This way we could also avoid creating more JITs than necessary. The second issue occurred on booting the first homebrew on multicore, where we found that guest vsync was messed up. By redesigning the server session we were able to identify the cause and fix it.
Here is where things started getting interesting. Blinkhawk implemented Condition Variables and Mutexes, which are the base syncing mechanisms in any multithreaded environment, and found an issue with how our JIT functions.
Under the new architecture, a thread could easily call an SVC and be paused there, while another thread started running on that same JIT, thus causing a conflict. This solution, however, costs us additional memory usage. After fixing these issues, we were finally able to boot Super Mario Odyssey on multicore, but many games were still soft-locking due to an old bug we thought eradicated: Mutex Corruption. Mutex Corruption happens due to issues with exclusive memory handling in ARMv8.
As it turned out, dynarmic had to be modified to fix it. After looking into it, Blinkhawk realized exclusive memory in dynarmic was prone to a race condition when the exclusive address was written by a non-exclusive write. The solution was to save the current value on exclusive read and then atomic exchange it with a new value on exclusive write.
By fixing this, most of the games were able to go in-game and many of them were fully playable. But a thread cannot start running on a new core until it is liberated freed. So core 0 scheduler was holding A and waiting for B to be freed, while core 1 scheduler was holding B and waiting for A to be freed, thereby causing a deadlock. Hyrule Warriors had an issue that was caused by host timing. The game soft locked at a point because a thread infinitely looped on a TimedWait of 30 nanoseconds.
This function did some time calculations and later checked with the current time. Our host timer, however, was way more accurate and that function would never call the SVC.
The solution, ironically, was to reduce the accuracy of our host timer a bit, to better match actual hardware. As you know, you can pause and resume yuzu in our current versions.
This was simple before because emulation occurred in steps and you just had to stop on the next step. But on multicore, emulation is continuous and unmanaged in the same sense. Thus, implementing this was very hard due to how multicore scheduling worked. The original solution was to modify scheduling to support it but that proved very complicated to do. After a while, we figured out a pretty easy solution without having to modify anything.
We would create a kernel thread for each core and make that kernel thread pass control from and to the CPU Manager to the emulation. The plugin also reuses the Netbox authentication and permission model. Depending on the Netbox configuration, a token with valid object permissions must be passed to Netbox. A working example on how to use this plugin with Prometheus is located at the example folder. Netbox content is created by using Netbox docker initializers. The demo data doesn't make sense, but they are good enough for demonstrating how to configure Prometheus and get demo data to Prometheus service discovery.
Go to the example folder and run docker-compose up. Netbox content should then be available in the service discovery tab. We use Poetry for dependency management and invoke as task runner. As Netbox plugins cannot be tested standalone, we need invoke to start all code embedded in Netbox Docker containers. All code to run in docker is located under development which is also the starting point for VScode remote containers not finished yet. Oct 31, Oct 29, Oct 27, This works well if the configuration itself is rather static and the same across all environments.
For this, create a new directory with a Prometheus configuration and a Dockerfile like this:. A more advanced option is to render the configuration dynamically on start with some tooling or even have a daemon update it periodically. If you prefer using configuration management systems you might be interested in the following third-party contributions:.
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