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This patch introduces vmstate for replay data structures. It allows saving and loading vmstate while replaying. Signed-off-by: Pavel Dovgalyuk <pavel.dovgaluk@ispras.ru> Message-Id: <20160926080810.6992.68420.stgit@PASHA-ISP> Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
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/* | ||
* replay-snapshot.c | ||
* | ||
* Copyright (c) 2010-2016 Institute for System Programming | ||
* of the Russian Academy of Sciences. | ||
* | ||
* This work is licensed under the terms of the GNU GPL, version 2 or later. | ||
* See the COPYING file in the top-level directory. | ||
* | ||
*/ | ||
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#include "qemu/osdep.h" | ||
#include "qapi/error.h" | ||
#include "qemu-common.h" | ||
#include "sysemu/replay.h" | ||
#include "replay-internal.h" | ||
#include "sysemu/sysemu.h" | ||
#include "monitor/monitor.h" | ||
#include "qapi/qmp/qstring.h" | ||
#include "qemu/error-report.h" | ||
#include "migration/vmstate.h" | ||
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static void replay_pre_save(void *opaque) | ||
{ | ||
ReplayState *state = opaque; | ||
state->file_offset = ftell(replay_file); | ||
} | ||
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static int replay_post_load(void *opaque, int version_id) | ||
{ | ||
ReplayState *state = opaque; | ||
fseek(replay_file, state->file_offset, SEEK_SET); | ||
/* If this was a vmstate, saved in recording mode, | ||
we need to initialize replay data fields. */ | ||
replay_fetch_data_kind(); | ||
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return 0; | ||
} | ||
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static const VMStateDescription vmstate_replay = { | ||
.name = "replay", | ||
.version_id = 1, | ||
.minimum_version_id = 1, | ||
.pre_save = replay_pre_save, | ||
.post_load = replay_post_load, | ||
.fields = (VMStateField[]) { | ||
VMSTATE_INT64_ARRAY(cached_clock, ReplayState, REPLAY_CLOCK_COUNT), | ||
VMSTATE_UINT64(current_step, ReplayState), | ||
VMSTATE_INT32(instructions_count, ReplayState), | ||
VMSTATE_UINT32(data_kind, ReplayState), | ||
VMSTATE_UINT32(has_unread_data, ReplayState), | ||
VMSTATE_UINT64(file_offset, ReplayState), | ||
VMSTATE_END_OF_LIST() | ||
}, | ||
}; | ||
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void replay_vmstate_register(void) | ||
{ | ||
vmstate_register(NULL, 0, &vmstate_replay, &replay_state); | ||
} |
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