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Explicitly name all spawned threads
The thread name is shown in debugger as well as panic messages and this patch makes it easier to follow a thread instead of looking through full backtrace, by naming all spawned threads according to their functioning.
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2b6770c936
commit
5e6eee5f63
4 changed files with 61 additions and 43 deletions
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@ -181,21 +181,24 @@ impl ExecutionStrategy for CrossThread1 {
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let (req_tx, req_rx) = channel();
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let (res_tx, res_rx) = channel();
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let join_handle = thread::spawn(move || {
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let mut dispatch = |b| {
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req_tx.send(b).unwrap();
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res_rx.recv().unwrap()
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};
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let join_handle = thread::Builder::new()
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.name("DispatchThread".to_owned())
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.spawn(move || {
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let mut dispatch = |b| {
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req_tx.send(b).unwrap();
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res_rx.recv().unwrap()
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};
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run_client(
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Bridge {
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cached_buffer: input,
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dispatch: (&mut dispatch).into(),
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force_show_panics,
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},
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client_data,
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)
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});
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run_client(
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Bridge {
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cached_buffer: input,
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dispatch: (&mut dispatch).into(),
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force_show_panics,
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},
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client_data,
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)
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})
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.expect("failed to spawn thread");
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for b in req_rx {
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res_tx.send(dispatcher.dispatch(b)).unwrap();
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@ -227,33 +230,36 @@ impl ExecutionStrategy for CrossThread2 {
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let server_thread = thread::current();
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let state2 = state.clone();
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let join_handle = thread::spawn(move || {
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let mut dispatch = |b| {
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*state2.lock().unwrap() = State::Req(b);
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server_thread.unpark();
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loop {
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thread::park();
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if let State::Res(b) = &mut *state2.lock().unwrap() {
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break b.take();
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let join_handle = thread::Builder::new()
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.name("ServerThread".to_owned())
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.spawn(move || {
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let mut dispatch = |b| {
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*state2.lock().unwrap() = State::Req(b);
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server_thread.unpark();
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loop {
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thread::park();
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if let State::Res(b) = &mut *state2.lock().unwrap() {
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break b.take();
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}
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}
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}
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};
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};
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let r = run_client(
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Bridge {
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cached_buffer: input,
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dispatch: (&mut dispatch).into(),
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force_show_panics,
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},
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client_data,
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);
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let r = run_client(
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Bridge {
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cached_buffer: input,
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dispatch: (&mut dispatch).into(),
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force_show_panics,
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},
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client_data,
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);
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// Wake up the server so it can exit the dispatch loop.
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drop(state2);
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server_thread.unpark();
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// Wake up the server so it can exit the dispatch loop.
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drop(state2);
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server_thread.unpark();
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r
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});
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r
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})
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.expect("failed to spawn thread");
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// Check whether `state2` was dropped, to know when to stop.
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while Arc::get_mut(&mut state).is_none() {
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