This is a monster patch that required changing a whole bunch of things.
There are performance and stability issues all over the place, but it works.
Pretty cool, I have to admit :^)
While working on the ELF loader I was trying to keep binaries as simple as
possible so I could understand them easily. Now that the ELF loader is mature
and working fine, we can move closer towards ld defaults.
This is pretty cool. :^)
GraphicsBitmaps are now mapped into both the server and the client address
space (usually at different addresses but that doesn't matter.)
Added a GUI syscall for getting a window's backing store, and another one
for invalidating a window so that the server redraws it.
This synchronous approach to inodes is silly, obviously. I need to rework
it so that the in-memory CoreInode object is the canonical inode, and then
we just need a sync() that flushes pending changes to disk.
I ran out of steam writing library routines and imported two
BSD-licensed libc routines: sscanf() and getopt().
I will most likely rewrite them sooner or later. For now
I just wanted to see figlet running.
This took me a couple hours. :^)
The ELF loading code now allocates a single region for the entire
file and creates virtual memory mappings for the sections as needed.
Very nice!
I added a dead-simple malloc that only allows allocations < 4096 bytes.
It just forwards the request to mmap() every time.
I also added simplified versions of opendir() and readdir().
- Turn Keyboard into a CharacterDevice (85,1) at /dev/keyboard.
- Implement MM::unmapRegionsForTask() and MM::unmapRegion()
- Save SS correctly on interrupt.
- Add a simple Spawn syscall for launching another process.
- Move a bunch of IO syscall debug output behind DEBUG_IO.
- Have ASSERT do a "cli" immediately when failing.
This makes the output look proper every time.
- Implement a bunch of syscalls in LibC.
- Add a simple shell ("sh"). All it can do now is read a line
of text from /dev/keyboard and then try launching the specified
executable by calling spawn().
There are definitely bugs in here, but we're moving on forward.