Add some documentation on how threading is implemented in Wine.
Covers basic Win32 threading primitives, syslevels, the TEB and pthreads vs kthreads.
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<chapter id="threading">
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<title>Multi-threading in Wine</title>
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<para>
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This section will assume you understand the basics of multithreading. If not there are plenty of
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good tutorials available on the net to get you started.
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</para>
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<para>
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Threading in Wine is somewhat complex due to several factors. The first is the advanced level of
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multithreading support provided by Windows - there are far more threading related constructs available
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in Win32 than the Linux equivalent (pthreads). The second is the need to be able to map Win32 threads
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to native Linux threads which provides us with benefits like having the kernel schedule them without
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our intervention. While it's possible to implement threading entirely without kernel support, doing so
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is not desirable on most platforms that Wine runs on.
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</para>
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<sect1>
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<title> Threading support in Win32 </title>
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<para>
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Win32 is an unusually thread friendly API. Not only is in entirely thread safe, but it provides
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many different facilities to working with threads. These range from the basics such as starting
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and stopping threads, to the extremely complex such as injecting threads into other processes and
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COM inter-thread marshalling.
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</para>
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<para>
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One of the primary challenges of writing Wine code therefore is ensuring that all our DLLs are
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thread safe, free of race conditions and so on. This isn't simple - don't be afraid to ask if
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you aren't sure whether a piece of code is thread safe or not!
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</para>
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<para>
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Win32 provides many different ways you can make your code thread safe however the most common
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are the <emphasis>critical section</emphasis> and the <emphasis>interlocked functions</emphasis>.
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Critical sections are a type of mutex designed to protect a geographic area of code. If you don't
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want multiple threads running in a piece of code at once, you can protect them with calls to
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EnterCriticalSection and LeaveCriticalSection. The first call to EnterCriticalSection by a thread
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will lock the section and continue without stopping. If another thread calls it then it will block
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until the original thread calls LeaveCriticalSection again.
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</para>
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<para>
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It is therefore vitally important that if you use critical sections to make some code thread-safe,
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that you check every possible codepath out of the code to ensure that any held sections are left.
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Code like this:
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</para>
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<programlisting> if (res != ERROR_SUCCESS) return res; </programlisting>
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<para>
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is extremely suspect in a function that also contains a call to EnterCriticalSection. Be careful.
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</para>
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<para>
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If a thread blocks while waiting for another thread to leave a critical section, you will
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see an error from the RtlpWaitForCriticalSection function, along with a note of which
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thread is holding the lock. This only appears after a certain timeout, normally a few
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seconds. It's possible the thread holding the lock is just being really slow which is why
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Wine won't terminate the app like a non-checked build of Windows would, but the most
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common cause is that for some reason a thread forgot to call LeaveCriticalSection, or died
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while holding the lock (perhaps because it was in turn waiting for another lock). This
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doesn't just happen in Wine code: a deadlock while waiting for a critical section could
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be due to a bug in the app triggered by a slight difference in the emulation.
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</para>
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<para>
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Another popular mechanism available is the use of functions like InterlockedIncrement and
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InterlockedExchange. These make use of native CPU abilities to execute a single
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instruction while ensuring any other processors on the system cannot access memory, and
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allow you to do common operations like add/remove/check a variable in thread-safe code
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without holding a mutex. These are useful for reference counting especially in
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free-threaded (thread safe) COM objects.
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</para>
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<para>
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Finally, the usage of TLS slots are also popular. TLS stands for thread-local storage, and is
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a set of slots scoped local to a thread which you can store pointers in. Look on MSDN for the
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TlsAlloc function to learn more about the Win32 implementation of this. Essentially, the
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contents of a given slot will be different in each thread, so you can use this to store data
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that is only meaningful in the context of a single thread. On recent versions of Linux the
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__thread keyword provides a convenient interface to this functionality - a more portable API
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is exposed in the pthread library. However, these facilities is not used by Wine, rather, we
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implement Win32 TLS entirely ourselves.
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</para>
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</sect1>
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<sect1>
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<title> SysLevels </title>
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<para>
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SysLevels are an undocumented Windows-internal thread-safety system. They are basically
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critical sections which must be taken in a particular order. The mechanism is generic but
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there are always three syslevels: level 1 is the Win16 mutex, level 2 is the USER mutex
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and level 3 is the GDI mutex.
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</para>
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<para>
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When entering a syslevel, the code (in dlls/kernel/syslevel.c) will check that a
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higher syslevel is not already held and produce an error if so. This is because it's not
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legal to enter level 2 while holding level 3 - first, you must leave level 3.
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</para>
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<para>
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Throughout the code you may see calls to _ConfirmSysLevel() and _CheckNotSysLevel(). These
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functions are essentially assertions about the syslevel states and can be used to check
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that the rules have not been accidentally violated. In particular, _CheckNotSysLevel()
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will break (probably into the debugger) if the check fails. If this happens the solution
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is to get a backtrace and find out, by reading the source of the wine functions called
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along the way, how Wine got into the invalid state.
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</para>
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</sect1>
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<sect1>
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<title> POSIX threading vs kernel threading </title>
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<para>
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Wine runs in one of two modes: either pthreads (posix threading) or kthreads (kernel
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threading). This section explains the differences between them. The one that is used is
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automatically selected on startup by a small test program which then execs the correct
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binary, either wine-kthread or wine-pthread. On NPTL-enabled systems pthreads will be
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used, and on older non-NPTL systems kthreads is selected.
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</para>
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<para>
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Let's start with a bit of history. Back in the dark ages when Wines threading support was
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first implemented a problem was faced - Windows had much more capable threading APIs than
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Linux did. This presented a problem - Wine works either by reimplementing an API entirely
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or by mapping it onto the underlying systems equivalent. How could Win32 threading be
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implemented using a library which did not have all the neeed features? The answer, of
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course, was that it couldn't be.
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</para>
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<para>
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On Linux the pthreads interface is used to start, stop and control threads. The pthreads
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library in turn is based on top of so-called "kernel threads" which are created using the
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clone(2) syscall. Pthreads provides a nicer (more portable) interface to this
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functionality and also provides APIs for controlling mutexes. There is a
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<ulink url="http://www.llnl.gov/computing/tutorials/pthreads/">
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good tutorial on pthreads </ulink> available if you want to learn more.
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</para>
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<para>
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As pthreads did not provide the necessary semantics to implement Win32 threading, the
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decision was made to implement Win32 threading on top of the underlying kernel threads by
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using syscalls like clone directly. This provided maximum flexibility and allowed a
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correct implementation but caused some bad side effects. Most notably, all the userland
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Linux APIs assumed that the user was utilising the pthreads library. Some only enabled
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thread safety when they detected that pthreads was in use - this is true of glibc, for
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instance. Worse, pthreads and pure kernel threads had strange interactions when run in
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the same process yet some libraries used by Wine used pthreads internally. Throw in
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source code porting using WineLib - where you have both UNIX and Win32 code in the same
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process - and chaos was the result.
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</para>
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<para>
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The solution was simple yet ingenius: Wine would provide its own implementation of the pthread
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library <emphasis>inside</emphasis> its own binary. Due to the semantics of ELF symbol
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scoping, this would cause Wines own implementations to override any implementation loaded
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later on (like the real libpthread.so). Therefore, any calls to the pthread APIs in
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external libraries would be linked to Wines instead of the systems pthreads library, and
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Wine implemented pthreads by using the standard Windows threading APIs it in turn
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implemented itself.
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</para>
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<para>
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As a result, libraries that only became thread-safe in the presence of a loaded pthreads
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implementation would now do so, and any external code that used pthreads would actually
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end up creating Win32 threads that Wine was aware of and controlled. This worked quite
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nicely for a long time, even though it required doing some extremely un-kosher things like
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overriding internal libc structures and functions. That is, it worked until NPTL was
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developed at which point the underlying thread implementation on Linux changed
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dramatically.
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</para>
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<para>
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The fake pthread implementation can be found in loader/kthread.c, which is used to
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produce to wine-kthread binary. In contrast, loader/pthread.c produces the wine-pthread
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binary which is used on newer NPTL systems.
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</para>
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<para>
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NPTL is a new threading subsystem for Linux that hugely improves its performance and
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flexibility. By allowing threads to become much more scalable and adding new pthread
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APIs, NPTL made Linux competitive with Windows in the multi-threaded world. Unfortunately
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it also broke many assumptions made by Wine (as well as other applications such as the
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Sun JVM and RealPlayer) in the process.
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</para>
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<para>
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There was, however, some good news. NPTL made Linux threading powerful enough
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that Win32 threads could now be implemented on top of pthreads like any other normal
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application. There would no longer be problems with mixing win32-kthreads and pthreads
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created by external libraries, and no need to override glibc internals. As you can see
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from the relative sizes of the loader/kthread.c and loader/pthread.c files, the
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difference in code complexity is considerable. NPTL also made several other semantic
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changes to things such as signal delivery so changes were required in many different
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places in Wine.
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</para>
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<para>
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On non-Linux systems the threading interface is typically not powerful enough to
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replicate the semantics Win32 applications expect and so kthreads with the
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pthread overrides are used.
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</para>
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</sect1>
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<sect1>
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<title> The Win32 thread environment </title>
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<para>
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All Win32 code, whether from a native EXE/DLL or in Wine itself, expects certain constructs to
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be present in its environment. This section explores what those constructs are and how Wine
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sets them up. The lack of this environment is one thing that makes it hard to use Wine code
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directly from standard Linux applications - in order to interact with Win32 code a thread
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must first be "adopted" by Wine.
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</para>
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<para>
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The first thing Win32 code requires is the <emphasis>TEB</emphasis> or "Thread Environment
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Block". This is an internal (undocumented) Windows structure associated with every thread
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which stores a variety of things such as TLS slots, a pointer to the threads message queue,
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the last error code and so on. You can see the definition of the TEB in include/thread.h, or
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at least what we know of it so far. Being internal and subject to change, the layout of the
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TEB has had to be reverse engineered from scratch.
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</para>
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<para>
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A pointer to the TEB is stored in the %fs register and can be accessed using NtCurrentTeb()
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from within Wine code. %fs actually stores a selector, and setting it therefore requires
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modifying the processes local descriptor table (LDT) - the code to do this is in lib/wine/ldt.c.
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</para>
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<para>
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The TEB is required by nearly all Win32 code run in the Wine environment, as any wineserver
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RPC will use it, which in turn implies that any code which could possibly block (for instance
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by using a critical section) needs it. The TEB also holds the SEH exception handler chain as
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the first element, so if when disassembling you see code like this:
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</para>
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<programlisting> movl %esp, %fs:0 </programlisting>
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<para>
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... then you are seeing the program set up an SEH handler frame. All threads must have at
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least one SEH entry, which normally points to the backstop handler which is ultimately
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responsible for popping up the all-too-familiar "This program has performed an illegal
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operation and will be terminated" message. On Wine we just drop straight into the debugger.
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A full description of SEH is out of the scope of this section, however there are some good
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articles in MSJ if you are interested.
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</para>
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<para>
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All Win32-aware threads must have a wineserver connection. Many different APIs
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require the ability to communicate with the wineserver. In turn, the wineserver must be aware
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of Win32 threads in order to be able to accurately report information to other parts of the
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program and do things like route inter-thread messages, dispatch APCs (asynchronous procedure
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calls) and so on. Therefore a part of thread initialization is initializing the thread
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serverside. The result is not only correct information in the server, but a set of file
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descriptors the thread can use to communicate with the server - the request fd, reply fd and
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wait fd (used for blocking).
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</para>
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</sect1>
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</chapter>
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@ -12,6 +12,7 @@
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<!entity opengl SYSTEM "opengl.sgml">
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<!entity ddraw SYSTEM "ddraw.sgml">
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<!entity multimedia SYSTEM "multimedia.sgml">
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<!entity threading SYSTEM "threading.sgml">
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<!entity implementation SYSTEM "implementation.sgml">
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<!entity porting SYSTEM "porting.sgml">
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<firstname>Albert</firstname>
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<surname>den Haan</surname>
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</author>
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<author>
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<firstname>Mike</firstname>
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<surname>Hearn</surname>
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</author>
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<author>
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<firstname>Ove</firstname>
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<surname>Kaaven</surname>
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&opengl;
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&ddraw;
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&multimedia;
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&threading;
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</part>
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<part id="part-three">
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