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Since the original X server was written at Digital in 1987, the OS and DIX
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layers shared responsibility for scheduling the order to service
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client requests. The original design was simplistic; under the maximum
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first make it work, then make it work well, this was a good idea. Now
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that we have a bit more experience with X applications, it's time to
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The basic dispatch loop in DIX looks like:
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nready = WaitForSomething (...);
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isItTimeToYield = FALSE;
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while (!isItTimeToYield)
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if (!ReadRequestFromClient (...))
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WaitForSomething looks like:
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if (ANYSET (ClientsWithInput))
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return popcount (ClientsWithInput);
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compute clientsReadable from select result;
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return popcount (clientsReadable)
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ReadRequestFromClient looks like:
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if (!fullRequestQueued)
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if (!fullRequestQueued)
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remove from ClientsWithInput;
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timesThisConnection = 0;
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if (twoFullRequestsQueued)
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add to ClientsWithInput;
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if (++timesThisConnection >= 10)
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isItTimeToYield = TRUE;
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timesThisConnection = 0;
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Here's what happens in this code:
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With a single client executing a stream of requests:
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A client sends a packet of requests to the server.
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WaitForSomething wakes up from select and returns that client
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Dispatch calls ReadRequestFromClient which reads a buffer (4K)
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full of requests from the client
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The server executes requests from this buffer until it emptys,
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in two stages -- 10 requests at a time are executed in the
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inner Dispatch loop, a buffer full of requests are executed
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because WaitForSomething immediately returns if any clients
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have complete requests pending in their input queues.
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When the buffer finally emptys, the next call to ReadRequest
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FromClient will return zero and Dispatch will go back to
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WaitForSomething; now that the client has no requests pending,
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WaitForSomething will block in select again. If the client
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is active, this select will immediately return that client
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With multiple clients sending streams of requests, the sequence
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of operations is similar, except that ReadRequestFromClient will
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set isItTimeToYield after each 10 requests executed causing the
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server to round-robin among the clients with available requests.
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It's important to realize here that any complete requests which have been
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read from clients will be executed before the server will use select again
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to discover input from other clients. A single busy client can easily
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monopolize the X server.
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So, the X server doesn't share well with clients which are more interactive
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The X server executes at most a buffer full of requests before again heading
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into select; ReadRequestFromClient causes the server to yield when the
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client request buffer doesn't contain a complete request. When
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that buffer is executed quickly, the server spends a lot of time
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in select discovering that the same client again has input ready. Thus
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the server also runs busy clients less efficiently than is would be
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There are several things evident from the above discussion:
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1 The server has a poor metric for deciding how much work it
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should do at one time on behalf of a particular client.
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2 The server doesn't call select often enough to detect less
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aggressive clients in the face of busy clients, especially
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when those clients are executing slow requests.
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3 The server calls select too often when executing fast requests.
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4 Some priority scheme is needed to keep interactive clients
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responding to the user.
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And, there are some assumptions about how X applications work:
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1 Each X request is executed relatively quickly; a request-granularity
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is good enough for interactive response almost all of the time.
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2 X applications receiving mouse/keyboard events are likely to
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warrant additional attention from the X server.
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Instead of a request-count metric for work, a time-based metric should be
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used. The server should select a reasonable time slice for each client
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and execute requests for the entire timeslice before yielding to
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Instead of returning immediately from WaitForSomething if clients have
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complete requests queued, the server should go through select each
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time and gather as many ready clients as possible. This involves
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polling instead of blocking and adding the ClientsWithInput to
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clientsReadable after the select returns.
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Instead of yielding when the request buffer is empty for a particular
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client, leave the yielding to the upper level scheduling and allow
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the server to try and read again from the socket. If the client
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is busy, another buffer full of requests will already be waiting
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to be delivered thus avoiding the call through select and the
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additional overhead in WaitForSomething.
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Finally, the dispatch loop should not simply execute requests from the
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first available client, instead each client should be prioritized with
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busy clients penalized and clients receiving user events praised.
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Polling the current time of day from the OS is too expensive to
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be done at each request boundary, so instead an interval timer is
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set allowing the server to track time changes by counting invocations
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of the related signal handler. Instead of using the wall time for
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this purpose, the process CPU time is used instead. This serves
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two purposes -- first, it allows the server to consume no CPU cycles
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when idle, second it avoids conflicts with SIGALRM usage in other
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parts of the server code. It's not without problems though; other
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CPU intensive processes on the same machine can reduce interactive
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response time within the X server. The dispatch loop can now
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calculate an approximate time value using the number of signals
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received. The granularity of the timer sets the scheduling jitter,
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at 20ms it's only occasionally noticeable.
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The changes to WaitForSomething and ReadRequestFromClient are
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straightforward, adjusting when select is called and avoiding
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setting isItTimeToYield too often.
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The dispatch loop changes are more extensive, now instead of
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executing requests from all available clients, a single client
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is chosen after each call to WaitForSomething, requests are
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executed for that client and WaitForSomething is called again.
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Each client is assigned a priority, the dispatch loop chooses the
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client with the highest priority to execute. Priorities are
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updated in three ways:
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1. Clients which consume their entire slice are penalized
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by having their priority reduced by one until they
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reach some minimum value.
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2. Clients which have executed no requests for some time
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are praised by having their priority raised until they
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return to normal priority.
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3. Clients which receive user input are praised by having
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their priority rased until they reach some maximal
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value, above normal priority.
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The effect of these changes is to both improve interactive application
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response and benchmark numbers at the same time.