTable target_vtable = {
.object_size = sizeof(Target),
.sections =
"Unit\0"
"Target\0"
"Install\0",
.load = target_load,
.coldplug = target_coldplug,
.dump = target_dump,
.start = target_start,
.stop = target_stop,
.serialize = target_serialize,
.deserialize_item = target_deserialize_item,
.active_state = target_active_state,
.sub_state_to_string = target_sub_state_to_string,
.bus_vtable = bus_target_vtable,
.status_message_formats = {
.finished_start_job = {
[JOB_DONE] = "Reached target %s.",
},
.finished_stop_job = {
[JOB_DONE] = "Stopped target %s.",
},
},
};