burritos/src/kernel/system.rs

102 lines
2.3 KiB
Rust

//! # System module
//!
//! Module containing structs and methods pertaining to the state of the operating system
use std::{cell::RefCell, rc::Rc};
use crate::simulator::machine::Machine;
use super::thread_manager::ThreadManager;
/// This macro properly initializes the system
#[macro_export]
macro_rules! init_system {
() => {{
let m = Machine::init_machine();
init_system!(m)
}};
($a:expr) => {{
let sys = std::rc::Rc::new(std::cell::RefCell::new(crate::System::new($a)));
crate::System::freeze(std::rc::Rc::clone(&sys));
sys
}};
}
/// # System
///
/// This structure represents the state of the threads running on the operating system.
/// It contains references to the following:
///
/// - The simulated machine
/// - The current running thread
/// - The list of active threads
/// - The thread to be destroyed next
/// - The scheduler which acts upon these threads
#[derive(PartialEq)]
pub struct System {
g_machine: RefCell<Machine>,
thread_manager: Rc<RefCell<ThreadManager>>
}
impl System {
/// System constructor
pub fn new(machine: Machine) -> System {
Self {
g_machine: RefCell::new(machine),
thread_manager: Rc::new(RefCell::new(ThreadManager::new()))
}
}
/// use thread_manager setter to send it system instance
pub fn freeze(this: Rc<RefCell<System>>) {
let copy = Rc::clone(&this);
let tm = &this.borrow_mut().thread_manager;
tm.borrow_mut().system = Option::Some(copy);
ThreadManager::freeze(tm);
}
// GETTERS
/// Returns the Machine
///
/// Useful to access RAM, devices, ...
pub fn get_g_machine(&self) -> &RefCell<Machine> {
&self.g_machine
}
pub fn get_thread_manager(&self) -> Rc<RefCell<ThreadManager>> {
Rc::clone(&self.thread_manager)
}
// Setters
/// Assign a machine to the system
pub fn set_g_machine(&mut self, machine: RefCell<Machine>) {
self.g_machine = machine
}
}
#[derive(PartialEq, Debug)]
pub enum ObjectType {
SemaphoreType,
LockType,
ConditionType,
FileType,
ThreadType,
InvalidType
}
#[cfg(test)]
mod tests {
use crate::{System, Machine};
#[test]
fn test_init_system() {
init_system!();
}
}