NachOS/code/machine/disk.h

93 lines
3.9 KiB
C++

// disk.h
// Data structures to emulate a physical disk. A physical disk
// can accept (one at a time) requests to read/write a disk sector;
// when the request is satisfied, the CPU gets an interrupt, and
// the next request can be sent to the disk.
//
// Disk contents are preserved across machine crashes, but if
// a file system operation (eg, create a file) is in progress when the
// system shuts down, the file system may be corrupted.
//
// DO NOT CHANGE -- part of the machine emulation
//
// Copyright (c) 1992-1993 The Regents of the University of California.
// All rights reserved. See copyright.h for copyright notice and limitation
// of liability and disclaimer of warranty provisions.
#ifndef DISK_H
#define DISK_H
#include "copyright.h"
#include "utility.h"
// The following class defines a physical disk I/O device. The disk
// has a single surface, split up into "tracks", and each track split
// up into "sectors" (the same number of sectors on each track, and each
// sector has the same number of bytes of storage).
//
// Addressing is by sector number -- each sector on the disk is given
// a unique number: track * SectorsPerTrack + offset within a track.
//
// As with other I/O devices, the raw physical disk is an asynchronous device --
// requests to read or write portions of the disk return immediately,
// and an interrupt is invoked later to signal that the operation completed.
//
// The physical disk is in fact simulated via operations on a UNIX file.
//
// To make life a little more realistic, the simulated time for
// each operation reflects a "track buffer" -- RAM to store the contents
// of the current track as the disk head passes by. The idea is that the
// disk always transfers to the track buffer, in case that data is requested
// later on. This has the benefit of eliminating the need for
// "skip-sector" scheduling -- a read request which comes in shortly after
// the head has passed the beginning of the sector can be satisfied more
// quickly, because its contents are in the track buffer. Most
// disks these days now come with a track buffer.
//
// The track buffer simulation can be disabled by compiling with -DNOTRACKBUF
#define SectorSize 128 // number of bytes per disk sector
#define SectorsPerTrack 32 // number of sectors per disk track
#define NumTracks 32 // number of tracks per disk
#define NumSectors (SectorsPerTrack * NumTracks)
// total # of sectors per disk
class Disk:public dontcopythis {
public:
Disk(const char* name, VoidFunctionPtr callWhenDone, void *callArg);
// Create a simulated disk.
// Invoke (*callWhenDone)(callArg)
// every time a request completes.
~Disk(); // Deallocate the disk.
void ReadRequest(int sectorNumber, void* data);
// Read/write an single disk sector.
// These routines send a request to
// the disk and return immediately.
// Only one request allowed at a time!
void WriteRequest(int sectorNumber, const void* data);
void HandleInterrupt(); // Interrupt handler, invoked when
// disk request finishes.
int ComputeLatency(int newSector, bool writing);
// Return how long a request to
// newSector will take:
// (seek + rotational delay + transfer)
private:
int fileno; // UNIX file number for simulated disk
VoidFunctionPtr handler; // Interrupt handler, to be invoked
// when any disk request finishes
void *handlerArg; // Argument to interrupt handler
bool active; // Is a disk operation in progress?
int lastSector; // The previous disk request
int bufferInit; // When the track buffer started
// being loaded
int TimeToSeek(int newSector, int *rotate); // time to get to the new track
int ModuloDiff(int to, int from); // # sectors between to and from
void UpdateLast(int newSector);
};
#endif // DISK_H