This patch introduces the SQLServer system server. This service is
supposed to be the only process/application talking to database storage.
This makes things like locking and caching more reliable, easier to
implement, and more efficient.
In LibSQL we added a client component that does the ugly IPC nitty-
gritty for you. All that's needed is setting a number of event handler
lambdas and you can connect to databases and execute statements on them.
Applications that wish to use this SQLClient class obviously need to
link LibSQL and LibIPC.
This adds a utility program which is essentially a command generator for
CMake. It reads the 'components.ini' file generated by CMake in the
build directory, prompts the user to select a build type and optionally
customize it, generates and runs a CMake command as well as 'ninja
clean' and 'rm -rf Root', which are needed to properly remove system
components.
The program uses whiptail(1) for user interaction.
These are usually incorrect, and people sometimes forget to add the
correct values as a result of them being optional, so they should just
be specified explicitly.
This removes all usages of the non-standard define_property helper
method and replaces all it's usages with the specification required
alternative or with define_direct_property where appropriate.
I didn't add any debug logging to the object rewrite, so this is now
unused. It's much more correct though, so we can get away with adding
ad-hoc logging, should that ever be necessary :^)
Side note: this should have a prefix, i.e. JS_OBJECT_DEBUG. The previous
name is too generic.
All GUI applications currently load all TTF fonts on startup
(to populate the Gfx::FontDatabase. This could probably be smarter.)
Before this patch, everyone would open the files and read them into
heap-allocated storage. Now we simply mmap() them instead. :^)
This reverts commit a808fff2ec.
I highly suspect the reason it was not working before was fixed in
017c5fc7d9, so the SB16 DMA can work even
if we initialize another E1000 network adapter.
QEMU appears to always relay absolute mouse coordinates relative to the
screen that the mouse is pointed to, without any way for us to know
what screen it was. So, when dealing with multiple displays force using
relative coordinates only.
This allows specifying how many screens we should use. This also then
only enables virtio-gpu if more than one display is requested.
This also adds an environment variable SERENITY_QEMU_DISPLAY_BACKEND
which allows overriding the default qemu display backend, as it may
not be available.
Multiboot only supports ELF32 executables. This changes the build
process to build an ELF32 executable which has a 32-bit entry point,
but consists of mostly 64-bit code.
`wasm-as` will do some semantic analysis on the modules, which is not
something we're looking for here.
Instead, use `wat2wasm` to generate the exact module.
Components are a group of build targets that can be built and installed
separately. Whether a component should be built can be configured with
CMake arguments: -DBUILD_<NAME>=ON|OFF, where <NAME> is the name of the
component (in all caps).
Components can be marked as REQUIRED if they're necessary for a
minimally functional base system or they can be marked as RECOMMENDED
if they're not strictly necessary but are useful for most users.
A component can have an optional description which isn't used by the
build system but may be useful for a configuration UI.
Components specify the TARGETS which should be built when the component
is enabled. They can also specify other components which they depend on
(with DEPENDS).
This also adds the BUILD_EVERYTHING CMake variable which lets the user
build all optional components. For now this defaults to ON to make the
transition to the components-based build system easier.
The list of components is exported as an INI file in the build directory
(e.g. Build/i686/components.ini).
Fixes#8048.
This commit adds a bunch of passes, the most interesting of which is a
pass that merges blocks together, and a pass that places blocks that
flow into each other next to each other, and a very simply pass that
removes duplicate basic blocks.
Note that this does not remove the jump at the end of each block in that
pass to avoid scope creep in the passes.